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February 1st, 2015, 20:49 Posted By: wraggster
The slow uptake for Nintendo's latest home console continues as the platform completed the year 2014 - its second full year on sale - with around 9.2 million sales worldwide.
This compares poorly to the 18.5 million global sales of PS4 as of January 4, and the 10 million Xbox One units Microsoft said it had shipped into retail by November 2014, despite the Wii U having been out a year longer than both Sony and Microsoft's platforms. At this point in its respective life the Wii had sold over 44 million units.
Wii U hit the 9.2 million sales mark after selling through around 3.03 million units in the nine months ended December 31, 2014, according to the latest financial report from Nintendo.
Software unit sales for the console hit 20.59 million units during the same nine month timeframe, bringing the life-to-date total up to 52.87 million units.
3DS family hardware sales slowed year-on-year, selling 7.08 million units in the period compared with 11.65 million the prior year, despite the release of the New Nintendo 3DS and New Nintendo 3DS XL in Japan. Life-to-date hardware sales for the 3DS family topped 50.41 million as of December 31, 2014, with total software sales reaching 215.96 million units.
http://www.computerandvideogames.com...at-92-million/
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February 2nd, 2015, 19:25 Posted By: wraggster
As the end draws near for Club Nintendo, the American branch of the reward program has added a host of new options to its catalogue.
Nintendo Life reports that new physical rewards include a Fierce Deity Link Jigsaw Puzzle and a Majora's Mask 3D 'messenger bag'.
There are also over 100 downloadable games to choose from, including the likes of Wii U titles The Wonderful 101 and Wii Fit U at 600 Coins each. 3DS outings include Paper Mario: Sticker Star and Star Fox 64 3D at 700 Coins and New Super Mario Bros 2, Donkey Kong Country Returns 3D and Super Mario 3D Land at 600 Coins.
Digital games are not available to Club Nintendo users in Europe.
Nintendo announced the closure of its loyalty scheme last month. A new program will be announced in the future.
http://www.mcvuk.com/news/read/club-...losure/0144598
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February 5th, 2015, 20:53 Posted By: wraggster
Nintendo looks to be taking a leaf out of its toys-to-life competitor’s books by releasing variants of its existing Amiibo figures.
Neogaf users perusing a product safety certification pageposted to Nintendo's website spotted that two of the links (both of which are now removed) led to images of a gold and silver version of the upcoming Smash Bros Mario Amiibo.
It’s not known when the figures will be released or how they will be made available, meaning it’s possible that they could be part of a promotion, although a general release could of course also be on the cards.
A new range of Super Smash Bros Amiibos including Toon Link and Lucario were released late last month and will be followed next month by a Mario part 10 range including Toad.
http://www.mcvuk.com/news/read/gold-...ebsite/0144778
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February 10th, 2015, 23:05 Posted By: wraggster
While it feels like Street Fighter II has been released on every platform ever, that's not true, as Capcom never blessed Nintendo's doomed Virtual Boy with the classic fighter. That's where fans come to the rescue, as Hyper Fighting has introduced Street Fighter II to wildly outdated 3D.
Homebrew games have existed in the still-active Virtual Boy community for a while now, and someone finally took a shot at making Street Fighter II. The project has been floating around for a few years, but only recently came to fruition and into the hands of a few lucky collectors.
Planet Virtual Boy has been collecting details one everyone with copies:"Apparently, complete-in-box copies of Mr. Anon's and MK's incredibly well-crafted homebrew game "Hyper Fighting" are now out there in the wild, as impressions of the game are starting to pop up here and there. At the time of writing, we have no further info from the team behind this, but it seems that the game won't see a public release due to the obvious copyright dilemma. For now, we can only gaze in awe at the imagery lucky owners of the few existing copies share with the world."
We're not talking ROMs, either. These are custom-printed cartridges. Vectrex Roli got one.
http://www.kotaku.co.uk/2015/02/10/s...ed-virtual-boy
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February 10th, 2015, 23:08 Posted By: wraggster
With Nintendo's New 3DS coming out this Friday there's been some concern over how one can transfer their data from their current 3DS (or 2DS) to the enhanced hardware. Well now Nintendo has released a tutorial video detailing the process of doing this through a computer in just 15 simple steps.
Here's what you'll need: - Your current 3DS/2DS
- Its SD card
- A New Nintendo 3DS
- A microSD card of equal or larger capacity (a 4GB one comes installed in the New 3DS)
- A size 0 Phillips screwdriver
- A computer
- An adapter to connect the SD and MicroSD cards to said computer
- Wireless broadband internet access
Okay, ready? Let's begin. - Go through the setup on your New 3DS, download the latest software, but do notcreate a new Nintendo Network ID on this system as it will overwrite your old one.
- On the home menu, go to System Settings, then Other Settings, then System Transfer.
- On both systems select "Transfer From a System in the Nintendo 3DS Family." Select "send" from the old system and "receive" to the new one.
- Follow the prompts to confirm the transfer.
- Select "delete" to erase the content on the New 3DS's microSD card.
- Select "no" on the New 3DS to confirm that no other microSD cards have been used with the system.
- Select "yes" on the old 3DS to confirm that you're using an SD card (these come with the system, so you likely are).
- Select "PC-based transfer."
- Select "move" on the source system.
- Once this is complete the old 3DS will format and the New 3DS will restart.
- Power off both systems and remove their SD/microSD cards. This will require using a size zero Phillips screwdriver to remove the back panel on the New 3DS.
- Connect the SD card to your computer and copy the folder called Nintendo 3DS to your desktop.
- Connect the New 3DS's microSD card to your computer and copy the folder from step 12 into it.
- Insert the microSD card into your New 3DS, reattach the back panel and power the system on.
Rejoice! You've just transferred all your old date to your new 3DS.There is a simpler method where you can transfer your data through wifi at step nine. We reckon this will take a lot longer, but is probably more convenient. How odd that Nintendo's only tutorial video covers the most labourious method.Nintendo noted on its support site that pre-installed games will be available for re-download on the new system once the transfer is complete.
http://www.eurogamer.net/articles/20...to-the-new-3ds
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February 10th, 2015, 23:09 Posted By: wraggster
Super Smash Bros. for 3DS will get Amiibo support via an update to be released on Tuesday, February 10, Nintendo has confirmed.
The free update will add for the first time the ability to scan in the Amiibo figurines with the 3DS game. At present, only the Wii U version of the new Smash Bros. supports Amiibo figures.
In the Console version, players can scan in Amiibo characters to create customizable 'FP' fighters that learn from you as you play. It is yet to be fully detailed exactly how the Amiibos will be used in the portable game.
The 3DS update comes just ahead of the US release of the New Nintendo 3DS, a new revised version of the 3DS handheld that, among numerous changes, has the added ability to read Amiibo data by placing the figures directly on the lower screen.
An adapter that will allow the use of Amiibos on older 3DS/2DS units is expected later this year.
http://www.computerandvideogames.com...n-february-10/
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February 11th, 2015, 21:18 Posted By: wraggster
Nintendo has outlined the steps needed to transfer save data from an old 3DS to a new 3DS XL – and the press has not been especially forgiving about the process.
“New 3DS XL system transfer is as easy as 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16” a Videogamer headline exclaimed, while Eurogamer’s story is titled “Nintendo details its outlandish process of transferring data to the New 3DS”.
The author of Polygon’s piece was equally as scathing, describing the process as “ridiculous”.
The process isn’t vastly different to the hoops owners who have transferred data in the past will have jumped through, although there are added complications – such as the need for a screwdriver, which is not supplied with the hardware. A PC is also needed, unless users opt for the time-consuming wireless option.
Perhaps the biggest frustration is that buyers will need access to their old machine to process the transfer, leaving those who want to trade in their old hardware in a difficult position. It’s much the same with Wii U, where a successful data transfer requires access to both new and old working machines – which is bad news for those whose old console is broken or lost.
Upgrading to a new PS4 or Vita, for comparison, asks only that users log into their PSN account on the new machine and download the data. PSN+ subscribers can transfer save data via the internet while others can do so using a USB stick.
http://www.mcvuk.com/news/read/new-3...ticism/0145040
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February 12th, 2015, 23:17 Posted By: wraggster
Around a third of GAME stores will be opening their doors at midnight tonight to sell Nintendo’s new 3DS and New 3DS XL.
