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April 6th, 2010, 17:15 Posted By: wraggster
Nintendo's surprise announcement of a new 3D handheld was an effort to stem leaks from the Japanese press, according to Billy Pigeon, analyst at M2 Research.
The company said last week that it would unveil the 3DS console at E3 in June – unfortunately it came at the same time the company was launching the super-sized DSi XL in the US and the UK.
"Apparently, the Japanese press was all over it and talked with suppliers there and Nintendo just wanted to get out ahead by breaking the news to prevent a leak," Pigeon, told CNBC.
The move was also evidence that Nintendo's Japanese division makes all the big corporate decisions, said Pigeon, at the expense of its marketing offices in North America and Europe.
"The XL is old news, however, in Japan – and Nintendo is a very Japan-centric organisation. This is just the corporate parent in Japan maybe not acting in the best interest of Nintendo of America."
The 3DS will offer 3D gaming without the need for special glasses, with speculation that the hardware will use parallax barrier technology.
Pigeon suggested that now news of the hardware has been made official, Nintendo is in a better position to cut the price of other DS consoles on the market, without giving the impression it has reduced RRP due to competition.
"It gives them a reason to bring down prices on the DS from a position of strength," he said
http://www.gamesindustry.biz/article...se-press-leaks
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April 6th, 2010, 17:18 Posted By: wraggster
Veteran Nintendo games designer Shigeru Miyamoto has said that videogame technology is still intimidating to new audiences.
Speaking in an interview with our sister site Eurogamer.net, the creator of Donkey Kong and Super Mario 64 said he feels it's his and Nintendo's responsibility to continue to educate larger audiences of the benefits of gaming.
"The fact is many people are afraid or scared of gaming technology," he said. "Actually it's very convenient, useful technology and as long as you can have some time to get accustomed there's nothing to be afraid of at all.
"So my responsibility here must be to try to let people understand how convenient and useful game technology is and try to remove hurdles so that even your grandpa and grandma are waiting to turn on the power switch of your console easily without hesitation."
Nintendo has already made significant inroads in expanding the audience for videogames, with the Wii motion controller simplifying control and helping the system sell to a wider demographic.
Sony and Microsoft are only now preparing to release similar motion systems for their home consoles, a move that Miyamoto feels validates Nintendo's approach – although the company will continue to keep innovation at the forefront of hardware design.
"We feel it's an honour that some form of entertainment style we created is now going to be taken for granted thanks to the attitude taken by the other companies," offered Miyamoto.
"On the other hand, Nintendo is a company that is always striving to create something unique and unprecedented. And if we can do that, if we can establish to the world that videogames have such huge potential for daily life, the existence of games will be even more highly appreciated by the public."
But gaming still has a long way to go before it is established as a credible entertainment medium for the mass market, said Miyamoto.
"Very frankly speaking, I have to admit videogames still have some way to go in order to reach the level of movies when it comes to social acceptance by the general public. We still have to carry on making a great effort."
http://www.gamesindustry.biz/article...ing-technology
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April 6th, 2010, 17:20 Posted By: wraggster
Ubisoft's Just Dance has sold over 2 million copies worldwide since its release, the publisher has revealed.
The milestone means the game is now the Wii's fastest selling new IP from a third-party publisher to date.
"The consumer response to Just Dance has been overwhelming," said Tony Key, senior VP of sales and marketing at Ubisoft. "With Just Dance's success we've seen a renewal of the music video game genre, as this is truly a game that is accessible and enjoyable for everyone."
Just Dance has been a regular in the UK chart since its release in November. It currently sits at number five in the all-formats chart, and number one in the budget Wii chart.
http://www.gamesindustry.biz/article...-million-sales
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April 6th, 2010, 17:39 Posted By: wraggster
Xbox product director Aaron Greenberg has claimed that third party publishers "have struggled" on Wii - and that Xbox 360 has the "best development tools" of any console.
Greenberg also claimed that over 70 per cent of third party publishers were creating software for Project Natal - support that exists because these firms have "thrived" on Xbox 360.
"Over 70 per cent of third parties that are selling games today are actively making games for Project Natal," Greenberg told the April issue of Edge. "That's impressive for something so new, that doesn't even have an installed base yet.
"A couple of things play into that: People know we're a software company, we have the best tools and internal support; and second, people who buy Xbox 360 buy a lot of games. Third parties have really thrived on our platform.
"Look at Wii - while it's done really well, third parties have struggled, so we've left a lot of room for people to believe in the ecosystem, and Natal is a part of that."
http://www.computerandvideogames.com...VG-General-RSS
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April 6th, 2010, 17:49 Posted By: wraggster
Nintendo has certified Stonetrip’s ShiVa 3D engine to their Wii platform. The engine is now licensed to Windows, Mac OSX, Linux, iPhone, iPad, Android, browser-based apps and the Wii.
Stonetrip CEO Philip Belhassen called the Wii a very appealing platform for developers.
“The Wii offers the largest install base of the next-generation platforms. By adding support for Wii, we are expanding the cross-platform opportunities available to developers using the ShiVa 3D engine.” he said.
“We will continue to develop and add tools and technology that make the development process easier, so game developers can unleash their creativity without having to focus as much on the technological aspects of making games.”
http://www.develop-online.net/news/3...ifies-ShiVa-3D
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April 6th, 2010, 18:22 Posted By: wraggster
There aren't many mass production options on the market when it comes to glasses-less 3D displays for Nintendo's forthcoming 3DS handheld gaming console. And according to early leaks from Japan, the special Nintendo 3DS display is supposedly built by Hitachi and Sharp using a parallax barrier system. So guess where this new 3.4-inch, 480 x 854 pixel display is likely headed? While Sharp doesn't say for sure, it's a good bet that this parallax barrier 3D LCD will be fronting the user interface on the 3DS. Unlike the 3D displays you'll find in modern 3D HDTVs requiring the viewer to wear active or passive glasses, Sharp's display uses a parallax barrier system to create a sense of depth by using a series of vertical slits in an ordinary LCD to direct light to the right and left eyes. The panel offers a 500nit brightness, 1,000:1 contrast, and is available with or without a touchscreen. A non-touchscreen version of the display goes into mass production before June but there's no specific mention of the touchscreen timeline (but we imagine it won't be far behind). In other words, we could have a Nintendo 3DS on the market before the holidays. Just saying. Guess we'll find out for sure at E3 in June.
Update: Akihabara News went eyes-on with the display and came away impressed with the colors and brightness. "Sharp have succeeded to do what Sony and Panasonic did without the need for 3D Glasses," the publication praised. Well, that sounds hopeful.
http://www.engadget.com/2010/04/02/n...rrier-display/
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April 6th, 2010, 18:45 Posted By: wraggster
Another fan project based on a beloved game series has fallen. Nintendo has issued a cease-and-desist notice to the creators of the open source Pokémon MMO Pokenet (Google cache of the site here), requiring that they take down their website and surrender the pokedev.org domain name used for the game, claiming unauthorized use of Nintendo trademarks.
Pokenet was a work in progress, with the "Valiant Venonat" version of the beta nearing release, but it was already operating online at the time of shutdown. "Nushio," one of the programmers on the project, told us that over 7,000 players had logged time in the game, which set every player as a Pokémon trainer in the regions of Kanto and Johto (with more coming later). "You could even catch, evolve, trade," Nushio told Joystiq.
http://www.joystiq.com/2010/04/02/ni...e-pokemon-mmo/
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April 6th, 2010, 18:47 Posted By: wraggster
Here's how you make Grand Theft Auto: Chinatown Wars sound like a massive sales success: "As of February 2010, Chinatown Wars' unit sales in the US represented nearly 50 percent of the unit sales of all M-rated DS titles in the history of the platform." That's Take-Two CEO Ben Feder, via MCV, putting Chinatown Wars' sales into perspective. That means it met the combined sales of the 6 M-rated games on DS to date, which include Dementium: The Ward, Resident Evil: Deadly Silence and Ultimate Mortal Kombat, and the smaller releases: Theresia, Touch the Dead and C.O.R.E.
Despite comparing GTA's sales to 3 games most people have never heard of, 2 games that most people didn't know were on DS, and Dementium, Feder kind of admitted that the game's sales weren't where Take-Two wanted them to be, echoing Nintendo's statement last December. What's to blame? Piracy, of course. "Piracy is a real and present danger for our industry and must be addressed, especially in the handheld market," he said. "The commercial performance of Chinatown Wars has certainly suffered at the hands of piracy."
http://www.joystiq.com/2010/04/02/gt...d-sales-on-ds/
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April 6th, 2010, 18:55 Posted By: wraggster
New from Divineo China
This replacement case is designed to offer all-around external surface protection to your NDS Lite without compromising usability. It provides the maximum protection for your console against everyday hazards and scratches while allowing easy access to all buttons and ports. It molds perfectly to the console´s shape to highlight its beauty while providing full access to all controls. Buttons and covers are included.
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April 6th, 2010, 19:29 Posted By: wraggster
Newly released:
description
Graphics quality of NDS games are increasing and it's much easier to appreaciate the beautiful animations through a big screen.
The NDSi XL has two 4.2 inch screens with an enlarged viewing angle. Gather your friends and family together when you need help with a puzzle or simply to show them a cool AMV sequence, everybody could get a view now.
Camera, DSi menu, music player and the DSi Ware functions remain the same, the console already comes with two brain training games and a dictionary.
http://www.play-asia.com/SOap-23-83-...j-70-3rqu.html
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April 6th, 2010, 19:30 Posted By: wraggster
Newly released:
Red Steel 2 returns with an artistic style and flair created just for Wii. Set in a desert-bound, high-tech metropolis, Red Steel 2 is a revolution in the action-fighting genre, taking full advantage of the capabilities of the Wii MotionPlus™ accessory. Your movements are faithfully replicated on-screen, putting the emphasis on swinging, shooting and fun! With the ability of the Wii MotionPlus to sense the strength of a swing, you will literally be able to make an impact on your adversaries through power and precision.
http://www.play-asia.com/SOap-23-83-...j-70-3hmw.html
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April 6th, 2010, 19:32 Posted By: wraggster
Newly released:
features
Race through open cities, tackle oncoming traffic and pedestrians, and journey through high mountainous roads (locations include France, UK, Italy, USA, Japan) to uncover new routes and secret courses
Drive 16 fully customizable cars based on the old classic arcade version plus all-new additions
Use pick up and play controls utilizing instinctive manipulation with the Wii Wheel, or Wii Remote (Nunchuck optional)
Take to the streets in a Supermini to take on big jumps, tight turns, and secret shortcuts
Compete online (via Wi-Fi Connection on the Wii) with 1-4 players in free for all events, team play, or a variety of party games
Enter the garage, design your car from the ground up or tune your engine's performance
description
GTI Club Supermini Festa! shifts its way onto the Nintendo Wii! Staying true to the original racing frenzy of the award-winning arcade game, players will race through the cityscapes of France, the UK, Italy, USA and Japan. Speed through tight bends and back roads of the urban sprawl, up steep mountainous roads and caves. Tackle a wide variety of driving conditions in the ultimate race to the finish.
http://www.play-asia.com/SOap-23-83-...j-70-3p0h.html
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April 6th, 2010, 20:02 Posted By: wraggster
The Openbor Engine has again been updated for consoles, Wii, Wiz, GP2x, Dreamcast, Dingoo and PSP:
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New:
Freezetime and Frozen are now available to getentityproperty(). Previously they were only open to changeentityproperty().
Level spawn aggression setting is now added to model's original aggression setting instead of replacing it.