Furthermore, it has also detailed a workaround for those wanting to trade in their old hardware that helps to bypasses the somewhat awkward data transfer requirement that needs both old and new machines present to port across game saves.
Those who buy a new console and keep the receipt are guaranteed to receive the trade-in value offered for seven days after purchase. The scheme essentially mirrors that offered by GameStop in the US, with the one downside being that buyers are required to have access to the full amount up front before receiving their trade-in cash.
GAME is also the only UK retailer offering the New 3DS XL Monster Hunter 4 Ultimate Special Edition version of the console.
“For years, Nintendo has been at the forefront of handheld consoles and we know fans will be excited about the latest developments in 3D gameplay,” GAME category director Charlotte Knight said. “Plus with a range of ways to pay at GAME from trade-in to GAME Reward points, there is something to suit every budget.
“We know our customers are keen to get their hands on the latest technology as soon as possible so we’re excited to announce tonight’s midnight openings.”
The following stores will be opening just before midnight tonight:
High Wycombe
Glasgow
Preston
Leicester
Ipswich
Harlow
Lincoln
Milton Keynes
Stockport
Carlisle
Manchester (Trafford Centre)
Barnstaple
Bristol (Cribbs Causeway)
Burnley
Belfast (Abbey)
Halifax
Newbury
Sutton
Enfield
Staines
Newtownards
Mansfield (Outlet)
Glasgow the Fort
Manchester (The Fort)
Talbot Green
Leicester the Shires
Doncaster
Manchester (Denton)
Plymouth (Drake Circus)
Preston Deepdale
Cambridge
Leeds Headrow Centre
Stratford upon Avon
Bournemouth Castle Point
Bury the Rock
Wakefield
Chichester
Crawley
Lisburn
Swindon
Bath Southgate
Sheffield Fargate
Manchester (Arndale)
East Kilbride
Luton
Stevenage forum
Kingston
Uxbridge
Newcastle
Poole
Norwich
Belfast
Middlesbrough
Chester
Portsmouth
Wigan
Bolton
Nottingham (Victoria)
Mansfield
Londonderry
Douglas
Livingston
Bedford
Basingstoke
Dumfries
Hereford
Aldershot
Aberystwyth
Bullring
Craigavon
Accrington
Brentwood
Nottingham
Ipswich
Birkenhead
Lincoln
Chesterfield
Lancaster
Bradford DS
Glasgow
Slough
Bristol Broadmead
Rotherham
Chorley
Hanley
Lewisham
Carlisle
Newcastle under Lyme
Pontypridd
Stirling
Blackpool
Crewe
Bracknell
Liverpool Lord Street
Oldham
Welwyn Garden City
Morecambe
Falkirk
Canterbury
Isle of Wight
High Wycombe
Glasgow
Preston
Leicester
http://www.mcvuk.com/news/read/game-...buyers/0145094
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February 12th, 2015, 23:19 Posted By: wraggster
Analyst Michael Pachter has continued his long-running criticism of Nintendo with another scathing attack against the platform holder.
“I think that they are still in denial about the Wii U failure,” he told Game Informer. “You keep seeing this stat so we're up 82 per cent – yeah, 40,000 units went to 70,000 units. Who cares? You're still trailing the other guys by a mile.
“They need a new console that's competitive with Xbox One and PlayStation 4. If Xbox can sell at $349 Nintendo could make it and sell for $249. They won't because they still live in that old console world where they think they need to make a profit on the hardware. That means if they make a competitive console it would be more expensive.”
Pachter also believes that Nintendo may have already burnt its third party bridges, speculating that big publishers are unlikely to support any future hardware thanks to the many third party failures that have plagued recent Nintendo machines.
“The problem is I think they did a bad job with third parties with the Wii and they've done an abysmal job with third parties with the Wii U, so I don't think third parties would come back for a new console,” he added.
“If they come out with a new console and it is essentially identical programming language with the Xbox so the cost to port a game is zero, I'm still sceptical that third parties would support it. They possibly would, but only if the cost was so low.”
Pachter has been a willing and frequent critic of Nintendo for many years now.
In 2010 he slated the company for remaining static while Sony and Microsoft made a move on the Wii market. In 2012 he claimed it was in disarray having left it too late to launch Wii U, and later that year questioned the entire Wii U strategy. A year later he said the company was “in a world of trouble” in the face of upcoming competition from PS4 and Xbox One.
He has also directly criticised Nintendo boss Satoru Iwata, saying in 2013 that he didn’t know “why Iwata is still employed”. That’s a theme the analyst returned to with Game Informer, too.
“Like I said, they lack introspection. I think that starts with leadership,” he argued. “Iwata makes a lot of bad decisions. I think he surrounds himself with people who allow him to make these bad decisions. It starts at the top. I think he is not a good leader.”
http://www.mcvuk.com/news/read/ninte...claims/0145090
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February 12th, 2015, 23:32 Posted By: wraggster
Nintendo will soon launch an app to let you use your Mii avatar on social media.
The application is set to be fully revealed within the next month or so, Nintendo boss Satoru Iwata told Japanese newspaperNikkei.Users will be able to load their Mii character - presumably the one already associated with their Nintendo Network account via 3DS and Wii U - and snap a user icon.Iwata also reiterated an earlier idea of developing smartphone products that would entice users to Nintendo products, without simply replicating games full-scale on phones or tablets."In the past, I have opposed making smartphone and tablet versions of Nintendo titles," Iwata said. "Prices for content aimed at smartphones and tablets are falling quickly. I am still wary of the category. Popular now
"We intend to develop products that will allow customers to identify with Nintendo products and make people pay attention to Nintendo games."Nintendo has yet to release a mobile version of its eShop digital marketplace, for example, something it has discussed in the past.Overall, Iwata painted a positive outlook for the company's financial future, buoyed by itsrecent good (but not great) quarterly results."We foresee improved performance for the next fiscal year, so long as we are not adversely affected by foreign exchange fluctuations," he continued."I have been saying we hope to achieve a profit suitable for Nintendo as early as fiscal 2016. My understanding is that an operating profit of 100 billion yen is the level the market and shareholders expect of us."Nintendo has a new health and sleep-related quality of life business line in development, alongside continuing development of its Amiibo toys and 3DS and Wii U games."I believe the Wii U business still has considerable room for growth," Iwata concluded "as a number of software titles that are compatible with the console are slated for release in 2015".Such titles are set to include a new open-world Legend of Zelda game, plus fresh entries in the Star Fox and Xenoblade series.
http://www.eurogamer.net/articles/20...r-social-media
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February 15th, 2015, 23:49 Posted By: wraggster
Nintendo has been dropping hints for years about possible smartphone apps starring its classic characters or somehow tying into the Wii and Wii U. Nintendo President Satoru Iwata is back at it this week, this time with a specific idea: Mii for mobile devices. "It would be fun for players to use their Mii characters as icons on social media," Iwata said in an interview with Nikkei. "We are currently developing an application that will allow users to do that."
http://www.engadget.com/2015/02/13/n...phone-app-mii/
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February 15th, 2015, 23:57 Posted By: wraggster
Which service was Nintendo TVii again? Oh yeah, the cable/programme guide thing. In case anyone was waiting for that Wii U service to launch here, you can officially stop waiting now—Nintendo of Europe has given up because it's too hard.
It's one thing to take a single country and get all of its cable providers on board in order to transformer your Wii control pad into a universal remote that hardly anyone uses. In Europe, with our individual countries and languages and late-night German trivia call-in shows and phone sex ads, it's nearly impossible. So Nintendo decided to stop trying.At Nintendo of Europe, we continue to challenge ourselves to develop a range of entertaining experiences for all to enjoy. Due to the extremely complex nature of localising multiple television services across a diverse range of countries with varied licensing systems, regrettably we have taken the decision not to launch the Nintendo TVii service within the European region. Although on this occasion we did not anticipate such challenges, we will always strive to develop a range of entertaining experiences for all our users to enjoy.
I was actually rather excited about Nintendo TVii when the company first showed off the feature prior to the launch of the Wii U. Then the system launched, I set it up once, and never used it again. Until I saw this announcement via Game Informer, I had completely forgotten that Nintendo TVii ever existed.
All the advice I can offer is try find solace in your currently exclusive Nintendo Anime Channel for the 3DS, with its reruns of Kirby, Pokemon: Advanced and Inazuma Eleven.
http://www.kotaku.co.uk/2015/02/15/n...do-tvii-europe
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February 16th, 2015, 00:09 Posted By: wraggster
Today we present just a quick update for our users with 9.5 emunand. This fixes the multirom menu not showing up and various updates for properly supporting 9.5 emunand.
We also want to inform our users about some news regarding emunand support for the New 3DS:
We will not be able to support emunand 9.5 or higher for a while on the New 3DS. This is only an issue for the New 3DS, the old 3DS and 2DS will never have this issue. This is not a definitive barrier, but we feel it necessary to inform our users that while we are still working on releasing our New 3ds support, we will not be able to provide support yet for 9.5 emunand or higher for New 3DS on release.
And as always ENJOY!
http://www.gateway-3ds.com/
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February 16th, 2015, 00:15 Posted By: wraggster
UAE is a famous Amiga emulator ported to the Wii. UAE Wii can be found on googlecode at uae-wii.googlecode.com, and is based on the source code of E-UAE. It allows you to play Stunt car racer, Turrican, Midwinter and the other good old Amiga games on your Wii. The port uses SDL Wii. The initial port was made by Simon Kagstrom. From release 5.1 the project is carried out by Fabio Olimpieri (Oibaf).
Version 12 - Added background image in the GUI
- Added sound in the GUI
- Horizontally scrolling menu
- More readable fonts in the GUI
- Added autofire (configurable from virtual Keyboard)
- Added vsync option
- Moved Rumble option in wiimote menu
- Changed the refresh rate option
- Shorter bootstrap
- Fixed file attributes in virtual filesystem emulation
- Other bug fixes
http://wiibrew.org/wiki/UAE_Wii
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February 16th, 2015, 00:16 Posted By: wraggster
MTek-GDL is a simple object-oriented game development library written in C++ combined with a collection of tools, examples, and additional libraries for simple and advanced game development for the Nintendo Wii and PC (OpenGL) platforms and is ideal for beginners and advanced Wii game programmers... No longer do you have to (painfully) deal with low-level GX and other system functions to get something as simple as loading and displaying a png image file and displaying it unless you want to make good use of the Wii's graphics hardware that is.
Even though this library is designed mostly for 2D game development, it can be used as a base for developing custom 2D and 3D graphics engines as an extension library... For convenience reasons, it is best to maintain such libraries separately from MTek-GDL to avoid interference.
Release 1.1 (1-25-2015)
- As of 1-31-2015, a minor makefile bug for libpng has been fixed (it didn't install pnglibconf.h).
- Minor Wii library update (0.43b).
- Made low-res mode more HDTV friendly by enabling interlace jitter when component cables are used (after having a debate with tueidj).
- Removed useless *colTable parameter in gdl::Texture::ConvertRawImage().
- Wii library documentation for gdl::Texture::ConvertRawImage() is now up-to-date (forgot about it in relese 1).
- Corrected some entries in the Wii library documentation.
http://wiibrew.org/wiki/MTek-GDL
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February 16th, 2015, 00:36 Posted By: wraggster
Apparently, complete-in-box copies of Mr. Anon's and MK's incredibly well-crafted homebrew game "Hyper Fighting" are now out there in the wild, as impressions of the game are starting to pop up here and there. At the time of writing, we have no further info from the team behind this, but it seems that the game won't see a public release due to the obvious copyright dilemma. For now, we can only gaze in awe at the imagery lucky owners of the few existing copies share with the world.
http://www.planetvb.com/modules/news...hp?storyid=395
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February 16th, 2015, 00:48 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy/PS1 emulator has been updated recently. Changes:
- Dropped support for physical CDs.
- Added support for per-game configuration override files.
- Lynx: Added support for custom palettes.
- PS1: Improved multitap emulation; DualShock rumble will now work with multitap in games that utilize multitap functionality(for example, "CTR - Crash Team Racing").
- PS1: Improved CDC emulation; fixes lockup issues in "Wing Commander III", "CyberSled (Japan version)", "Pooh's Party Game: In Search of the Treasure", "Harukanaru Toki no Naka de - Banjou Yuugi", and "This Is Football 2".
- PS1: Brought MDEC decode timing closer to what it is on a PS1; fixes stuttering issue in the early FMV-background sequence in "Parasite Eve II".
File: Download
News source: http://sourceforge.net
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February 16th, 2015, 00:55 Posted By: wraggster
via http://emu-russia.net/en/
GBA and NDS emulator for Dos and Windows has been updated recently. Changes:
- help: updated gbatek standalone version 2.8 (with fairly complete dsi specs)
- dsi: no$gba is now having (more or less) working non-experimental DSi support
- dsi/cartloader: auto-encrypts modcrypt area if needed (requires good sha1hmac)
- gba/snap: fixed skipping empty-nds-chunks in gba-snapshots (thanks shiny.exe)
- newmem: avoids borland tasm32/tlink32 linker-error on "arm_memxlat_non_tcm"
- dsi/help: added list of known regions/countries (only europe is known yet)
- dsi/help: better ndma description (logical/physical blocks, and repeat modes)
- wifi/help: added new DSi access points specs (wpa/wpa2, and proxy settings)
- wifi/help: added formerly unknown NDS access points specs (mtu, ssid length)
- dsi/help: added average microphone specs for ARM7 side (A/D side is unknown)
- dsi/emu: supports fake camera access (outputting some dummy snow picture)
- dma: added warning on unsupported dma/ndma types (wifi,sd/mmc,aes,mic,mainmem)
- debug: fixed $profiler_id indices for dma-channel/mode names
- dsi/emu: supports basic aes and sd/mmc init (32bit 44xxh, 16bit 48xxh/49xxh)
- dsi/emu: supports i2c access (8bit 450xh) and gpio access (16bit 4C0xh)
- dsi/emu: supports new touchscreen controller (different SPI protocol as NDS)
- dsi/help: added description for new touchscreen controller (position/status)
- dsi/help: added notes on touchscreen in nds mode (no pressure & temperature)
- dsi/help: identified the dsi cameras as Aptina MT9V113 image sensors
- dsi/help: added initialization/transfer flowcharts for cameras on ARM9 side
- dsi/help: added initialization flowchart for Aptina cameras on ARM7 side
- dsi/help: added initialization flowchart for Unknown cameras on ARM7 side
- dsi/help: added undocumented aptina regs, and aptina REV3 additions
- dsi/help: added general dsi notes (eg. dsi detection) and info on exploits
- dsi/help: added notes on basic differences to NDS mode (changed details)
- dsi/help: added info about (mostly unknown) eMMC encryption (via CID register)
- dsi/help: added behaviour of SPI powerman (with differences in DSi/NDS modes)
- gba/nds/dsi/help: added BIOS RAM info (initial RAM content and IRQ/SWI usage)
- nds/help: cart header[06Eh] Secure Area Delay, and ROMCTRL.Bit28 gap CLKs
- nds/help: info on rom chip id bit31 cart protocol variant (gap/repeat/delay)
- xboo: supports dumping carts with rom chip id bit31=1 (protocol differences)
- dsi/debug: added tty.log options for I2C commands and NDS cartridge commands
- dsi/debug: prevents warnings on bigger New WRAM areas (unlike 32K for NDS)
- dsi/debug/emu: allows bigger DSi7/DSi9 bios regions (bigger than NDS7/NDS9)
- dsi/emu: allows reading/writing more scfg registers (as far as used by games)
- dsi/emu: initializes more scfg regs on reset (with suspected/guessed values)
- dsi/i2c/help: added Aptina MT9V113 camera specs (i2c registers and variables)
- dsi/i2c/help: added many details on bptwl chip (led/volume/misc controller)
- dsi/help: described power-button modes (auto-reset, irq, forced-power-off)
- dsi/help: major corrections to I2C control reg, added I2C signals chapter
- dsi/help: added details like headphone-connect bit, game-cart-insert-bit
- dsi/cartloader: bugfixed cartloader odd modcrypt lengths (eg. cooking coach)
- dsi/help: added GPIO specs (data in/out/direction, irq edge/enable)
- dsi/help: removed dsi cart protocol, instead added cmd_3Dh notes in ds chapter
- dsi/help: hardware/software info on wiring the eMMC chip to PC card readers
- dsi/help: info on sd/mmc I/O (from TC6387XB datasheet, tmio_mmc, dsi dumps)
- dsi/help: added specs for sd/mmc protocols (commands, repsonses, registers)
File: Download
News source: http://problemkaputt.de
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February 16th, 2015, 00:57 Posted By: wraggster
Here are two games I made with DS Game Maker. Couldn't have done it without the wayback machine
storing examples from all the tutorials posted over the years. I hope someone out there still uses this
site and can enjoy these games.