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April 6th, 2010, 20:35 Posted By: wraggster
ScummVM has been updated, heres what it is for those who dont know what it is:
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Its out for most consoles we cover which are:
Dreamcast
Nintendo DS
Apple Iphone/Ipod Touch
PSP
PS2
N64
S60/UIQ Phones
Heres the release news:
Another 4 months passed, a lot of hard work done... and finally it is here: ScummVM 1.1.0 is available now on our downloads page.
There are some pretty exciting new features: We added support for 16bit graphics, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids. We also added or improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars. Plus there are two completely new engines for the games Dragon History (available for free from here) and TeenAgent (available for free from GOG.com). And finally there is now a port for the Nintendo 64 game console!
Take a look at the release notes if you want to know a bit more.
There is one grain of salt, though: If you want to play Nippon Safes Inc, we recommend that you stick with your current ScummVM version for now, as there are some nasty regressions in there which may even make it impossible to complete the game. Also the background music in Pajama Sam 1 isn't working correctly in the Kitchen and Mine areas anymore.
We are not happy about that, but in the end decided that we should not let this hold up the other new cool stuff we added. Instead, we will follow up this release in about four weeks with a 1.1.1 release that should fix these issues. In fact, you can help us make 1.1.1 even better by reporting any bugs you might encounter in 1.1.0.
Heres whats new in this release:
1.1.0 (2010-04-04)
New Games:
- Added support for Blue's Art Time Activities.
- Added support for Blue's Reading Time Activities.
- Added support for Freddi Fish 5: The Case of the Creature of Coral Cove.
- Added support for Pajama Sam: Games to Play on Any Day.
- Added support for SPY Fox 3: Operation Ozone.
- Added support for Dragon History.
- Added support for TeenAgent.
General:
- Added support for a custom SJIS font for FM-TOWNS and PC98 games.
- Added support for 16bit graphics. (GSoC Task)
- Removed QuickTime MIDI backend on Mac OS X; it was buggy and did not
compile on modern systems.
CinE:
- Added support for Amiga style menus for Amiga versions of Future Wars.
KYRA:
- Added support for the Amiga version of The Legend of Kyrandia.
(sound support was done as a GSoC Task)
- Adapted KYRA to support the custom SJIS font.
SCUMM:
- Added support for the PC-Engine version of Loom.
- Added support for music and sound effects in the the Amiga version of
The Secret of Monkey Island. (GSoC Task)
- Fixed some other bugs related to game versions for the Amiga.
- Added support for original save/load dialog in MM NES.
- Added support for savepoint passcodes for Sega CD MI1 via debugger command 'passcode'
- Added support for Kanji rendering in Japanese version of Monkey Island Sega CD.
Thanks to the ScummVM guys for one of the premier homebrew releases this year
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April 6th, 2010, 20:35 Posted By: wraggster
ScummVM has been updated, heres what it is for those who dont know what it is:
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Its out for most consoles we cover which are:
Dreamcast
Nintendo DS
Apple Iphone/Ipod Touch
PSP
PS2
N64
S60/UIQ Phones
Heres the release news:
Another 4 months passed, a lot of hard work done... and finally it is here: ScummVM 1.1.0 is available now on our downloads page.
There are some pretty exciting new features: We added support for 16bit graphics, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids. We also added or improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars. Plus there are two completely new engines for the games Dragon History (available for free from here) and TeenAgent (available for free from GOG.com). And finally there is now a port for the Nintendo 64 game console!
Take a look at the release notes if you want to know a bit more.
There is one grain of salt, though: If you want to play Nippon Safes Inc, we recommend that you stick with your current ScummVM version for now, as there are some nasty regressions in there which may even make it impossible to complete the game. Also the background music in Pajama Sam 1 isn't working correctly in the Kitchen and Mine areas anymore.
We are not happy about that, but in the end decided that we should not let this hold up the other new cool stuff we added. Instead, we will follow up this release in about four weeks with a 1.1.1 release that should fix these issues. In fact, you can help us make 1.1.1 even better by reporting any bugs you might encounter in 1.1.0.
Heres whats new in this release:
1.1.0 (2010-04-04)
New Games:
- Added support for Blue's Art Time Activities.
- Added support for Blue's Reading Time Activities.
- Added support for Freddi Fish 5: The Case of the Creature of Coral Cove.
- Added support for Pajama Sam: Games to Play on Any Day.
- Added support for SPY Fox 3: Operation Ozone.
- Added support for Dragon History.
- Added support for TeenAgent.
General:
- Added support for a custom SJIS font for FM-TOWNS and PC98 games.
- Added support for 16bit graphics. (GSoC Task)
- Removed QuickTime MIDI backend on Mac OS X; it was buggy and did not
compile on modern systems.
CinE:
- Added support for Amiga style menus for Amiga versions of Future Wars.
KYRA:
- Added support for the Amiga version of The Legend of Kyrandia.
(sound support was done as a GSoC Task)
- Adapted KYRA to support the custom SJIS font.
SCUMM:
- Added support for the PC-Engine version of Loom.
- Added support for music and sound effects in the the Amiga version of
The Secret of Monkey Island. (GSoC Task)
- Fixed some other bugs related to game versions for the Amiga.
- Added support for original save/load dialog in MM NES.
- Added support for savepoint passcodes for Sega CD MI1 via debugger command 'passcode'
- Added support for Kanji rendering in Japanese version of Monkey Island Sega CD.
Thanks to the ScummVM guys for one of the premier homebrew releases this year
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April 6th, 2010, 21:41 Posted By: wraggster
Copper has released a new version of his arcade emulator for the Nintendo DS:
Heres whats new etc:
This is the second version of my emulator 1943 emulates Roma 3 sets for MAME game capcom. A big thank you to Kukulcan to the menu and the screen displays ...
Version History:
V2.0: 05/04/2010
* Version 1.4.3 + compiled with libnds (FIFO optimized) and R30 devkitARM
* Version freedom meant
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April 6th, 2010, 21:45 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Utlra). Changes:
- UNIF BMC-810544-C-A1 - new "200-in-1 - Elfland (Unl)[!]" dump;
- mapper 0 - F-BASIC v3.0 internal SRAM increased to 8K;
- mapper 245 - disable bankswitching for VRAM carts added, "Yong Zhe Dou E Long - Dragon Quest VI" redefined to 245 with CRC check.
http://cah4e3.shedevr.org.ru/
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April 6th, 2010, 21:46 Posted By: wraggster
News via http://emu-russia.net/en/
Unofficial version of one of the best NES/Dendy emulator has been released. Changes:
1. Removed manual option to set priority of Nestopia's main emulation loop thread. Instead, Nestopia now boosts its own process base priority AND its own main emulation thread priority whenever it is the active foreground window (and/or running in full-screen mode). This brings Nestopia much closer to real-time performance and responsiveness.
2. Removed some screwy input polling logic, and added some calls to input.Poll(), to ensure that the input devices are always polled immediately before the input state is utilized. This was the key change that got rid of most of the lag.
3. Removed some screwy input timing logic that was causing input polling to work only on certain clock intervals, rather than allowing it to work every time it was called.
(As far as I can tell on my own hardware configuration, these three changes taken together have completely eliminated the lag problems that have been present in Nestopia for several releases. Your mileage may vary.)
4. Updated the Visual Studio solution/project to build successfully under Visual C++ 2008 Express Edition.
5. Added this releasenotes.txt file and bumped the version number to 1.41.
http://forum.emu-russia.net/viewtopic.php?f=12&t=2142
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April 6th, 2010, 22:48 Posted By: wraggster
News via http://www.aep-emu.de/
A new version of sixtyforce, a N64 emulator for Mac OS X has been released.
Quote:
It´s Gerrit´s birthday...
To celebrate sixtyforce 0.9.5 beta 1 has been released!
This verison has major improvements to nearly everything. An improved Cocoa interface, better graphic compatibility, better emulation compatibility and improved sound. Plus a new sound plugin is included for Intel Macs: Azimer Audio 0.55.1.
This version has been tested quite a bit, but if you find any bugs make sure to send them in.
http://www.sixtyforce.com/
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April 6th, 2010, 22:56 Posted By: wraggster
Tactics Ogre doesn’t really need much introduction. It’s basically the model for Final Fantasy Tactics, and is quite the impressive feat for the SNES. The plot is full of intrigue and branching paths, the gameplay is complicated and allows for lots of customization, the music is standard (amazing) Sakimoto material.
Every little task in this game was like pulling teeth. The simplest thing took hours, crashes kept popping up where there weren’t any before. It’s still not perfect, but it’s pretty damn good for what it is.
http://www.romhacking.net/forum/inde...pic,10581.html
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April 7th, 2010, 01:09 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=297
A new version of the gccVB compiler has been created by dasi. This is still version 2.95 like the last release from 2007, but has added bitstring and NVC instructions. It also comes precompiled, so all you have to do to is install Cygwin and drop the unzipped archive in your "/c/cygwin/usr/" folder.
Another release comes from RunnerPack. His VB ROM-image Shrinker utility is something like an "inverse padder" and allows you to shrink Virtual Boy ROMs to their smallest possible size (which still has to be a power of 2 of course).
Furthermore, you can find a TTF format font, modeled after the Virtual Boy one, made by RunnerPack here.
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April 7th, 2010, 01:11 Posted By: wraggster
Tantric has released a new version of his emulator for the Wii:
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* IPS/UPS/PPF automatic patching support
* NES Compatibility Based on FCEUX 2.1.2+
* Open Source!
3.1.4 - March 30, 2010]
* DVD / USB 2.0 support via IOS 202. DVDx support has been dropped. It is
highly recommended to install IOS 202 via the included installer
* Multi-language support (only French translation is fully complete)
* Thank you to everyone who submitted translations
* SMB improvements/bug fixes
* Minor video & input performance optimizations
* Synced with official FCEUX (various game fixes)
* ROMs larger than 3 MB now load
* Now also searches in application path for gg.rom and disksys.rom
http://code.google.com/p/fceugc/downloads/list
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April 7th, 2010, 01:13 Posted By: wraggster
News via http://hackmii.com/2010/04/hardware-...-on-the-cheap/
It’s been quiet on the Wii front lately — Nintendo has yet to release any new updates in a while. Nothing new to report on the DSi front (… yet …). However, all hardware hackers need good tools, and it’s even more fun if you can hack your tools!
There seems to be a trend in test equipment to make artificially-limited models that have fewer features, yet only differ from their more-power cousins in configuration or software. A good example that has seen some coverage already is the Rigol DS1052E scope — see the most recent EEVblog on the subject, EEVblog #70 – Turn your Rigol DS1052E Oscilloscope into a 100MHz DS1102E (Hack). You can even buy that scope at ourmy favorite online cheap Chinese crap store, DealExtreme, for about $400.
I only wish I could get as enthusiastic on video about this stuff as Dave does — but I don’t see that happening soon, so you’ll have to settle for a writeup on LostScrews about how to perform an even bigger upgrade on the ZeroPlus LAP-C16032 Logic Analyzer (about $120 on Amazon — Zeroplus LAP-C 16032 Logic Analyzer Logic Cube — EUR 120 elsewhere).
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April 7th, 2010, 01:16 Posted By: wraggster
Tantric has released a new version of his emulator for the Wii:
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x (http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew (www.wiibrew.org).
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
[4.1.6 - March 30, 2010]
* New core! Updated to Snes9x 1.52. Old save states will not work!