The first is a 'Defend Your Castle' style game with many extra super powers and a story line too!
Don't be offended by the subject matter, it's meant in good humor.
The second is based on a board game I made when I was 12, inspired by the 'colorful' bus drivers we had at camp. It is kind of an inside joke, but the game is kinda fun I think.
I had a lot of fun making these games and I hope you have fun playing them!
http://dsgamemaker.com/dsgmforum/vie...hp?f=14&t=6035
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February 16th, 2015, 01:01 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Gameboy Advance/Nintendo DS emulator NO$GBA has been released.
Quote:
02 Feb 2015 - version 2.8
- help: updated gbatek standalone version 2.8 (with fairly complete dsi specs)
- dsi: no$gba is now having (more or less) working non-experimental DSi support
- dsi/cartloader: auto-encrypts modcrypt area if needed (requires good sha1hmac)
- gba/snap: fixed skipping empty-nds-chunks in gba-snapshots (thanks shiny.exe)
- newmem: avoids borland tasm32/tlink32 linker-error on "arm_memxlat_non_tcm"
- dsi/help: added list of known regions/countries (only europe is known yet)
- dsi/help: better ndma description (logical/physical blocks, and repeat modes)
- wifi/help: added new DSi access points specs (wpa/wpa2, and proxy settings)
- wifi/help: added formerly unknown NDS access points specs (mtu, ssid length)
- dsi/help: added average microphone specs for ARM7 side (A/D side is unknown)
- dsi/emu: supports fake camera access (outputting some dummy snow picture)
- dma: added warning on unsupported dma/ndma types (wifi,sd/mmc,aes,mic,mainmem)
- debug: fixed $profiler_id indices for dma-channel/mode names
- dsi/emu: supports basic aes and sd/mmc init (32bit 44xxh, 16bit 48xxh/49xxh)
- dsi/emu: supports i2c access (8bit 450xh) and gpio access (16bit 4C0xh)
- dsi/emu: supports new touchscreen controller (different SPI protocol as NDS)
- dsi/help: added description for new touchscreen controller (position/status)
- dsi/help: added notes on touchscreen in nds mode (no pressure & temperature)
- dsi/help: identified the dsi cameras as Aptina MT9V113 image sensors
- dsi/help: added initialization/transfer flowcharts for cameras on ARM9 side
- dsi/help: added initialization flowchart for Aptina cameras on ARM7 side
- dsi/help: added initialization flowchart for Unknown cameras on ARM7 side
- dsi/help: added undocumented aptina regs, and aptina REV3 additions
- dsi/help: added general dsi notes (eg. dsi detection) and info on exploits
- dsi/help: added notes on basic differences to NDS mode (changed details)
- dsi/help: added info about (mostly unknown) eMMC encryption (via CID register)
- dsi/help: added behaviour of SPI powerman (with differences in DSi/NDS modes)
- gba/nds/dsi/help: added BIOS RAM info (initial RAM content and IRQ/SWI usage)
- nds/help: cart header[06Eh] Secure Area Delay, and ROMCTRL.Bit28 gap CLKs
- nds/help: info on rom chip id bit31 cart protocol variant (gap/repeat/delay)
- xboo: supports dumping carts with rom chip id bit31=1 (protocol differences)
- dsi/debug: added tty.log options for I2C commands and NDS cartridge commands
- dsi/debug: prevents warnings on bigger New WRAM areas (unlike 32K for NDS)
- dsi/debug/emu: allows bigger DSi7/DSi9 bios regions (bigger than NDS7/NDS9)
- dsi/emu: allows reading/writing more scfg registers (as far as used by games)
- dsi/emu: initializes more scfg regs on reset (with suspected/guessed values)
- dsi/i2c/help: added Aptina MT9V113 camera specs (i2c registers and variables)
- dsi/i2c/help: added many details on bptwl chip (led/volume/misc controller)
- dsi/help: described power-button modes (auto-reset, irq, forced-power-off)
- dsi/help: major corrections to I2C control reg, added I2C signals chapter
- dsi/help: added details like headphone-connect bit, game-cart-insert-bit
- dsi/cartloader: bugfixed cartloader odd modcrypt lengths (eg. cooking coach)
- dsi/help: added GPIO specs (data in/out/direction, irq edge/enable)
- dsi/help: removed dsi cart protocol, instead added cmd_3Dh notes in ds chapter
- dsi/help: hardware/software info on wiring the eMMC chip to PC card readers
- dsi/help: info on sd/mmc I/O (from TC6387XB datasheet, tmio_mmc, dsi dumps)
- dsi/help: added specs for sd/mmc protocols (commands, repsonses, registers)
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February 16th, 2015, 01:02 Posted By: wraggster
via http://www.aep-emu.de/
A new version of Yanese (Yet Another NES Emulator) has been released.
Quote:
01/30/15 - Version 0.63
- FULL SCREEN: Windows Key is now disabled. Combinations "alt+tab" and "ctl+esc" put the emulator in windowed mode. This is done for Fullscreen issues, so the emu doesn´thang.
- APU: 1 - New Sweep Unit code. Games like "Excitebike" now listen well. 2 - Passed more Blargg´s tests.
- Passed more Vblank/NMI Blargg´s tests.
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February 16th, 2015, 01:08 Posted By: wraggster
v.0.7 ready to download!
NOTE: I recently updated lpp-3ds from LUA 5.2.3 to LUA 5.3.0 so new interpreter can have some bugs. Take this version of ORGANIZ3D as a BETA and please report me every bug you find. Thanks to new auto-update system, i can make some micropatches to fix these bugs.
Changelog:
- Speedup for every action
- Fixxed files sorting algorithm. Now files and folders are correctly sorted by name.
- Added AIFF support to Music Player
- Solved issues with Power and Home buttons. Now they works correctly (3DS/CIA build)
- Added possibility to create new folders with R button
- Now Copy and Move functions are both usable with Y button
- Added JPGV support to Video Player
- Added JPG support to Image Viewer
- New banner for CIA/3DS builds
- Added auto-update system (Only CIA/ninjhax users)
- Little speedup for PNG/BMP opening and BMPV reproduction
Functions:
- Open different types of file
- Move files and directories
- Copy files and directories
- Delete files and directories
- Rename files and directories
Integrated readers:
- Image Viewer (It supports JPG, BMP and PNG images)
- LUA Interpreter (It supports LUA Player Plus scripts)
- Video Player (It supports BMPV and JPGV videos)
- Music Player (It supports WAV and AIFF musics)
- Text Reader
- HEX Viewer
- 3DSX Launcher (Only for ninjhax users)
- SMDH Decoder (It can also extract SMDH icon)
- CIA Installer (Only for CIA users)
- ZIP Extractor
Currently native supported file formats:
- BMPV/JPGV videos
- JPG/BMP/PNG images
- LUA scripts
- WAV/AIFF musics (Only CIA/ninjhax users)
- 3DSX homebrews (Only ninjhax users)
- SMDH homebrew datas
- CIA packages (Only CIA users)
- ZIP archives
- TXT texts
http://www.nintendomax.com/viewtopic.php?t=15499&f=132
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February 16th, 2015, 01:09 Posted By: wraggster
3DS Tic Tac Toe
Today i introduce you my latest homebrew: 3DS Tic Tac Toe! With this game you can play at Tic Tac Toe game against your friend right on your 3DS!
How to install:
You can install this app in many ways. As a Gateway's 3ds file, as a .cia file, as .3dsx and smdh files (for ninjhax) or with DownloadMii! You can find files below. Or you can just build it your self! Download all this repo to you computer and run BUILD.BAT (your system has to be properly configured or it won't build anything!)
http://www.nintendomax.com/viewtopic.php?t=15498&f=132
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February 16th, 2015, 01:11 Posted By: wraggster
Evil Swampy and his followers have stolen the magic ruby, which made it once possible for Giana and Maria to return from their dream. Many creatures are after this ruby, but does it really has power, or was it just a coincidence?As this is not bad enough, Swampy fell in love at first sight with Giana’s sister Maria and shamelessly kidnapped her. She simply has been at the wrong place at the wrong time.You will now have to take on the role of Giana and get back the magic ruby. And most important of all, save your beloved sister Maria and get home save!
http://www.nintendomax.com/viewtopic.php?t=15493&f=6
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February 16th, 2015, 01:12 Posted By: wraggster
The EasyRPG Player Team offers, with the contribution of Ghabry the 0.2.2 version of " EasyRPG Player "game engine RPG Maker 2000/2003 for the Nintendo Wii.
Quote:
Codename Brian
Major changes:
Shop: Fixed shop's invalid item bug and refresh sell window when opening it (Regression) (#305)
Bitmaps: Fixed sprite flashing (Regression) (#300)
Pictures: Fixed bitmap rotation (position and initial angle) (#310)
Inn: Implemented rest (fade out and fade in) in the inn (#313)
Font: Added full Hangul support (#336)
Font: Added 125 Traditional Chinese characters (#359)
Maps: Implemented Save (Allow/Forbid/As in parent) map property (#293)
Maps: Improved tile animation speed (#306)
Maps: Regenerate autotiles cache after a new chipset is setup (#313)
Messages: Fixed message flags clearing (#313)
Messages: Show gold window during inn prompt, skip prompt if price is 0 (#313)
Messages: Implemented closing windows animation (#313)
Messages: Fixed face not cleared after the event execution ends (#340)
Messages: Fixed font color when changing game system graphics (#345)
Battle: Added fatigue trigger, fixed hp trigger and cleaned battle_calling to make battle interpreter work (#326)
Battle: Fixed the acquisition of battle backgrounds (#304)
Events: Improve animation speed (#235)
Events: Fix hero facing when triggered (#235)
Events: Use the prelock direction for spinning animation like in RPGM (#235)
Events: Use middle frame pattern when changing a character's graphic (#235)
Events: Update self movements when GetContinueEvents is true and reset move_route_repeated flag when a new move route is forced (#280)
Events: Update interpreter after each autostarting event is set up (#280)
Events: Stop event processing during transitions (#313)
Events: Prevent destruction of parallel interpreters when map is refreshed and that interpreter is currently running (#325)
Events: Fix delayed deallocation when there are multiple parallel interpreters (#327)
Events: Use the through-bool only for Through mode in movement events (#321)
Events: Implement "Transparent" flag for Events (#302)
Events: Implement bush depth for character sprites and fix screen center (#326, #361)
Menus: Fixed segfault when item ID > max ID in Equip menu (#337)
Menus: Don't play menu sound on cancel if menu access is not allowed (#289)
Menus: Always draw equipment stats (even when 'empty' item is chosen) (#329)
Input: Add Keypad 0 as Cancel button (#301)
Audio: MIDI support in OpenAL backend (#308)
Performance: Avoid recursive folder mapping when not needed (#326)
Building: Build SDL and SDL_mixer from Hg for Windows and Android to fix audio and wave issues (#353)
Building: Add code documentation generation option (Doxygen) to Autotools build (#323)
http://www.nintendomax.com/viewtopic.php?t=15485&f=54
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February 16th, 2015, 01:14 Posted By: wraggster
This is the third installment of my "The Living Dead" series. If you're use to the other two games of this series, this game will throw you off because it is a turn based strategy game. it plays like your average zombie survival horror game, except turn based. Each turn, player's are awarded action points. These points can then be spent to accomplish various actions such as moving, shooting, reloading, picking up items, and dropping them. Your goal is to kill zombies and complete objectives.
Right now I'm just uploading a demo of how the game will play in it's final stages. I don't know when I'll actually get the game more fully developed because I'm heading back to college now and am not sure if I'll have enough time to work on it (aka, why I tried to rush and get this demo out).
Controls: Press the X button to toggle camera panning. When camera panning is on, the player can control the movement of the camera with the D-pad and the camera will not be locked onto other objects. When camera panning is off, the game will automatically scroll the camera view for the player. In doing so, the camera will be looked to the current actions in progress (NOTE: toggling camera panning during an action animation may cause it to hang up on the action, if this occurs, just re toggle the camera panning and avoid switching between these times if possible. Hopefully this problem will be fixed). Press R and L to cycle between your survivors. Tap the move button when a survivor is selected to active the survivors ability to move. Then use the D-pad to draw out a path for the survivor to follow. Each tile cost 1 action point (action points are the "AP" sprites near the top of the screen). Pressing the opposite direction of the previous direction (if previously pressed right, pressing left) will remove the direction from the path so a new path can be redrawn. Pressing B will cancel the action. To confirm a move, press the A button. Tap the weapons in the inventory (bottom screen) to select a weapon to use. The "M: " row on the inventory sprite represents how many more attacks you can perform based off the rounds left in the mag. The "A: " line represents the action point cost to attack with the weapon ("A: 3" requires 3 action points to attack). Again, like moving your character, draw a path with the D-pad. The final path marker should lie on top of the desired enemy to be attack, otherwise no damage will be dealt (bullets are not effected by walls or any other objects in the way). Yet again, press A to confirm the attack or B to cancel the attack. Each weapon has a different range and deals different amounts of damage over a distance. To reload a weapon, select the weapon you wish to reload and tap the reload icon. In order to reload a gun, you must have a spare magazine in your inventory (M9 is the only spare ammo given in this demo). To reload, you must have enough action points to do so which is specified on the "R: " line of the selected weapon. Once you are done with your turn, press the start button end your turn and then the computer's turn will begin (you may resume your turn once the computer has finished). Each turn, each survivor is awarded 8 action points (each survivor is limited to 16 action points each).
Zombies will randomly select a target from the current survivors alive and will pick new targets after the survivor dies (in an update zombies will dynamically switch targets based on in game actions). Once the zombie is adjacent to a survivor (in all 8 directions), the zombie will attack. Zombies do have some path finding abilities, so you will note in this demo that zombies will move around other zombies in order to try and reach their target. In this demo there are no obstacles, but in thorough testing, the zombies were found to be able to maneuver around many types of structure shapes to make it toward the player. These paths are not the shortest or most efficient paths, but has been proven to work. AI has been none to get stuck for a wave or to move back and forth until it picks a right path to move around. This doesn't bother me much since zombies aren't suppose to be the smartest anyways, just wanted to prevent the player from camping in a corner that zombies couldn't find their way to.
I hope you guys enjoy the demo! I've spent like 30+ hours on this project over the last week (working on it as much as I possibly could everyday). Game maps, modes, ect. will be added in the full release if I get the time. I have plans for many more weapons (melee and explosives!), items, and gear. Also the pick up and drop gear features will be implemented. Wish me luck guys! I was originally going to make this sequel an open world shooter using the engine I posted like 2 weeks ago, but I love doing things that I haven't seen done in DSGM before more :P
I want to hear what you guys think!
UPDATE:
Camera controls have been added! Both free camera movement and automated camera scrolling! Press the X button to toggle camera panning. When camera panning is on, the player can control the movement of the camera with the D-pad and the camera will not be locked onto other objects. When camera panning is off, the game will automatically scroll the camera view for the player. In doing so, the camera will be looked to the current actions in progress (NOTE: toggling camera panning during an action animation may cause it to hang up on the action, if this occurs, just re toggle the camera panning and avoid switching between these times if possible. Hopefully this problem will be fixed).
http://www.nintendomax.com/viewtopic.php?t=15483&f=19
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February 16th, 2015, 01:21 Posted By: wraggster
via http://www.emulation64.com/
Citra the Nintendo 3DS emulator has made alot of progress lately, and has posted a video of it playing Cave story in game on youtube.
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With tons of changes over the past month, Citra is now booting several games! While it's still slow (Citra is running a software renderer and CPU interpreter) the game appears to be fully playable and even completable! Feel free to check out our official website at http://citra-emu.org/
Citra currently does not attempt to emulate sound, so music has been added to the video. |
See the vid .
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February 16th, 2015, 01:25 Posted By: wraggster
via http://pdroms.de/
Don’t Be Square by Sebastian Mihai is techdemo with source code available, helpful for starting programming on a Nintendo 64.