* DVD / USB 2.0 support via IOS 202. DVDx support has been dropped. It is
highly recommended to install IOS 202 via the included installer
* Multi-language support (only French translation is fully complete)
* Thank you to everyone who submitted translations
* SMB improvements/bug fixes
* Minor video & input performance optimizations
* Now uses .srm files without "Auto" appended, if found
* Added option to disable crosshair
http://code.google.com/p/snes9x-gx/downloads/list
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April 7th, 2010, 01:21 Posted By: wraggster
Tantric has released a new version of his emulator for the Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatiblity based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
[2.1.3 - March 30, 2010]
* Fixed ROM allocation. Should solve some unexplained crashes
* Numerous performance optimizations (thanks dancinninja!)
* DVD / USB 2.0 support via IOS 202. DVDx support has been dropped. It is
highly recommended to install IOS 202 via the included installer
* Multi-language support (only French translation is fully complete)
* Thank you to everyone who submitted translations
* SMB improvements/bug fixes
* Minor video & input performance optimizations
* Disabling rumble now also disables in-game rumbling
* Fixed saving of GB screen position adjustment
http://code.google.com/p/vba-wii/downloads/list
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April 7th, 2010, 01:23 Posted By: wraggster
TetriCycle v0.3b released by Calvinss4.
TetriCycle is Tetris projected onto a cylindrical surface. Rotate the cylinder left/right such that the descending piece falls into place.
TetriCycle is freeware, can be distributed freely and should never be charged for.
v0.3b
3rd Release: 4/5/10
Better menus.
Ability to reverse the direction in which the Tetris cylinder rotates.
http://wiibrew.org/wiki/TetriCycle
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April 7th, 2010, 01:25 Posted By: wraggster
Priiloader v0.4 released by DacoTaco
Priiloader is a modded version of Preloader. Just like preloader, Priiloader places itself in boot sequence before the system menu. By this priiloader has the ability to:
Patch memory just like StartPatch or Preloader. Hacks.ini should be on the sd root(only once, they get copied to NAND) and can be found here.
Save wii from banner & other kind of bricks that aren't ios/boot2/nand corruption related
Start something else than system menu on power up (a dol file, bootmii, homebrew channel)
v0.4 : Death of the Memory Hog and revenge of the IOSith
Added support of all versions of the EU/US system menus(JP/KR are untested)
New entrypoint. this means :
Old forwarders should work again
Many other memory related restrictions should be gone.
Added support for more usb hard drives
Added an option to ask for a password either when entering priiloader menu or doing autoboot. (NOTE : this -CAN- lock you out of your own wii. please be very careful with this)
Added a menu to list all installed Wiiware/VC titles and start one
Added a new magic word to force system menu to be started. (the word is "Pune")
Added an option to redirect Gecko output to the screen instead of to a USBGecko(NOTE: this slows down priiloader DRASTICLY)
Fixed loads of minor bugs
http://wiibrew.org/wiki/Priiloader
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April 7th, 2010, 01:26 Posted By: wraggster
Möle v0.1 released by andersers.
Möle is a video game in the garden protection simulator genre. A vicious arvicola amphibius is destroying your beautiful garden. You must protect your garden by smäcking down the möle with your hammer. If you smäck it down more than 93 times you win the game, yay! So yeah... the game is a clone of whack-a-mole.
http://wiibrew.org/wiki/M%C3%B6le
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April 7th, 2010, 01:27 Posted By: wraggster
libmii v1.0 released by mdbrim.
Libmii is a library for use with Nintendo Wii homebrew. It allows programmers to access the Mii data on the Wii and use it in homebrew applications. Libmii retrieves the raw data associated with each mii on your wii. To use this data to draw your miis, please see Libmii/Rendering Miis.
http://wiibrew.org/wiki/Libmii
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April 7th, 2010, 01:28 Posted By: wraggster
Wii Double Down v2.0 released by mdbrim.
Wii Double Down is a blackjack game / simulation for the Wii.
Latest version (2.0) is ready and can be downloaded using the link to the right.
Version 2.0 features the debut of Miis in homebrew. Now you can have your Miis appear as logos on the table or cards or even have your favorite me be your assistant!
Enjoy!
The object of blackjack is to get a higher card total than the dealer, but without going over 21.
Source code will be available soon with full comments.
http://wiibrew.org/wiki/Wii_Double_Down
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April 7th, 2010, 01:30 Posted By: wraggster
DarkCube v1.0 released by NoNameNo.
DarkCube is a little game that lets you move cubes, the goal is to have all cubes down. This game is only some lines of code using GRRLIB. I coded it to promote GRRLIB and to show peoples that GRRLIB is not only a nice 2D lib, but also a nice, simple and powerful 3D lib, with objects renderer, texturing, light sources... and much more, ALL DONE BY GX !!
http://wiibrew.org/wiki/DarkCube
Download Here
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April 7th, 2010, 01:43 Posted By: wraggster
Riivolution v1.02 released by AerialX.
Riivolution is an on-the-fly game patcher for use with retail discs. It allows users to place content on their SD or USB devices, which will be read by the game during regular play.
It can be used for custom textures, music, levels, memory patches, game translations, and more!
v1.02
March 28th, 2010
Disc file addition
More memory patch improvements
Network hostname lookups
Network stability improvements
Games will now connect to the network alongside Riivolution/RiiFS
Foreign character support in XMLs (Latin-1)
http://wiibrew.org/wiki/Riivolution
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April 7th, 2010, 01:45 Posted By: wraggster
Wii7800 v0.3 released by Raz0red.
Wii7800 is a port of the ProSystem emulator developed by Greg Stanton. Additional changes developed by Ludovic Jacomme aka Zx-81 (PSP port), Leonis, and gdement.
Changelog
0.3 - March 29, 2010
GX based scaler (smoother scrolling in Plutos, Xevious, Motor Psycho)
Ability to adjust screen size to any size/dimensions via the "Screen Size" option under "Display". If this is entered after loading a cartridge, the last frame will be displayed to assist in sizing.
Fixed graphical glitches in Ballblazer
Implemented RANDOM (read) and SKCTLS (write) for Pokey sound emulation
Ballblazer now plays all sounds
Minor refactor of Pokey code
Some minor adjustments to the Light Gun related code
Updated palette (from Underball)
Updated menu code, GX rendering of dip switches and debug information
Ability to set HBLANK period, Dual-analog support in ProSystem database
http://wiibrew.org/wiki/Wii7800
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April 7th, 2010, 01:49 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
PlaatSoft has released TowerDefense v0.95. The following changes were made:
31-03-2010 Version 0.95
GUI:
– Update menu screen information.
Core:
– WiiMote timeout increase from 60 to 300 seconds.
– Improve stability.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine
General:
– Make source code compliant with r21 compiler.
– Build game with devkitPPC r21 compiler.
Wii TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over. Good luck!
Key Features:
2D gameboard with special graphical effects
WiiMote device support
18 game maps
6 weapon systems
25 enemy types
Nice background music
Nice game sound effects
Game score is stored local and on internet
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April 7th, 2010, 01:57 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening SpaceBubble 0.95 is released by PlaatSoft. The following changes were made:
31-03-2010 Version 0.95
GUI:
– Update menu screen information.
Core:
– WiiMote timeout increase from 60 to 300 seconds.
– Added local highscore position calculation.
– Improve stability.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine
General:
– Make source code compliant with r21 compiler.
– Improve source code documentation.
– Added screenshots to source code documentation.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment
SpaceBubble is a classic board puzzle game based on bubble breaker. Select multiple bubbles with the same color and destroy them, the more you hit in one the higher score you will get. Special thanks to my family for their support during the development of this game.
Key Features:
2D bubble gameboard with special graphical effects.
Support one to four concurrent players
Seven game levels
Game player score is shared on internet.
Easy menu system.
WiiMote IR device support
9 background music tracks
Several sound effects
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April 7th, 2010, 01:58 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening RedSquare 0.97 is released by PlaatSoft. The following changes were made:
31-03-2009 Version 0.97
GUI:
– Show played game level on high score screens.
– Update menu screen information.
Core:
– Improve stability.
– WiiMote timeout increase from 60 to 300 seconds.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine
General:
– Make source code compliant with r21 compiler.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment
RedSquare is an classic 2D action game. Click and hold the red square. Now, move it so that you neither touch the walls nor get hit by any of the blue blocks. If you make it to 31 seconds, you are doing brilliantly! Special thanks to my family for their support during the development of this game.
Key Features:
2D gameboard with special graphical effects.
Support one to four concurrent players
Game player score is shared on internet.
Easy menu system.
WiiMote IR device support
10 background music tracks
Several sound effects
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April 7th, 2010, 02:00 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening BibleQuiz 0.95 is released by PlaatSoft.
31-03-2010 Version 0.95
GUI:
– Update main menu screen information.
– Improve game icon.
Core:
– WiiMote timeout increase from 60 to 300 seconds.
– Improve stability.
– Improve network thread.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine.
General:
– Make source code compliant with r21 compiler.
– Added source code to Google Code Repository.
– Added source code documentation (Javadoc style).
– Added Doxygen (automatic documentation generation tool) config file.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment!
BibleQuiz is an open-source quiz game. Test your knowlegde about the bible. Special thanks to my family for their support during the development of this game.
Key Features:
2D Quiz gameboard with special graphical effects.
Support for four concurrent players
Many questions about many topics available
Game player score is store on SD Card.
Game available in five languages
WiiMote device support
10 background music tracks
Several sound effects
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April 7th, 2010, 02:02 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening Pong2 0.99 is released by Plaatsoft.
31-03-2010 Version 1.00
GUI:
– Update main menu screen information.
– Improve game icon.
Core:
– Improve stability.
– Improve network thread.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine.
General:
– Make source code compliant with r21 compiler.
– Added source code to Google Code Repository
– Added source code documentation (Javadoc style).
– Added Doxygen (automatic documentation generation tool) config file.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment!
Pong2 is an open-source game based on the original game of Pong. Pong2 has improved features over the original. The paddle can be moved horizontally and vertically. 10 tracks of background music are available during game play. The first player to score 10 points in each level is the winner. Special thanks to my family for their support during the development of this game.
Key Features:
2D pong gameboard with special graphical effects.
Five game levels
Multi player mode support
WiiMote, Classic Controller device support
10 background music tracks
Several sound effects
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April 7th, 2010, 02:07 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Plaat...50-t19370.html
PlaatScore is an application being developed by wplaatIt is an application that allows you to manage the highscores of all games for Wii PlaatSoft, ie: TowerDefense, RedSquare, Spacebubble, Pong2 & BibleQuiz.
CHANGELOG v0.50
===============
Show popup window-When Internet connected facts.
-Added release notes window.
-Added donate window.
-Added credits window.
-Build with QtCreator v1.3.1
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April 7th, 2010, 02:12 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...30-t19465.html
Wii Emulator DeSmuME is a Nintendo DS for the Wii developed by Castlevania
You must put your ROMS in. Kts in SD: \ DSROM \
r133 Reverting these files to their previous r123 versions. r123 introduced many graphical problems. Revisions post r123 cleaned them up but I am strongly convinced that these versions of the files are better. Beyond more accurate emulation, (I didnt notice a decrease in emulation speed from this revert btw) I also noticed that they fix a clicking noise I heard in the background of some games. It seems that there may have been some good changes made to these files in r123 and beyond. I will be testi Today (2 hours ago) castleva...@yahoo.com
r132 +1 When looking through revision histories I found and fixed a small coding mistake introduced in r97. Today (4 hours ago) castleva...@yahoo.com
r131 * Reverted back that i accidentally replaced. Today (5 hours ago) fir...@ya.ru
r130 * Small reorganization of GPU. * Changed rom cache from 656K to 512K. * Disabled forceinline attribute for GEKKO. gcc hates when you force him to inline something. Today (11 hours ago) fir...@ya.ru
r129 Rather trivial change allowing wiimote users to get on the stylus marker enabling/disabling.
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April 7th, 2010, 16:15 Posted By: wraggster
Pate posted this news concerning his Dos Emulator for DS:
The last couple of days I have been working on the mouse support. I decided to try emulating the mouse cursor using a sprite, and as I had not done anything with sprites on a Nintendo DS before this, it took me a while to learn the stuff needed to work with the sprite engine. I got the mouse cursor sprite to work, but I am not quite sure yet whether using a sprite is the best method to do this, as I am using a scaled background and I would need to scale the mouse sprite as well. Also, it looks like most games use their own software mouse cursor, so my spending a lot of time on the sprite cursor might go somewhat to waste. But, at least I learned how to do stuff with the Nintendo DS sprites. :-)
Most of the mouse operations are currently supported, both in graphics modes (using the sprite) and in text modes (where I draw the mouse cursor similarly to how a real mouse driver does it, by changing the character cell background color). Both of these still need a little bit of work, especially for the scaled screen modes, but in principle the mouse handling works, so it will be included in version 0.08.
After I got the mouse to work somewhat, I moved on to the other big issue I want to work on during my Easter vacation, which is adding support for higher-resolution graphics modes. I started with the CGA 640x200 monochrome mode, as it is the easiest and I can use it to develop the new screen zoom and scale methods that I need. My current plan is to continue using the current 512x256 pixel background even in the high resolution modes, as all of these modes use screen blitting from the virtual screen memory to the physical VRAM. In the zoomed mode I can simply copy a 256x192 pixel window from the virtual screen memory, and when the screen is scaled I think I'll interpolate from the input 640 pixels in a row to 320 output pixels in the DS VRAM, and then scale this to the 256-pixel wide LCD screen. I could perhaps also setup a 1024x512 pixel background and then copy the whole 640x480 pixels (in the highest-resolution VGA mode) and then use the hardware scaling to scale this to 256x192, but I don't think that will result in a very clear display and might also be slower.
Anyways, I'm on vacation for the whole next week, so I can experiment with different methods to make the high-res modes supported. I am also testing Windows 2.03 (as it uses the 640x200 CGA mode in the logo page), but I doubt I'll get Windows actually running in the next version yet. It uses very low-level DOS and EMS-memory calls, so I need to improve those quite a bit before Windows will run.
Oh, when I debugged Windows I noticed I had a pretty severe bug in the mov reg16,[BP+SI] and mov reg16,[BP+DI] opcodes, they used BX register instead of BP for the memory access! Strange that my tester program had not detected this, but this may have caused all sorts of weird behaviour in various games. This will be fixed in 0.08 version.
http://dsx86.patrickaalto.com/DSblog.html
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April 7th, 2010, 16:18 Posted By: wraggster
Janmulder has updated his Game for the DS, heres the details:
In BallyWally you have to get the ball in the hole.
The only way to do that is by tilting the platform
by touching the bottom screen. In the Menu you have
6 options:
- FULL: Play all levels from start. The only way to unlock new levels
- LEVEL: choose a level (which is already unlocked) and play.
- SAVE: Saves the game (BW.SAV on your flashcard)
- RECORDS: Shows the levels in the top screen
- SHOP: Change the ball in a football(300points), basketball(400points) or a diceblock(450points)
- MAKE YOUR OWN: possibility to make your own level.
- draw wall (draw rectangle)
- draw trap (draw rectangle which is the same as water in the default levels)
- play! (play your own game (after touching the touch screen))
- back to menu (go back to menu (after touching the touchscreen))
- draw target (set the place of the hole)
- draw ball (set de place of the ball)
- eraser size: ... (erases walls by drawing and erases traps by tapping in the rectangle
adjust size by pressing right and left)
- save (saves the game (after touching the touchscreen))
- delete all (delete all walls and traps and saves)
switch functions with up and down.
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April 7th, 2010, 16:19 Posted By: wraggster
News/release from Sych:
Hi!
My first game Lost Marbles is based on the old Loose Your Marbles game for PC!
The objective is to make lines of 3+ balls with the same color vertically on the LineZone (White Stripes), and with that lines you'll send balls to the opponent filling his board.
I'd appreciate comments and suggestions; The graphics and music are very basic!
Thank you!
Sych
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April 7th, 2010, 16:21 Posted By: wraggster
News/release from 34®ß0*3®
Helicopter DS is a game in which you press the A button to increase your altitude, in which to avoid all of the green obstacles. Also, get the +500 points, and you will get 500 more points. Concerning physics, this game is better than the Flash Game, But not as good as the Wii one.
Controls
In game:
A||Touchscreen: increase altitude
Left/Right: change color or ship
Up/Down: change size of ship
Start: Pause/Un-pause
In menu: (if you have at least half a brain, you wont need to read the menu's controls)
Up/Down: Change selection
A||Start: Load level
X: Change theme
Select: Show credits
New version!
.20!
Download Link
Go to my development blog, it has up to date information regarding my progress.
http://earboxer.drunkencoders.com/
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April 7th, 2010, 16:23 Posted By: wraggster
News/release from 34®ß0*3®
I believe I have made an Impossible tic-tac-toe game.
Post a screenshot if you beat it.
Controls
Touch Screen: Place your X
Select: Reset
A: Push this after you reset
http://dl.dropbox.com/u/1144404/tictactoe.nds
Reasons to play this
You have no life
You want to know good tic-tac-toe strategies
You want to beat it
The current version has not been beaten.
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April 7th, 2010, 16:29 Posted By: wraggster
News/release from Anthony
This is a test version containing all 493 pokémon. I haven't tested it much yet, so any feedback is appreciated.
Code:
----------
3/31/10
----------
-Addition of 'Name That Pokémon' and 'Name That Cry'
-A few aesthetic changes
-Fixed a few descriptions
-Removal of redundent files
Keys:
Up - Scroll Up
Down - Scroll Down
Left - Scroll up by 10
Right - Scroll Down by 10
X - Pokemon Cry(Provided you download the cries version)
L & R - Cycle through alt. forms.
Touchscreen/Stylus for pretty much everything else including clicking on a pokémon in the list.
Things you should know
-Moves and Loc aren't implemented yet. I definitely want to do it via a map, but it seems like a bit of a shitstorm to be honest.
-There's roughly 22,500+ individual pieces of information regarding the pokémon. I'd be willing to bet I've screwed up quite a bit.
-The unown forms can be seen via pressing 'L' or 'R' at their main sprite screen.
-Alternate forms will adjust the stats and such accordingly.
-IVs range from 0-31; EVs range from 0-255; Nature can be negative(-), neutral(o) or positive(+); Level ranges form 1-100. More on this here.
-Mr. Mime and Mime Jr. both need spaces and periods for the minigames. The male and female symbol will put (m) and (f), respectively, onto the end.
-With that being said, I uploaded v0.2, sans the search functionality. Easy mode for the mini-games provides you with 6 names, one being the correct pokémon. Hard mode has you input the name yourself.
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April 7th, 2010, 16:31 Posted By: wraggster
Lino has released a new version of his Facebook app for the DS, heres whats new etc:
Fixed a bug during the connection the user and pass now are correct.
Fixed a bug in the listboxes now the current selected item is visible always and it dont freeze.
Fixed a bug in times management.
Fixed a bug parsing the news, now all news are showed.
... and others small fixes and added.
Simple client for Facebook's chat. The current version is a beta, Im using Pidgin's source code for Facebook's protocol, for other featuers like GUI etc etc, Im using PAlib and libNDS. The project is compiled with devkitARM and the support of the others libs, like libdswifi, libgif, libctaocrypt, libcyassl
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April 7th, 2010, 16:35 Posted By: wraggster
Oxtob posted this over at GBAdev forums
Hi everyone,
I finally made NitroTracker an open source project today! The code is available from:
http://code.google.com/p/nitrotracker/
This doesn't only mean people can have the source, but also that I'm opening up development to the community. Or, to put it a little differently: NitroTracker needs coders!
I think there's a lot of benefits working on NitroTracker. I'll give you some examples of what I like about it:
The thing that I love most about programming NitroTracker (this holds for most of my projects actually) is that it enables people to be creative. You make something and then people make something (in this case music) with that thing you made. It's inexplicably cool, like being meta-creative!
Working on NitroTracker has taught me many things. One thing was programming for the DS, but also how to design productive and easy to pick up user interfaces, how to write GUI toolkits, and how to write code that produces music.
NitroTracker has a big community of users (over 100 beta testers!) that give a lot of very useful input in the shape of bug reports, feature requests and music (which can serve both as a motivation and as test cases for the XM player). It's a lot of fun listening to your users and, learning design lessons from their experiences, and improving your software through feedback.
What I'm looking for are motivated people with good DS programming knowledge. Musical skills are a plus, but not required. Just check out the source (setup instructions here) and contact me if you're interested. There's really no commitment. You're just part of the project and work on it whenever you feel like it.
Who's in? :-)
Tob
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April 7th, 2010, 16:40 Posted By: wraggster
News/release from protomank
This is a multi-platform game I am developing:
http://rockbot.upperland.net/
I've placed an experimental NDS build at:
http://rockbot.upperland.net/files/nds.rar
You need to place it at /Apps/Rockbot to run, hope it works for you guys.
Current DS port bugs include:
- no sound, once SDL_mixer do not work
- when holding left and pressing the jump button, it do not responde if you do not press a second or third time
- some small moving speed/adjustments
- can't run from anywhere
Any help is welcome, this is a open-source project. Thank you.
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April 7th, 2010, 17:02 Posted By: wraggster
News/release from Winterace
"Sprite Combat", a game by WinterAce, is a unique and perfected implementation of the popular Rock, Paper, Scissors game to the Nintendo DS. Instead of the usual Rock, Paper and Scissors, you have to choose between Sword, Energy and Shield, in a "Combat between Sprites" scene to reach 10 points before your opponent. The game features 6 opponents to choose from.
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April 7th, 2010, 17:06 Posted By: wraggster
News/release from yoshi123
Basically its a platformer in space and you are mario.
If any one whants the pac"n"go just pm me.
mAJOR update!
Added level3, (what I hope will be the last space level however if no one donates sprites it wont be )
Changed the (as eldude calls them) jump pads to look like different sprites, (looks bad though, so donate sprites!)
Changed the value of fl in some places to make it even more exact,
Slowed down some of the text when you speek to the hover craft man.
In game over ensted of going back to level 1, you go to last visited level
Next version I hope to add:
Level 4,
Animation of mario (or a different better sprite if some one sends it in)
ADD any suggestions
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April 7th, 2010, 17:08 Posted By: wraggster
News/release from RHY3756547
Hey everyone. I saw quite a few people talking about this on the scratch forums and thought I should give it a go. So, after like 2 hours I finally came up with something acceptable!
The game is virtually glitchless and works quite well on No$GBA. The only problem is I can't seem to figure out how to make decimal Velocities without the game spazzing out, no sound and the background compression makes it look... Well. Just plain ugly. (background is 256 colours anyway...)
Tell me what you think of it and and suggestions on how to solve some gameplay problems (some problems with the random num)
Cheers,
RHY3756547
UPDATE 2.0
Instructions:
Destroy all of the onscreen blocks to advance to the next level! (3 levels constantly playing with no end atm)
Controls:
You can use the D-Pad or stylus to move. To launch the ball press the A button or position the paddle with the stylus and let go. I figured out bitshifts so movement is MUCH better.
Enjoy!
UPDATE 3.1 FINAL
For details check the games section of the main site, or the 2nd page..
UPDATE 3.11 Bugfix
Added reflection for 1upblock thanks to DSGM 4.8 update.