Release notes:
Man, this one was a pickle to develop for. The Nintendo 64 SDK compiled for Windows is finicky at best. Some of the platform code won’t compile like it does on Linux, and the compiler seems to either generate misaligned code or wrong CPU opcodes. Not a pleasant one to develop for, that’s for sure!
Nonetheless, if you’re interesting in making Nintendo 64 homebrew games, this tech demo could be a decent starting point.
http://sebastianmihai.com/main.php?t...on-t-Be-Square
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February 16th, 2015, 01:32 Posted By: wraggster
via http://www.emucr.com/
Project64 Git (2015/02/15) is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.
Project64 Git Changelog:
* Merge pull request #85 from death-droid/InitialWindowPosfix
Fix problems with the initial positioning of windows when there is no se...
* Fix problems with the initial positioning of windows when there is no setting in the config file
https://www.sendspace.com/file/5g67hb
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February 16th, 2015, 01:34 Posted By: wraggster
via http://www.emucr.com/
Citra Git (2015/02/15) is compiled. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.
Citra Git Changelog:
* Merge pull request #529 from Subv/master
Build: Fixed some warnings
* Build: Fixed some warnings
https://www.sendspace.com/file/pos1i0
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February 16th, 2015, 01:35 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r5095 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r5100
Cocoa Port: - Fix bug where changing a display window's pixel scaler while in Touch mode would sometimes cause a crash. - Do some minor code cleanup.
---------------------
r5099
Cocoa Port: - Fix bug where switching between CPU-based and GPU-based filters in the DeSmuME Preferences display preview would sometimes fail. - Fix bug where the DeSmuME Preferences display preview would show incorrect colors when using a ...
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r5098
Cocoa Port: - Fix some compiling issues if the C++ standard library is set to libc++ w/ C++11 support instead of libstdc++. - Fix some compiling issues if compiling on OS X Leopard w/ Xcode 3.1.4.
https://www.sendspace.com/file/59nfia
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February 16th, 2015, 01:36 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 4.0-5489 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
* Merge pull request #2038 from magumagu/disable-thread-safety-checks
Disable thread safety assertions added in PR1987.
* Disable thread safety assertions added in PR1987.
We do a whole bunch of non-threadsafe stuff, especially in the UI, and I'm
probably not going to get around to implementing a threadsafe framework
for interaction between the UI and the CPU thread anytime soon. See issue
8220.
* Merge pull request #2045 from greyrogue/master
Add Datel AGP save commands for SRAM/FRAM. Improve EEPROM.
* Add save commands for SRAM/FRAM. Improve EEPROM.
Handle possible endian file read issues at file access time instead of
using Swap64 on every access.
Code comments and clean up.
* Merge pull request #2057 from lioncash/busy
DolphinWX: Remove unnecessary wxBeginBusyCursor and wxEndBusyCursor calls
* DolphinWX: Remove unnecessary wxBeginBusyCursor and wxEndBusyCursor calls
The UI greys all buttons when shutting down, so it's sufficient as a visual cue
* Merge pull request #2037 from magumagu/illegal-inst-handling
Improve illegal instruction handling.
* Make all unknown opcodes behave consistently.
Consistently fall back to the interpreter for unknown instructions, and
make sure GetOpInfo() always returns a non-null pointer.
* Improve illegal instruction handling.
This should more reliably show an error message for illegal
instructions.
* Merge pull request #2032 from mathieui/update-libusb-externals
Update the libusb in externals to 1.0.19 (latest)
* Externals: Clean up some unneeded files from libusb
And add a DOLPHIN file recapitulating the changes from upstream
* Externals: add Dolphin-specific patches to libusb
* Externals: update libusb to version 1.0.19
* Merge pull request #2056 from delroth/avidump-silent
Windows AVIDump: support "silent" frame dumping
* Windows AVIDump: support "silent" frame dumping
When enabled, the silent option will avoid popping up dialog boxes for
overwrite confirmation or codec selection. The codec selection defaults to
uncompressed RGB.
This is required for FifoCI on Windows which needs to drive Dolphin from the
command line exclusively.
https://www.sendspace.com/file/ofc645
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February 16th, 2015, 01:41 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r3098 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r3098
gtk: added apply button to video config dialog
https://www.sendspace.com/file/uicesy
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February 16th, 2015, 01:43 Posted By: wraggster
via http://www.emucr.com/
Snes9x Git (2015/02/02) is compiled. Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
Snes9x Git changelog:
* Win32: add missing Ptr changes (DaMan)
https://www.sendspace.com/file/bqofx0
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February 16th, 2015, 23:56 Posted By: wraggster
Sorry, European gamers: the Wii U's TVii service won't reach your corner of the globe. Nintendo has dropped plans to bring the personalized streaming media guide to the region due to the "extremely complex" task of accommodating multiple services in numerous countries across the continent. The Euro crowd isn't coming awaycompletely empty-handed, though. Nintendo is launching the Anime Channel, a 3DS-specific video service that lets you view Japanese animation (what else?) for free. The focus right now is unsurprisingly on Nintendo-related shows like Kirby and Pokemon, but more content is on the way -- you just need to grab an app from the eShop to start watching.
http://www.engadget.com/2015/02/16/n...ped-in-europe/
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February 16th, 2015, 23:57 Posted By: wraggster
It goes without saying that Super Mario World is unrealistic, but have you wondered just how outlandish it is? PBS has. The broadcaster's Space Time show recently went out of its way to of the game's planet based on Mario's jumps, and it turns out to be nearly eight times that of Earth. That's a figure that you don't even find on gas giants like Jupiter, and it's only feasible on stars. Moreover, Nintendo's plumber would need both superhuman strength to jump as high as he does as well as non-human blood -- the liquid would be so heavy that a heart couldn't pump it properly. Mario doesn't so much have his own world as his own universe, since there's no way that he or his environment could exist based on our understanding of physics.
http://www.engadget.com/2015/02/16/s...-calculations/
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February 17th, 2015, 00:12 Posted By: wraggster
Nintendo has confirmed this week's list of new games and deals coming to the Wii U and 3DS eShops.
The anticipated release of The Legend of Zelda: Majora's Mask 3D headline's this week's list, alongside Monster Hunter 4 and Ace Combat Assault Horizon Legacy.
Here's the full official list:[h=3]Nintendo eShop on Nintendo 3DS[/h] The Legend of Zelda: Majora's Mask 3D - Available Feb. 13 - In this re-mastered and enhanced 3D version of the Nintendo classic, a masked Skull Kid drags Link into the world of Termina, where the moon is falling from the sky. Lucky for Termina, Link can reverse time and relive his last 72 hours in limitless ways. Each time, he'll don any of his 20+ masks collected throughout the game, help different citizens, battle different bosses and ultimately change the fate of a world. This is the definitive version of a dark classic. Click here to view the trailer. In addition, to help celebrate the game's release, Eiji Aonuma, the producer of The Legend of Zelda: Majora's Mask is hosting a Miiverse drawing event! For more details, check out Mr. Aonuma's message in the Art Academy SketchPad community in Miiverse.
Monster Hunter 4 Ultimate - Available Feb. 13 - Experience big game hunting with Monster Hunter 4 Ultimate, available exclusively on the Nintendo 3DS system. Join up with a traveling caravan of hunters to explore new lands in pursuit of larger-than-life beasts. Play alone in a robust single-player experience or join with up to three other players via a local connection or online via Wi-Fi to tackle hundreds of quests and take down ferocious monsters. Click here to view the trailer.
ACE COMBAT Assault Horizon Legacy + - The critically acclaimed aerial combat series flies onto Nintendo 3DS. ACE COMBAT Assault Horizon Legacy + delivers supersonic flying, exciting dogfights and high-altitude acrobatics all in enhanced 3D. In addition, players can take control of customized, real-life aircraft with Nintendo characters like Mario, Bowser and more.
3D Fantasy Zone - This classic arcade shooter was first released in 1986, and is now available exclusively on Nintendo 3DS. Take command of the spaceship Opa-Opa to fight bizarre enemy invaders in this cosmic challenge.