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April 7th, 2010, 17:10 Posted By: wraggster
News of a new release of software for the Snes Flash Cart, nice to see the dev community supporting a great device:
mic_ has uploaded another update to his snes myth menu build.
The menu has officially been pimped
I've updated the menu with some nicer graphics today. The graphics for the second BG layer are compressed using LZSS because it allowed me to fit them in 7kB instead of 20kB. I've included the compressor in the source directory so that you still will be able to compile the menu source yourself if you wish to do so. The .PDN file (for Paint.NET) is also included if you want to make changes to it.
http://www.neoflash.com/forum/index.....html#msg45257
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April 7th, 2010, 17:12 Posted By: wraggster
News/release from Baro
Hello guys!
I’ve just uploaded one of the tools I made and find useful, because that’s why I made it. I use it for dialogs and such in Tanuki tail.
It’s TTTexT, and it’s just a text parser that generates text files from a text file, admitting scape sequences and generating separated text files from a single text file. I’ve also included the source file, because you’ll probably want to edit the scape sequences to match your personal desires and needs.
You can find the download and [probably] all the info you need in ITS PAGE AT MY BLOG
If everything went well and I understood dovoto correctly, this post also pops the cherry of the tag filtering thing and appears in the main page. I think it’s okay since it’s a release of something.
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April 7th, 2010, 17:13 Posted By: wraggster
News from supremedirt
Status update and test of the whole filtering thing. Abuse it I will, regardless of whether anyone cares about this.
After about two weeks of screwups, I’ve finally managed to get the DS devkits installed on my laptop. Once I find an IDE I like, I will begin work on a few things to get used to programming on a DS, including a generic “Extreme Pong” game.
The main thing here is that I’m not quite sure I want to go ahead with OoT2D still. I’ve made attempts at it several times in the past, either with Game Maker or with C. I’ve gotten halfway through making the engine, and then tend to get frustrated with something.
So I’m thinking of making a Legend of Zelda Strategy game, in the vein of Final Fantasy Tactics, Disgaea, and Fire Emblem, with quite a bit of influence from the Shining series.
The thing is, I need ideas. My intention is to make the game revolve around the Sealing War, or perhaps some other canonical war.
Classes are something major that I need. Especially for Zoras; there is very little said of how they fight except for from Majora’s Mask. I’m thinking of making them a spellcasting race primarily.
Any ideas would be quite helpful. Unless there are people who really want me to finish OoT2D.
I also found an old Game Maker version of OoT2D on my computer. Figured I’d post it.
~Supreme Dirt
http://ajmm610.webs.com/Games/OoT2DB1Pre.exe
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April 7th, 2010, 17:16 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
The Team Twiizers pressed worst enemy of Nintendo?
And yes the Team Twiizers resumed its activity in the search for loopholes in order to run our favorite homebrew. It is the turn of the DSi be offered the opportunity to run homebrew without a linker. For now the exploit is not yet available to the general public but we hope in future to do so.
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April 7th, 2010, 17:17 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
brain suggests "LabClone" little game where you must take the monkey of the Green Zone in the red zone without touching the void that is black.
Use
Unpack LabClone-App.zip to the Apps directory of your HomeBrew Channel.
Use the Wii Remote Wii Remote to move the monkey from the green starting zone over the yellow path to the red zone target. Take care never to touch the black background! The yellow path Will Become smaller and twisty in EACH level.
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April 7th, 2010, 17:20 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
miguel28 offers the fifth demonstration version of its adaptation of the famous fighting game Super Smash Bros. for the DS, Super Smash Bros. Crash! DS. This new frame is mainly: 6 additional characters which is 17 now, bug fixes, the addition of 2 scenario.
Demo 5 Improvements:
1. Set the score at the end of the battle (perhaps not always).
2. A default menu set the rules.
3. Added the function to be suspended.
4. Adding Data menu.
5. Addition of 6 characters and more.
6. Adding two more scenarios.
7. Fixed error when deleting catch in the "Photos".
8. Added sound effects (in protection).
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April 7th, 2010, 17:21 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
The Lua interpreter for the DS "Micro Lua DS" from Risika now in version 3.0. Abandoned in pre-release in 2009 with a few bugs, source code was released, thus the community μLua DS leaned over to finalize the release.
Risika wrote:
News:
- Added support for WiFi
- Added support for datetime
- Added support for the Rumble
- Added support of Motion
- Changed the syntax of the library's
- You can now read several modules (mods) at the same time
- Support sound effects (SFX). You can play WAV files
- Added a function render (). StartDrawing functions () and stopDrawing () still exist but are no longer mandatory
- Added a global variable MICROLUA_VERSION that returns the current version of Micro Lua
- You can now customize the colors of the shell in the file shell.ini
- Support the stylus in the shell
- Over-limit position for the direct drawing (lines, rectangles etc ...). They can now go beyond the screen.
- Added a function that returns Font.getStringWidth width in pixels of a string in a given font
Bug fixes:
- More than double click problem
- No problem loading jpeg images, you can now safely use
- Optimization of loading and unloading of images, fonts and maps. You can now load and unload at infinity
- More Oops unhandled error "
- Fixed problem Canvas ATTR_Y2
- The scaling is now permanent
- No problem with the Stylus.newPress
- Large speed increase during the launches scripts with dofile. Micro Lua DS is now looking much more quickly
Deleted:
- Bookstore keyboard but you can download open source on the site and thus modify
As for the final version 3.0, it brings compared to the prerelease:
- Loss of bug with relative paths. Txt files and. Ini. This is because this version was compiled with a version of the latest libfat, which was impossible in the 3.0 prerelease because of its many boots now unified.
- Weight reduction package and included new material, which is actually part of the wiki (see below).
What is it?
No.
Now there is a wiki very full and evolving, where you can find various support and ties, test versions of Micro Lua development, contribute to the project by writing articles, fixing bugs, etc. ...
Visit this page for more information: http://code.google.com/p/microlua/ (Note that the page GoogleCode project, which belongs to Risika already existed, but not the wiki and all that goes with it).
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April 7th, 2010, 22:50 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...34-t19465.html
DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania
You must put your ROMS in. Kts in SD: \ DSROM \
r136 After tons of meticulous testing and code review I've put together what seems to be the ultimate version of the FIFO. Please thoroughly test any and all changes made to it before committing in the future. Today (71 minutes ago) castleva...@yahoo.com
r135 * Fix fade in/out tables. idiv16 was always 0. int([0...15] / 16) = 0; * Fix my typo in r130. Today (3 hours ago) fir...@ya.ru
r134 Undoing my small change to GPU as recommended by firnis. Re-reverting fifo and gfx3d files to r122 versions for scanff.
Source: http://code.google.com/p/desmumewii/
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April 7th, 2010, 22:53 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Death...-1-t19474.html
Death Star Run is a game entirely realized with Wii Game Studio Pro by Lord Ashe. This game based on the Star Wars is a scrolling shooter that is played at the wiimote.
QUOTE
I wish I had a more polished verion for you. The latest compiled for this game Took approx 18 hours. The latest version Stiller Has A Few Bugs That I fixed the compile goal has-been running for over 24 hours am and is Still Not done. So I am posting what i have. If I manage to compile the revised version of I Will post it as a goal seperate file so members can judge me That Based On What I Had finished by the deadline.
A few "notes:
- Please read the instructions in the game, They Provide the story online, EXPLAIN controls, and show you What You Are Up Against. They Are not just some cheesy instruction pages.
- Note the slight drift on the instruction page making it look like the cockpit flying Actually IS.
- Note That the x-wing firing alternates from the left and right wing.
- Note That firing Reduce the energy picture and after about 4 shots Lathus You Need to let the photo energy recharge. IS Scale for photos shown on bottom right.
- Being hit by Mark Enemy fire (except t-fighter rockets) drains shields. After about 5 hits you lose all your shields (next hit kills you). Scale for shields IS is shown bottom left.
- You can press A to skip the intro animation order please watch it at least an ounce.
- Dry 1 restarts the level.
- Pressing 2 Access the Game Menu (Which est aussi a pause).
- You can use the Level option to jump to different Levels as Follows:
Button 1 = 1
Button 2 = 2
Button A = 3
Button B = 4
Button - = 5
Button + = 6
Level 1 = 1234
Level 2 = 2463
Level 3 = 3645
Level 4 = 4654
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April 7th, 2010, 22:55 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Pimp-Wii-140-t19475.html
Pimp My Wii is a 1.40 homebrew developed by Attila, Administrator of the forum Wii-info.
This homebrew allows the installation of an automatic or manual hack, it detects if you have the latest available versions of IOS, BC, MIOS System Menu 4.1et Nintendo official channels.
The novelty in this version 1.40 is the installation of cIOS 38 rev 19 (IOS249) and cIOS 202/222/223/224 v5.
Refer to readme.txt for usage.
QUOTE
Version 1.40
- In addition to detecting if you have cIOS (and updated), now you can install directly cIOS249 rev19 (base IOS 38) and Waninkoko cIOS 202/222/223/224 (v5) of Hermes in Pimp my Wii.
The cIOS not offer to settle only if Pimp detects that you do not already have. To reinstall, switch to "Manual Installation".
Note: Do not patch the cIOS because the patches are already included in it. (Thanks for helping Waninkoko and Orwell and the whole team Wii Info for testing).
- Change the text displayed when switching to offline mode.
- At the end of the scan, a message is displayed to prevent the scan returns to the menu without saying anything if no problems were detected.
- If the Internet connection gives an error -116, Pimp asks if you want to retry the connection (error -116 can be temporary and usually allow several attempts to connect).
- "Minimal Install" is now "Hacker Wii / Minimal Install" because it installs now cIOS.
- Compiled with devkitPPC release 21, libogc 1.8.3.
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April 7th, 2010, 23:24 Posted By: wraggster
A 'Google Fight,' in case you're unfamiliar, is pitting one keyword against another on Google and seeing which one gets more hits. It's a favorite pastime around the Engadget HQ, where it's often used to keep intern ego in check, when we point out their inferior PageRank. Apparently it's a bit of trend at Nintendo as well (or maybe Nintendo just likes money), because they've teamed up with Google to release a game for the Wii in Japan called Ando Kensaku comprised of just such a mechanism. Players compete by guessing the most popular search term, an action we hope is somehow augmented by a dramatic Wiimote flourish. Unfortunately, with a name like Ando Kensaku and no specific plans mentioned, we're not sure if we should even hope for a US release. Oh well, we'll always have the interns.
http://www.engadget.com/2010/04/07/n...ight-gameplay/
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April 7th, 2010, 23:26 Posted By: wraggster
Mention piano lessons to kids and watch them cringe. Mention playing really awesome games on the Nintendo DS and watch them get all excited. Now, mention piano lessons on the Nintendo DS and watch them squirm in confusion, a definite improved reaction that's all thanks to Easy Piano, which is now shipping to retail. It's a $40 game (of sorts) plus 13 key mini-piano that, if you're lucky, your children might confuse for the Guitar Hero: On Tour controller. Upon it gamers can learn to tickle the (plastic) ivories and even compose their own tunes of up to three minutes in length. That's not enough for a proper concerto, but plenty for your little wunderkind to get an early taste of chiptuning.
http://www.engadget.com/2010/04/06/e...-tchaikovskys/
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April 8th, 2010, 20:19 Posted By: wraggster
Nintendo's wheeled out the European Q2 2010 calendar and confirmed the spring line-up for Wii and DS.
Among the list are star attractions Super Mario Galaxy 2 (which we played yesterday), Sin & Punishment 2 and Monster Hunter Tri.
We knew about those. We didn't know that Samurai Warriors 3 would be out for Wii on 28th May, apparently, nor that DS game Rooms: The Main Building had slipped to 4th June.
Another DS pick is portable music maker Jam with the Band, which will be available on 21st May. Might as well be called How To Make Friends on the Train.
The full Q2 line-up is below.
Wii Software Q2 2010
NewU Fitness First Mind Body Yoga & Pilates Workout (Black Bean Games) - 2nd April
Monster Hunter Tri (Capcom) - 23rd April
2010 FIFA World Cup South Africa (EA SPORTS) - 29th Apr
Circus Party (505 Games Ltd) - 30th April
Iron Man 2 (SEGA) - April
Sin and Punishment: Successor of the Skies (Nintendo) - 7th May
Prince of Persia: The Forgotten Sands (UBISOFT) - 13th May
No More Heroes 2 (Rising Star Games) - 22nd May
Samurai Warriors 3 (Nintendo) - 28th May
B-Unts-Build It! (505 Games Ltd) - 28th May
Shrek Forever After (Activision) - May
All Star Karate (THQ) - May
Repetto presents Ballerina (Deep Silver) - May
Tournament of Legends (SEGA) - May
Super Mario Galaxy 2 (Nintendo) - 11th June
Toy Story 3 (Disney Interactive Studios) - 17th June
NatGeo Quiz! Wild Life (Black Bean Games) - June
DanceDanceRevolution HOTTEST PARTY 3 (Konami) - June
U-SING Girls Night (Mindscape) - June
Vacation Isle: Beach Party (Warner Brothers Interactive Entertainment) - June
Top Model Academy (SevenGames) - Q2
The Crown of Midas (SevenGames) - Q2
Nintendo DS Software Q2 2010
Runaway A twist of fate (Focus Home Interactive) - 15th April
Diva Girls: Diva Ballerina (505 Games Ltd) - 23rd April
Mind, Body & Soul: Spellbound 2 (505 Games Ltd) - 23rd April
Emergency Rescue (505 Games Ltd) - 23rd April
Mind, Body & Soul: Blend It! (505 Games Ltd) - 23rd April
WarioWare: Do It Yourself (Nintendo) - 30th April
Iron Man 2 (SEGA) - April
Sonny With a Chance (Disney Interactive Studios) - 7th May
Petz Fantasy (UBISOFT) - 12th May
Prince of Persia: The Forgotten Sands (UBISOFT) - 13th May
Galactic Taz Ball (Warner Brothers Interactive Entertainment) - 14th May
Jam with the Band (Nintendo) - 21st May
B-Unts-Build It! (505 Games Ltd) - 28th May
Shrek Forever After (Activision) - May
Shooting Watch (HUDSON SOFT CO.,LTD.) - May
Repetto presents Ballerina (Deep Silver) - May
Sports Island DS (Hudson Soft) - May
Cradle of Egypt (Rising Star Games) - May
Rooms: The Main Building (Nintendo) - 4th June
Club Penguin : Herberts Revenge (Disney Interactive Studios) - 17th June
Toy Story 3 (Disney Interactive Studios) - 17th June
Sherlock Holmes and the Mystery of Osborne House (Focus Home Interactive) - 24th June
Mega Man Zero Collection (Capcom) - June
Top Model Academy (SevenGames) - Q2
The Crown of Midas (SevenGames) - Q2
http://www.eurogamer.net/articles/ni...tes-q2-line-up
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April 8th, 2010, 20:19 Posted By: wraggster
Nintendo's wheeled out the European Q2 2010 calendar and confirmed the spring line-up for Wii and DS.
Among the list are star attractions Super Mario Galaxy 2 (which we played yesterday), Sin & Punishment 2 and Monster Hunter Tri.
We knew about those. We didn't know that Samurai Warriors 3 would be out for Wii on 28th May, apparently, nor that DS game Rooms: The Main Building had slipped to 4th June.
Another DS pick is portable music maker Jam with the Band, which will be available on 21st May. Might as well be called How To Make Friends on the Train.
The full Q2 line-up is below.
Wii Software Q2 2010
NewU Fitness First Mind Body Yoga & Pilates Workout (Black Bean Games) - 2nd April
Monster Hunter Tri (Capcom) - 23rd April
2010 FIFA World Cup South Africa (EA SPORTS) - 29th Apr
Circus Party (505 Games Ltd) - 30th April
Iron Man 2 (SEGA) - April
Sin and Punishment: Successor of the Skies (Nintendo) - 7th May
Prince of Persia: The Forgotten Sands (UBISOFT) - 13th May
No More Heroes 2 (Rising Star Games) - 22nd May
Samurai Warriors 3 (Nintendo) - 28th May
B-Unts-Build It! (505 Games Ltd) - 28th May
Shrek Forever After (Activision) - May
All Star Karate (THQ) - May
Repetto presents Ballerina (Deep Silver) - May
Tournament of Legends (SEGA) - May
Super Mario Galaxy 2 (Nintendo) - 11th June
Toy Story 3 (Disney Interactive Studios) - 17th June
NatGeo Quiz! Wild Life (Black Bean Games) - June
DanceDanceRevolution HOTTEST PARTY 3 (Konami) - June
U-SING Girls Night (Mindscape) - June
Vacation Isle: Beach Party (Warner Brothers Interactive Entertainment) - June
Top Model Academy (SevenGames) - Q2
The Crown of Midas (SevenGames) - Q2
Nintendo DS Software Q2 2010
Runaway A twist of fate (Focus Home Interactive) - 15th April
Diva Girls: Diva Ballerina (505 Games Ltd) - 23rd April
Mind, Body & Soul: Spellbound 2 (505 Games Ltd) - 23rd April
Emergency Rescue (505 Games Ltd) - 23rd April
Mind, Body & Soul: Blend It! (505 Games Ltd) - 23rd April
WarioWare: Do It Yourself (Nintendo) - 30th April
Iron Man 2 (SEGA) - April
Sonny With a Chance (Disney Interactive Studios) - 7th May
Petz Fantasy (UBISOFT) - 12th May
Prince of Persia: The Forgotten Sands (UBISOFT) - 13th May
Galactic Taz Ball (Warner Brothers Interactive Entertainment) - 14th May
Jam with the Band (Nintendo) - 21st May
B-Unts-Build It! (505 Games Ltd) - 28th May
Shrek Forever After (Activision) - May
Shooting Watch (HUDSON SOFT CO.,LTD.) - May
Repetto presents Ballerina (Deep Silver) - May
Sports Island DS (Hudson Soft) - May
Cradle of Egypt (Rising Star Games) - May
Rooms: The Main Building (Nintendo) - 4th June
Club Penguin : Herberts Revenge (Disney Interactive Studios) - 17th June
Toy Story 3 (Disney Interactive Studios) - 17th June
Sherlock Holmes and the Mystery of Osborne House (Focus Home Interactive) - 24th June
Mega Man Zero Collection (Capcom) - June
Top Model Academy (SevenGames) - Q2
The Crown of Midas (SevenGames) - Q2
http://www.eurogamer.net/articles/ni...tes-q2-line-up
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April 9th, 2010, 00:04 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Iron hand we offer version 0.8 of Space One, a space invader perfectly reconstructed side graphics, the game closely resembles Xav shooter , but with a real nostalgic side.
Finally, it is known that this game followed the tutorial to make a space invader with Wii Game Studio ( here ), but there are some elements that were added, making the game more exciting.
Hi
i have modified this Invader great tutorial. Now the enemys can shoot back and attack you by climbing down the screen. Also enemys speed changed, life, score and highscore counter included. This Makes the Game Challenging and bit more exciting
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April 9th, 2010, 00:05 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Until version 1.1.3, here is the tutorial to install version 1.1.2a, which is identical to version 1.1.2, except that it is a Wad Selector! For any questions about wadsel.ini and installing wad, post here.
Changes
Dsdoom unlikable previous releases this one Has a wad selector!
Installation
Step1 "
Patch the data / dsdoom / dsdoom.nds with your DLDI patch.
Step2
could the "data" folder in your root directory. Otherwise it will not work
Wad Installation:
it's easy just put the wads in désigné they're Proper folders
Installing custom wads. If you want to play custom wads dsdoom you'll Need to edit the Wadsel.
[Freedoom]
savpath Freedoom = /
wad = FreeDoom/freedoom063.wad
[Ultimate Doom]
savpath doom1 = /
wad = doom1/doom.wad
[Doom 2]
savpath = doom2 /
wad = doom2/doom2.wad
[TNT]
savpath = tnt /
wad = tnt / tnt.wad
[Plutonia]
savpath Plutonia = /
wad = Plutonia / plutonia.wad
For a custom PWAD to work you Have to do the following, I'll use KDiP.wad year as an example.
[Knee Deep in Phobos]
savpath KDiP = /
wad = KDiP/doom2.wad
wad = KDiP / kdip.wad
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April 10th, 2010, 14:21 Posted By: wraggster
New from Divineo USA
The V-Box for Wii by XCM is more than just a VGA Box to connect your Wii console to any PC screens. It is USB based, you connect to any PC via USB 2.0 port and let you record or capture all that your Wii display on the screens.
An add-on recorder also can allow you to record DVDVCDCD via the V-Box from the disk player to your PC hard drive.
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April 10th, 2010, 14:31 Posted By: wraggster
As we posted about [Atarity]’s XBMC hiding in an SNES controller, we were finishing work on a tutorial for [Adafruit]. The tutorial combines a Teensy USB development board with a 3D accelerometer inside of an SNES controller. The Teensy is programmed to poll the SNES controller buttons and read the accelerometer values. The buttons are set to keystrokes and mouse buttons, and the accelerometer values are processed into mouse movement. Programmed to play Portal, we created a video showing how to use the device. You can see it after the break.
It was not quite as easy or quick as the typical PC gamer left hand: WASD, right hand: mouse stance. However, we can think of a number of other games that could be improved with the use of a device that, with a bit of hacking, could time keystrokes as the user needed. With a bit more hacking, the device could be made to brute-force passwords. What else would you do with this?
http://hackaday.com/2010/04/09/snes-...accelerometer/
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April 10th, 2010, 14:34 Posted By: wraggster
Newly released today:
features
Six types of dragon species and thousands of ways to customize their appearance and abilities
“Level Up” your dragon’s speed, power, fire, and more through challenges and training
Use your arsenal of dragons to battle your friends in a variety of unique environments
description
Battle your friends in this all-new adventure, based on the world of DreamWorks Animation’s movie, How to Train Your Dragon! With countless ways to customize, you’ll design the coolest dragons to ever live on the Island of Berk. Explore this epic world as Hiccup or Astrid in Adventure Mode or experience fierce battle action in Arena Mode as you fight, fly, and fire your way to victory!
http://www.play-asia.com/SOap-23-83-...j-70-3pe9.html
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April 10th, 2010, 14:37 Posted By: wraggster
Newly released today:
features
Based on the hit online casual game from Miniclip.com, Sushi Go Round has been played 60m+ times
Enjoy sushi-to-go or as a sit-down experience on Wii
Use the Wii motion to select sushi ingredients and pass your rolled sensations to customers
Experience frantic, addicting gameplay as you create delicious sushi, serve customers, and keep your ingredients well-stocked
Try your hand at a different flavor of game in modes such as Endless Day, Forbidden Mode, Time-Attack and Puzzle Mode
description
Sushi Go Round™ puts you in charge of a Sushi Restaurant, and it's your job to turn it into a successful enterprise and keep your customers happy! Your memory and skills will be pushed to their limits as you memorize recipes, prepare meals, order ingredients and expand your business in the hustle and bustle of a busy restaurant.
http://www.play-asia.com/SOap-23-83-...j-70-3kqy.html
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April 10th, 2010, 21:46 Posted By: wraggster
Newly released today:
description
Choose your own motherland, invade and unify the world of Neverland by becoming the overlord of the rest of the thirty nine countries. This game has already made a name for itself with the last installments by having a cast of intriguing characters and a complex web of political as well as personal relationships between them.