[h=3]Nintendo eShop on Wii U[/h] Blek - Blek is a unique, award-winning game about imagination and personality. Everything you draw keeps moving, and watching your creations move is like magic. Blek can't be explained in words. Click here to view the trailer
[h=3]Virtual Console on Wii U[/h] BREATH OF FIRE - The Dark Dragons are in search of six keys to release the devious goddess Tyr. In the Dark Dragons' destructive wake, Ryu will need to rediscover the lost powers of the Light Dragons, rely on his companions and save his sister - and the entire world. Will he succeed in his quest?
[h=3]Nintendo eShop Sales[/h] Nintendo eShop on Wii U and Nintendo 3DS
- There are just a few days left to save up to 75 percent off Rayman Legends, Assassin's Creed IV: Black Flag and other select Ubisoft titles in the Ubisoft Game Sale.
Nintendo eShop on Wii U
- Knytt Underground is 50 percent off (reduced from $12.99 to $6.49) until 8:59 a.m. PT on Feb. 26.
- Spin the Bottle: Bumpie's Party is 50 percent off (reduced from $11.99 to $5.99) until 8:59 a.m. PT on Feb. 26.
- Paper Monsters Recut is 37 percent off (reduced from $7.99 to $4.99) until 8:59 a.m. PT on Feb. 19.
- ZaciSa's Last Stand is 65 percent off (reduced from $1.99 to $0.69) until 8:59 a.m. PT on Feb. 25.
Nintendo eShop on Nintendo 3DS
- Disney Big Hero 6: Battle in the Bay is 33 percent off (reduced from $29.99 to $19.99) from Jan. 13 until 8:59 a.m. PT on March 9.
- Disney Frozen: Olaf's Quest is 33 percent off (reduced from $29.99 to $19.99) from Jan. 13 until 8:59 a.m. PT on March 9.
- 3D Game Collection is 16 percent off (reduced from $5.99 to $4.99) until 8:59 a.m. PT on Feb. 27.
- Funfair Party Games is 12 percent off (reduced from $7.99 to $6.99) until 8:59 a.m. PT on Feb. 27.
- Murder on the Titanic is 25 percent off (reduced from $7.99 to $5.99) until 8:59 a.m. PT on Feb. 27.
[h=3]Theme Shop on Nintendo 3DS[/h] New themes this week include:
- NES: Sword-Swinging Link
- The Legend of Zelda: Majora's Mask: Dire Moon
- The Legend of Zelda: Majora's Mask: Gold Edition
- Monster Hunter 4 Ultimate: Gore Magala & Seregios - Available Feb. 13 (Free with purchase of Monster Hunter 4 Ultimate.)
[h=3]Valentine's Day Activities[/h] National StreetPass Weekend - Valentine's Edition
- Show your love for gaming during this weekend's StreetPass event. From Feb. 13 to Feb. 15, you can get up to six StreetPass tags from other Nintendo 3DS users from more than 29,000 Nintendo Zone hotspots across the U.S. and Canada. It's a great opportunity to collect Mii characters from new locations to help fill up puzzle panels in Puzzle Swap and help out in StreetPass Mii Plaza games. You can also enhance game play in StreetPass-enabled games you already own such as Super Smash Bros. for Nintendo 3DS, Pokémon Omega Ruby and Pokémon Alpha Sapphire. To find a Nintendo Zone location near you, visithttp://www.nintendo.com/3ds/nintendozone. For more information about StreetPass, visithttp://www.nintendo.com/3ds/features/streetpass.
PlayNintendo.com Valentines
Send a legendary message to your friends with printable Valentines featuring characters from The Legend of Zelda. Explore more Nintendo Valentine's Day fun athttp://play.nintendo.com/valentine!
[h=3]Price Reductions[/h]- Battleminer for Nintendo 3DS is $7.99 (reduced from $9.99) beginning at 9 a.m. PT on Feb. 12.
- Jett Tailfin for Wii U is $12.99 (reduced from $24.95) beginning at 9 a.m. PT on Feb. 15.
[h=3]Also New this Week[/h]Pong Pong Candy (Nintendo eShop on Nintendo 3DS)
Paparazzi (Nintendo eShop on Wii U) - Available Feb. 17
http://www.computerandvideogames.com...-4-ace-combat/
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February 17th, 2015, 22:01 Posted By: wraggster
Nintendo said its now shipped over 5.7 million of its NFC-connected Amiibo figures, and more interestingly, it's showed which ones do the best around the world. There's indeed some variation, but Link, bless him, is the best-selling Amiibo globally, claiming first place across Japan, the US and Europe. Mario, however, prevents the the Zelda protagonist from getting a grand slam, claiming top spot in Australia. (Mario gets second place in the US, followed by Pikachu.) During the investor-only meeting, Nintendo added that it plans to use Amiibo to unlock vignettes of older games, as well as launch NFC-compatible cards to complement its figure series. We've translated the US' Top Ten right after the break. People like Donkey Kong! Who knew!
http://www.engadget.com/2015/02/16/n...opular-figure/
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February 17th, 2015, 22:02 Posted By: wraggster
Nintendo has revealed that 335k units of the new 3DS and New 3DS XL were sold in the West in the week of release.
The console launched in both Europe and America last week. Of that number, 175k were sold in the US and 160k in Europe. Launch sales of the New 3DS XL are apparently double that of the older 3DS XL.
There were decent sales for the two big game launches accompanying the new hardware, too. The Legend of Zelda: Majora’s Mask 3D sold 570k units, with 340k selling in the US and 230k in Europe. Capcom’s Monster Hunter 4 Ultimate, meanwhile, sold 110k in Europe, more than doubling the sales of the series’ previous entry.
Super Smash Bros on 3DS, meanwhile, has now sold 6.19m units. That compares to 3.39m sales of the Wii U version, which was released after the handheld SKU.
Pokemon Omega Ruby and Alpha Sapphire have sold 9.35m. Tomodachi Life has sold a total of 3.96m.
Overall 3DS hardware sales across all versions have now hit 50.41m units worldwide, although Nintendo has admitted that the machine has failed to meet sales expectations over the last financial year.
http://www.mcvuk.com/news/read/new-3...ek-one/0145294
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February 17th, 2015, 22:24 Posted By: wraggster
GameBoxDS is a small set of four minigames , among which are Ping-Mine , a curious and interesting version of the famous Minesweeper , DS4 , the Connect 4 lifetime; DS Flower , in which we take all the flowers that fall avoiding the fake flowers , and Reverso , a version of a game player Reversi , where, on a 3x3 board and under rules, we must go all black pieces to white .
http://nds.scenebeta.com/noticia/gameboxds
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February 17th, 2015, 22:25 Posted By: wraggster
Finally our dream has come true, let's show them one GBA emulator for DS and DSi without special flascard and / or slot-2 , for now, has no sound support good speed, but the emulation can be improved with the CycloDS iEvolution mode because it supports DSi, as this emulator is also scheduled to mode DSi. Participate in the Homebrew Bounty . The project is alive, could be further improvements soon.
http://nds.scenebeta.com/noticia/gba-emulator-dsi
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February 17th, 2015, 22:43 Posted By: wraggster
via http://www.emucr.com/
Project64 Git (2015/02/17) is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.
Project64 Git Changelog:
* Merge pull request #88 from death-droid/PathOSVersionCleanup
Path os version cleanup
* Remove the need for OSVersion code.
* Initial Cleanup of Path.cpp, remove no longer used functions
* Merge pull request #94 from dsx-/master
add missing rdb attributes for tony hawk pro skater v1.1
* add missing rdb attributes for tony hawk pro skater v1.1
* Merge pull request #93 from cxd4/so_i_herd_u_liek_TargetName_and_TargetPath
Fix linker warning MSB8012 in VS2013 for RSP module.
* matched VS2013 RSP rel to RSP dbg, glide rel and glide dbg
* Merge pull request #91 from dsx-/master
many many rdb changes
* many many rdb changes
updated rom browser compatibility info for many games as well as plenty
of rdb settings to improve compatibility
* Merge pull request #90 from death-droid/HandleDnD
Handle files that are dragged and dropped onto Projec64's window.
* Handle files that are dragged and dropped onto Projec64's window.
https://www.sendspace.com/file/opd0qh
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February 17th, 2015, 22:59 Posted By: wraggster
via http://www.emucr.com/
Citra Git (2015/02/17) is compiled. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.