This newest installment makes use of the touch pen facility in battle wars to make controls more intuitive. Direct your armies with your touch pen and indicate the speed they should march at with your movements. Some armies are better with speedy battles and some are better with prolonged sieges, understand your forces before you deploy them.
Each character has a different set of attacks when they enter the battlefield. Use your touch pen to initiate special attacks against your enemies. You need to deal with random events like taxation, diplomatic missions, battles etc at random intervals, so be sure that you are equipped for all of these tasks at all times.
View event scenes once you have accomplished a specific task. There is a library section that allows you to review all the scenes and graphics awarded to you. Since the game consist of elements from all the previous installments, there is a glossary section for you to look up the terms. This feature is especially helpful for the beginners who start their Spectral Force experience with this game.
http://www.play-asia.com/SOap-23-83-...j-70-3pe7.html
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April 10th, 2010, 21:58 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator for Windows has been updated recently. Changes:
- Now playable: SD Kiji Blader, Ganbare Goemon Gaiden, and Ganbare Goemon Gaiden 2, Jajamaru Gekimadden (mappers 82, 25, 21, and 18)
- Now playable Fire Emblem (J) and Fire Emblem Gaiden (J) (mappers 253 & 226)
- Fix crashing on game loading for any battery backed roms with mappers from MapInitTab (fixes Esper Dream 2 - Aratanaru Tatakai (J)
- SDL - A GUI! A graphic user interface (using GTK) with many basic menu options
- SDL - ported to SDL 1.3; compatibility maintained with 1.2
- unix netplay is now functional; gtk network gui created
- SDL - fixed dpad/joyhat support
- New lua functions: gui.parsecolor(), joypad.getup(), joypad.getdown(), emu.emulating()
- fixed zapper.read() to read movie data if a movie is playing. Also changed the struct values to x,y,fire. This breaks lua scripts that used it previous, sorry
- gui.text() now has out of bounds checking.
http://fceux.com/web/htdocs/
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April 11th, 2010, 02:27 Posted By: wraggster
News via http://www.gbadev.org/
Release from ArugulaZ
...this is officially the final, final release candidate for GORF. Fish gotta fly, birds gotta swim, and I’ve got to move on to new projects.
There’s only one major change to this release...faster quark shots for the player. I was worried about how this change would affect the gameplay, but judging from my playtesting it seems to be an improvement. The game feels a bit peppier than past releases, although if you’ve gotten used to the timing in the earlier versions, you’ll have to retrain yourself.
So that’s it. The last dance, the final countdown, the whipped cream and cherry on the sundae. I may include box artwork and an instruction booklet at a later date, but unless there’s a cataclysmic bug somewhere in the code that I missed, there will be no more work done on GORF.
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April 11th, 2010, 02:30 Posted By: wraggster
FluBBa has released a new version of his PC-Engine/TurboGrafx16 emulator for the DS
Heres whats New:
Some more CD-ROM games work plus "Makai Hakkenden Shada (J)".
*Fixed cache for 16x64 sprites.
*Fixed sprite DMA flag.
*Fixed more CD-ROM emulation issues.
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April 11th, 2010, 02:34 Posted By: wraggster
Tantric has released a new version of his Emulator for the Wii:
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* IPS/UPS/PPF automatic patching support
* NES Compatibility Based on FCEUX 2.1.3
* Open Source!
[3.1.6 - April 9, 2010]
* Fix auto-save bug
[3.1.5 - April 9, 2010]
* Most 3rd party controllers should work now (you're welcome!)
* Translation updates (German and Dutch)
* Other minor changes
http://code.google.com/p/fceugc/
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April 11th, 2010, 02:44 Posted By: wraggster
Tantric has released a new version of his Emulator for the Wii/Gamecube:
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x (http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew (www.wiibrew.org).
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
[4.1.8 - April 9, 2010]
* Fix auto-save bug
[4.1.7 - April 9, 2010]
* Freezing issue fixed
* Core timing fixes, should solve some problems with some games
* Most 3rd party controllers should work now (you're welcome!)
* 7z crash fixed
* GameCube only - DVD/SD Gecko fixed (thanks emukidid!)
* Translation updates (German and Dutch)
* Other minor changes
http://code.google.com/p/snes9x-gx/
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April 11th, 2010, 02:44 Posted By: wraggster
Tantric has released a new version of his Emulator for the Wii/Gamecube:
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x (http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew (www.wiibrew.org).
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
[4.1.8 - April 9, 2010]
* Fix auto-save bug
[4.1.7 - April 9, 2010]
* Freezing issue fixed
* Core timing fixes, should solve some problems with some games
* Most 3rd party controllers should work now (you're welcome!)
* 7z crash fixed
* GameCube only - DVD/SD Gecko fixed (thanks emukidid!)
* Translation updates (German and Dutch)
* Other minor changes
http://code.google.com/p/snes9x-gx/
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April 11th, 2010, 02:48 Posted By: wraggster
Tantric has released a new version of his Emulator for the Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatiblity based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
[2.1.5 - April 9, 2010]
* Fix auto-save bug
[2.1.4 - April 9, 2010]
* Fixed issue with saves (GBA) and snapshots (GB)
* Most 3rd party controllers should work now (you're welcome!)
* Translation updates (German and Dutch)
* Other minor changes
http://code.google.com/p/vba-wii/
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April 11th, 2010, 02:56 Posted By: wraggster
Crazy Intro 1.1 released by WiiCrazy/I.R.on.
Crazy intro is an autoboot homebrew to use along with Preloader.
You can use Crazy intro to customize the opening of your wii. You can display your selected picture and play the music of your choice at each start of your wii. Also you can assign your frequently used channels/programs to any button on your wiimote. You can use B or your configured button to quickly access homebrew channel. It's also possible to use a custom greeting screen when one of your miis have a birthday.
1.1 - 10/04/2010 - http://www.wiidewii.com/data/CrazyIntrov1.1.rar
Compiled with latest Grrlib 4.2.0
Mii display support for the birthday feature (thanks to mdbrim)
see example here : http://www.wiidewii.com/data/crazyintro-mii.jpg
Being forced to the first wiimote issue fixed.
Few effect fixes as well
http://wiibrew.org/wiki/Crazy_Intro
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April 11th, 2010, 12:30 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Plaat...60-t19490.html
PlaatScore is an application being developed by wplaatIt is an application that allows you to manage the highscores of all games for Wii PlaatSoft, ie: TowerDefense, RedSquare, Spacebubble, Pong2 & BibleQuiz.
QUOTE
CHANGELOG v0.60
===============
- Added new entry window.
- Added copy row to new data entry window.
- Disable inline editing table.
- Disable main window if subwindow is open.
- Build with QtCreator v1.3.1
http://www.plaatsoft.nl/
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April 11th, 2010, 12:32 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Wii-W...30-t19505.html
Cboomf and Felix123 has just released a new version of their Web server for the Wii.
Here are the improvements of version 1.30
QUOTE
CHANGELOG v1.30
===============
Password-protected Quitting by going to / quit, make sure password is set in / data / wws / pass.txt
Password-protected / admin page (same as for / quit)
More HTTP rfc-compliant stuff
Server-generated index page if index.html Can not Be found in a directory
Support-trace method
-Basic Compression support
-Compiled Against libogc 1.8.3
INCREASED-buffer sizes
http://wiibrew.org/wiki/Wii_Web_Server#Changelog
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April 11th, 2010, 22:04 Posted By: wraggster
World-renowned games designer Shigeru Miyamoto has said his best work is yet to come, and the challenge of building the next line of consoles comes down to how unique Nintendo can make theirs.
In an interview with GamesTM he said: “In the past five years I’ve been working on such unusual titles like Wii Fit Plus and Wii Sports Resort.
“Ten years ago I could never have been able to imagine that I would be making games like that. That’s why I can say that the best is yet to come to me.”
GamesTM also quizzed the Nintendo legend on a HD Wii console.
“Technology is always evolving and Nintendo, just like other companies, is going to integrate those technologies into our new products as they develop,” Miyamoto added.
“Whether that be a Wii HD, Wii 2 or an entirely new console, I am not in a position to say at the moment.
“I think that in the next generation of hardware, the challenge is how unique and different a product Nintendo is able to make.”
When GamesTM told Miyamoto that they’d love to see a new Starfox game for Wii, he replied: “Me too.”
He also previously said to Japanese games magazine Famitsu that the Wiimote could be used to control the Arwing in Starfox.
Miyamoto picked up a lifetime achievement award at the video game BAFTAs last month. He created many of Nintendo’s original franchises, including Mario and Zelda.
http://www.mcvuk.com/news/38434/Miya...is-yet-to-come
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April 11th, 2010, 22:30 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres whats new:
This is not version 0.08 alpha, but version 0.10 beta! I decided to increase the version number and move DSx86 forward from the Alpha state with this version, as it has quite a lot of changes and new features. This also means it probably has quite a lot of new bugs as well, so everything might not work quite right yet. But, this version does run Wolfenstein 3D, at least! :-)
Here is the almost complete list of changes I made into this version (direct from my updated TODO list). If you recognize the game name (in parentheses), feel free to test the game again in this version, you should get further in the game now!
VGA Mode-X support (Wolfenstein 3D, Fox Ranger). DSx86 now supports all 320-pixel wide Mode-X (and Mode-Y) variations (320x200, 320x240, 320x400, 320x480). In the modes with 400 or more lines the screen is prescaled vertically to 200 or 240 lines, even in ZOOM mode. This is to keep the aspect ratio sensible. If this scaling makes small fonts hard to read, try using screen update mode "Direct", as that will alternate between odd and even rows to display (a sort of jittering effect).
Mouse support (MJLAPTOP, etc.). You can select whether the D-Pad emulates cursor keys or mouse by toggling the "Mouse"/"Keybd" text on the touchpad. A/B buttons emulate the mouse buttons when in mouse mode.
CGA 640x200 monochrome mode support added (MJLAPTOP).
Key Repeat support (4DOS, etc.). Now when you keep the button (real or virtual) down, it will repeat, like in a real PC keyboard. This is the one change that I am most worried might have broken something.
Bug in "mov reg16,[BP+SI]" and "mov reg16,[BP+DI]" opcodes fixed (WIN).
Bug in "Interrupt Enabled" flag setting after returning from INT2F fixed (Wolfenstein 3D).
Bug in moving data within the EGA VRAM fixed.
Fixed the Brown color in the default EGA palette (KEEN4).
New game-specific "jpe" opcode hack added (CALGAMES).
New game-specific "jpo" opcode hack added (TOUTRUN).
Added "insb" opcode handling (OPENING).
Added all "imul r16, r16, imm16" opcodes (NCMAIN).
Added "imul r16, [di+disp16], imm8" opcodes (UNP2).
Added "imul r16, [idx+disp8], imm16" opcodes (STARTREK).
Added support for input from port 3C2 (FD).
Added support for input from port 3CC (RAIDEN).
Added support for input from port 3D9 (Crazy Cars).
Ignore "Tandy 1000SL/TL - SET UP SOUND MULTIPLEXOR" BIOS call (MIDWNTR).
Support for moving data from EGA VRAM to RAM added (REVENGE, BL, RAMPAGE).
EGA opcode "and es:[di],ax" added (BARD, DK).
EGA opcode "mov byte es:[disp16],imm8" added (KEEN1).