Citra Git Changelog:
* Merge pull request #578 from linkmauve/math-typo
VideoCore: Fix a typo in Vec4 MakeVec(T, Vec3), where the second argument was Vec2 instead
* VideoCore: Fix a typo in Vec4 MakeVec(T, Vec3), where the second argument was Vec2 instead.
* Merge pull request #577 from Subv/err
Services: Fixed "Tried to connect to named port err:f".
* Services: Fixed "Tried to connect to named port err:f".
err:f is a named port, not a service
* Merge pull request #574 from lioncash/warn
vfpdouble: Use %p for printing pointer addresses.
* vfpdouble: Use %p for printing pointer addresses.
* Merge pull request #576 from lioncash/usad
dyncom: Actually set the destination register for USAD8/USADA8.
* dyncom: Actually set the destination register for USAD8/USADA8.
Idiotville: Population: 1 - Inhabitant name: Lioncash
https://www.sendspace.com/file/st0iug
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February 18th, 2015, 23:45 Posted By: wraggster
Zelda on Wii U will be as large a game as the console hardware will allow.
Speaking to Gamereactor, producer Eiji Aonuma said that the power of Nintendo’s current home console relative to its predecessors has afforded it a new level of development scope.
"A huge, seamlessly unfolding world is something that can't be achieved if the hardware isn't advanced enough," he said. "Ever since we made the very first generation of Legend of Zelda games though, we've had as large a world as can be realised with the hardware, so you could say it was inevitable that we've now done the same with the new Wii U title.
"What's changed now is that the hardware has progressed to the point that you can now explore this vast world seamlessly; the underpinning of the game hasn't changed."
Aonuma has also questioned the use of the term “open-world” in relation to the game. Not because the game isn’t open-world, but because he thinks every Zelda title ever has been open-world, albeit in a technically limited fashion.
"When I first showed off the new Zelda game on the Wii U, it seemed everyone was very excited and started proclaiming that a Zelda game had at last become open world,” he added. “Zelda games have always allowed you to roam and explore a huge world.”
Last summer lead Nintendo designer Shigeru Miyamoto also expressed discomfort at the use of the term.
“I prefer not to use the generally used term ‘open world’ when developing software,” he explained. “This term means that there is a large world in which players can do numerous things daily.
“In the traditional Legend of Zelda series, the player would play one dungeon at a time. For example, if there are eight dungeons, at the fourth dungeon, some players may think, ‘I’m already halfway through the game,’ while other players may think, ‘I still have half of the game to play.’
“We are trying to gradually break down such mechanism and develop a game style in which you can enjoy The Legend of Zelda” freely in a vast world, whenever you find the time to do so.”
http://www.mcvuk.com/news/read/ninte...-title/0145393
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February 18th, 2015, 23:49 Posted By: wraggster
Nintendo of America’s senior marketing and licensing manager Damon Baker has explained the decision not to release the standard New 3DS in the region.
The New 3DS and New 3DS XL both arrived last week in the UK but only the larger model was released in the US.
“Look, the face plates are super cool, but we're a different market,” he told NintendoLife. “And now we have clear differentiation between those three systems. Before, there was a very limited difference between the 3DS and 3DS XL: other than size. It was the same resolution, same functionality...
“Now, there's the 2DS, 3DS, and New 3DS XL, all of which have their own functionality and features. The different price points give it a clear message for consumers. The core audience... we weren't going to win with them on that decision. But we had to think about expanding the user base, we had to be able to market it and make it easy to pick up for consumers.”
It’s easy to see where Baker is coming from. UK buyers heading into a store today to buy a Nintendo handheld have a dizzying array of option to choose from – the 3DS, 3DS XL, New 3DS and New 3DS XL. And of course the 2DS. Which plays 3DS games. And DS games. But not in 3D. S.
His comments loosely echo those made by the company last month when it said: “Different territories make their own business decisions regarding individual products and timing. We think New Nintendo 3DS XL makes the most sense for our market. Nintendo makes different systems at different price points for a whole range of consumers, and New Nintendo 3DS XL simply expands those choices even further.”
http://www.mcvuk.com/news/read/ameri...sumers/0145354
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February 23rd, 2015, 20:09 Posted By: wraggster
Nintendo says it could have sold more New 3DS XL units in the US were it not for an ongoing labour dispute that is disrupting West Coast shipping.
“The first [New 3DS] shipments to Europe and the United States sold most stock that made it to shelves in the first two (Europe) or three (United States) days,” Satoru Iwata told investors, as translated by Destructoid.
“We believe that sales could have been even better in the United States. For the last six months, labour negotiations on the West Coast of the United States have made getting goods to shore slow, as the amount of berths open are lower than usual and therefore the harbours are congested. Many of the heavier goods sent to the US have still not arrived to their destinations.
“However, this has had little effect on total Amiibo and software sales as they are light enough that we can ship by air if we have to. The companies being affected by this the most are appliance manufacturers that don't have any other option then to ship by sea. Even though the New Nintendo 3DS has had the handicap against its supply, the public has still shown huge interest in it and sales are phenomenal.”
Nintendo last week revealed that it sold 335k units of the New 3DS and New 3DS XL in Europe and America in its first weekend on sale earlier this month.
http://www.mcvuk.com/news/read/us-un...pplies/0145592
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February 23rd, 2015, 20:10 Posted By: wraggster
Nintendo has hailed the launch of its New 3DS and the success of two of its games.
The New 3DS and New 3DS XL arrived last week alongside a remake of The Legend of Zelda: Majora’s Mask and Monster Hunter 4 Ultimate. The former was the best-selling single platform title this week, while Monster Hunter 4 is the fastest-selling game in the series.
And the launch of New 3DS caused the hardware market to rise 57 per cent week-on-week.
“We’re really pleased with how Majora’s Mask 3D and Monster Hunter 4 Ultimate have performed,” said Nintendo UK’s director of marketing Shelly Pearce.
“Monster Hunter 4 Ultimate has significantly outperformed its predecessor and The Legend of Zelda: Majora’s Mask 3D has debuted at the top spot in the individual format chart.
“We’ve also seen a strong start for the New 3DS and we’re looking forward to building this momentum.”
http://www.mcvuk.com/news/read/new-3...es-day/0145563
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February 26th, 2015, 00:20 Posted By: wraggster
Nintendo boss Satoru Iwata has said that one big hit could still be enough to cause Wii U sales to rocket.
“Following the generally accepted theory on platform lifecycles, it is natural for you to presume that the sales of Nintendo 3DS will drop X per cent each year or we cannot expect a huge increase in Wii U sales,” he told investors in a now translated Q&A. “On another front, we have witnessed one single software title completely change the entire picture of our business many times.”
Iwata cited the example of the Game Boy, whose sales spiked well into its life cycle following the debut of Pokemon.
The Nintendo president also returned to the ever-looming prospect of Nintendo games on smartphones.
“We recognise that we need to make changes in various areas, and consider how we can take advantage of smart devices and more actively use our character IP,” he explained. “Please do not take it the wrong way. It does not mean that we are going to proactively utilise smart devices and character IP because we are not making enough profits from our dedicated video game platforms.
“We are willing to do so for that will create a synergy effect to expand our dedicated video game platform business. Of course, we will probably make profits from our character IP business, and Amiibo is already having a positive impact in its initial phase of business. Still, it is obvious that we cannot easily achieve the same sales and profit level only with Amiibo as the peak times for our dedicated video game platform business. Therefore, we should consider how we can boost our core business, that is the dedicated video game platform and software business.”
http://www.mcvuk.com/news/read/iwata...rtunes/0145690
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February 27th, 2015, 00:32 Posted By: wraggster
In November of 2012, Nintendo pulled the Donkey Kong Country trilogy from the Wii's Virtual Console. They gave no explanation, as is the Nintendo Way. And today, nearly two and a half years later, Nintendo announced that all three games are coming back, this time for the Wii U.
We still don't know why the set of classic platformers went MIA for so long. Some have theorised that the disappearance involves a dispute with Rare, the studio that developed all three SNES Donkey Kong Country games, which is now owned by Microsoft. They're wonderful games, though, so it's nice to see them back and playable on a modern system.
(Also released today: all three Donkey Kong Land games on the 3DS eShop.)
http://www.kotaku.co.uk/2015/02/26/d...o-year-absence
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