EGA opcode "mov es:[si],ax" added (G).
EGA opcode "and ax,es:[di+disp8]" added (SR).
MCGA Direct mode opcode "mov es:[di],bh" added (CREEPERS).
MCGA Direct mode opcode "mov es:[bx],al" added (MW).
Opcode "aad" handling added (JS3).
Added handling for opcode "repe scasw" when direction=down (STAROPEN, SS, PAL).
Opcode "sar word [bp+disp8],imm8" handling added (RUNVGA).
Added support for teletype text output in EGA mode (ULTIMA).
Added support for teletype text output in MCGA mode (EAGLE).
Added support for "GET ALL PALETTE REGS (VGA)" BIOS call (BASH1).
Added support for "WRITE STRING" BIOS call (RICK2, !STUNTS).
Added support for DOS text output in EGA mode (SIMCITY, SKWEEK).
The new Mode-X support requires it's own complete set of graphics opcodes, pretty much similarly to the EGA handling. I have only added very few of those opcodes, so it is extremely likely that any other games besides those I have tested that use Mode-X will crash with an unsupported opcode error. Please just send me the log file for all such games, and I'll add those opcodes to the next version! Btw, if a game displayed several small screens in the previous DSx86 version, it most likely used Mode-X, so please test it again in this version.
The past couple of days I have been working on improving the EMS memory support, as it is currently the only major obstacle in making Master of Orion (which uses Mode-X) run in DSx86. I actually tested MOO by giving it the full megabyte of EMS in DSx86 and got it to display all of the intro and go into the initial menu, but the graphics were pretty badly garbled as it kept receiving wrong data from my broken EMS handling. Sadly, so far I haven't been able to fix my EMS implementation and am having a hard time figuring out what exactly goes wrong there, so this version still has the limited amount of EMS enabled. Also, some games (like MOO and Wolfenstein 3D) want to check the availability of EMS using the EMMXXXX0 device, which is not yet supported in DSx86. That's why Wolfenstein 3D does not see the EMS memory (in case you were wondering :-).
I still have quite a lot of issues remaining in my TODO list, and I'll keep on working on the EMS memory problem, but feel free to send me your log files and information about other isues in this version again! Also, let me know if you find the above style of my reporting fixed issues by game useful.
http://dsx86.patrickaalto.com/DSblog.html
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April 11th, 2010, 22:35 Posted By: wraggster
s_hansse has released a new version of his Game for the DS:
It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
But here's the last version with the greater text colors.
Please give me repeat, if the scrolling has to be changed anymore. My little sister want Glace to move slower, as she always flews off the ice-blocks.
What do you think?
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April 11th, 2010, 22:39 Posted By: wraggster
News via Ninmax
Nightfox offers us the BETA 2 Mind Maze, a homebrew containing a total of three mini-games, all playable 100% touch screen, including a memory game, a puzzle game and a maze game, the latter with mild 3D graphics. When you play for the first time there is a load that lasts about one minute.
In Mind Maze must hold the DS to the horizontal.
So if, as Promised yesterday, here you Have the Mind Maze BETA 2.
Beside The Obvious Improvements Since the last version, Were Also added 6 puzzles end the first Three of the hands of ToniMax and 3 FOLLOWING Kerun Sue (not leave here to visit Blog Loved blogs.gamefilia.com / suekeruna, giving a Variety of Styles That I hope you enjoy it.
http://blogs.gamefilia.com/knightfox
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April 11th, 2010, 22:59 Posted By: wraggster
News via gxmod
dimok publishes a new version of its project named WiiXplorer. LibwiiGui Using this program offers many functionality and a sleek design (done by Neorama).
Features:
- Copy / move / delete files / folders present on SMB / USB / SD.
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- Address bar with the path
- Boot files .dol / .elf via a double click
- New style / images Neorama
- Support files TXT/PNG/JPEG/MP3/OGG
- Unzip the ZIP file (do not work via SMB)
- Image Viewer (functions: next, previous, zoom, zoom out and roation)
- Support USB 2.0
- FTP Access
etc. ...
New / fixed:
- Added a new class for the Scrollbar
- Added parameters for the Scrollbar (0 for the fastest and slowest 20)
- Numerous changes TextEditor which should correct the major bugs
- Added an updater for the language files in the Explorer this language in the settings (when you click on the language)
- Slight change explorer language
- Slightly changed the menu layout Home and addition of a "shutdown" (off)
- Fixed a bug in the assembly FTP virtual devices
- Fixed problem launching. Dol.bak
Download Here --> http://code.google.com/p/wiixplorer/
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April 12th, 2010, 16:59 Posted By: wraggster
Nintendo of America has announced the launch of Netflix on its Wii console, providing members with the opportunity to watch "thousands of movies and TV episodes" and bringing the machine into parity with the Xbox 360 and PlayStation 3 in the US.
The service is available to any Netflix subscriber with an 'unlimited' membership (costing $8.99 upwards per month, and access to a broadband internet connection. Users will also need a "Netflix instant streaming disc" which can be ordered on the Netflix website and delivered first class for free.
"More than 28 million people already use the Wii console to play games, stay fit and have fun," said Nintendo of America president Reggie Fils-Aime. "Now they have another reason to use the system every day - to enjoy great movies from Netflix and other video content."
And Netflix co-founder and CEO Reed Hastings added: "Launching Netflix on the Wii home console marks a significant advance in the evolution of our service. Wii has created immense consumer excitement and has meaningfully altered the consumer electronics landscape.
"Bringing Netflix to Wii catapults us toward our goal of being ubiquitous on the connected devices most popular with consumers."
Netflix was first launched on the Xbox 360 platform in November 2008, and subsequently expanded its offering to PS3 owners a year later.
http://www.gamesindustry.biz/article...etflix-service
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April 12th, 2010, 19:07 Posted By: wraggster
A US patent application by Nintendo - spotted by GoNintendo, via Broke My Controller and Kotaku - shows more evidence that the company is considering putting force feedback in a future version of the DS handheld.
The patent concerns a "coin-sized" motor to be inserted in a handheld device that, in diagrams, looks an awful lot like a DSi or DS Lite.
This patent follows an earlier filing by Nintendo for rumble in a handheld, unearthed in February this year.
If Nintendo is planning to implement the feature, it could well be part of its plans for the Nintendo 3DS, due some time between now and March 2011. Nikkei claimed the 3DS would feature force feedback shortly after its announcement.
http://www.eurogamer.net/articles/mo...f-rumble-in-ds
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April 12th, 2010, 21:44 Posted By: wraggster
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April 12th, 2010, 23:41 Posted By: Dave_Ryman
Hi there,
New here. I've written a couple of homebrew programs for the DS which I've posted on FileTrip. One is my implementation of the puzzle game "Mastermind", which allows you to play several variations of the game.
The address is:
http://filetrip.net/f9315-Dave039s-M...nd-DS-1-2.html
Regards
Dave
PS: There's another post for the other application I've developed.
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April 12th, 2010, 23:50 Posted By: Dave_Ryman
Hi again,
Here's the other post I mentioned in my "Mastermind" thread.
I've developed an application called "Glockencord", which is a combination of a glockenspiel and a harpsichord. When you tap the keyboard on the lower screen, hammers strike the glockenspiel on the top screen.
There's also an automatic mode that plays music defined in "Music rolls" (punched rolls of paper like those used in pianos and fairground organs) - well, an electronic version of them, anyway. A compiler is provided to allow you to produce your own music rolls from text files.
And there's more.... I've included some ready-made music rolls for you (7 of them at the time of writing).
The URL (fileTrip) is:
http://filetrip.net/f10354-Glockencord-1-1-2.html
Regards
Dave
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April 13th, 2010, 00:36 Posted By: wraggster
News via http://palib-dev.com/forum/index.php/topic,71.0.html
Helicopter DS is a game in which you press the A button to increase your altitude, in which to avoid all of the green obstacles. Also, get the +500 points, and you will get 500 more points. Concerning physics, this game is better than the Flash Game, But not as good as the Wii one.
Controls
In game:
A||Touchscreen: increase altitude
Left/Right: change color or ship
Up/Down: change size of ship
Start: Pause/Un-pause
In menu: (if you have at least half a brain, you wont need to read the menu's controls)
Up/Down: Change selection
A||Start: Load level
X: Change theme
Select: Show credits
New version!
.21!
Download Link
the change: it now has a 321go countdown
Go to my development blog, it has up to date information regarding my progress.
http://earboxer.drunkencoders.com/
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April 13th, 2010, 00:39 Posted By: wraggster
News via http://dsgamemaker.com/forum/viewtop...df8c66df7f2c34
The instructions for this game are included within. Mike Ploor sent me a Powerpoint game and I ported it to the DS.
I did it in the car, it took around 45 minutes to create & perfect it. The Source is also attached as a Pack'N'Go for those who are interested. There are collisions, transitions, recursive movement, variables etc.
You can design more levels if you like using the one included level graphics. Send them to me and I will add them. The logic is real simple.
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April 13th, 2010, 00:42 Posted By: wraggster
News via http://nightfox.drunkencoders.com/2010/04/12/navywars/
Hello!
After remove the use of EFS on my lib and use NitroFS insead, i recompiled my game, Navy Wars with it, to get a faster bootup and more compatibility with new flashcards.
User manual.
- How to install:
Simply copy the “navywars.nds” on your flashcard then run it.
If your card don’t supports “argv”, run it from “Homebrew menu“.
- Game goal:
Deploy your army then try to destroy all enemy ships before your opponent does.
- Controls:
PAD, Y, X, B, A -> Move screen (Pad righthanded, buttons lefthanded).
Touch Screen – > Position your ships, check the boxes to reveal enemy ships.
R, L -> In battle and in your turn, allows you to move TOP screen with the pad or buttons.
Select -> Surrender. You lose the game immediately. “Game Over”
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April 13th, 2010, 00:45 Posted By: wraggster
News via http://syslock.drunkencoders.com/201...es-on-your-ds/
Hello Everyone!
In my first post on drunkencoders, I want to write about the DS project I’m currently working on. It’s a language learning tool called “Chinese Touch“. In contrast to the only commercial Chinese learning app and another homebrew one i have seen myself for DS so far, I’m not trying to create a complete course for a specific level of language skill on my own. One reason is, that I am a beginner in Chinese myself. The other reason is that I want to utilize a great advantage DS homebrew has over most commercial DS products – that being easy read/write access to mass storage and the possibility to use data provided by the user – to create a very generic and extensible learning tool, useful for any skill level and not necessarily for Chinese.
Extensibility, especially if it can be done by the user, is a huge benefit for a learning tool, because there are very different requirements and already loads of good language learning materials available, free and non-free.
Enough of theory. Let me give you an introduction to the features already implemented in Chinese Touch.
The first picture shows the lesson menu. You can create and organise multiple books and each book may contain any number of lessons. Chinese Touch reads available books from a directory structure on your SD/flash memory card.
This is the word trainer. You can browse through lists of new words defined in one or more lessons and hide portions of the dictionary entry visible on the top screen. Try to remember and write down your solution on the touch screen. There are no character recognition capabilities for now, but you can control yourself using the hide/show buttons on the top edge of the touch screen. You also can give a rating to each individual word and generate dynamic word lists for each rating per lesson or per book.
The text browser in Chinese Touch is one of the most important features. As the text format needed by the program is just UTF-8 encoded plain text, you can easily copy any text from the internet and try to read it on your DS. Scrolling of longer texts is done intuitively by grabbing the touch screen. If you do not know the meaning of a word you can tap on it, thus doing a dictionary lookup on it. You can browse multiple hits using the left/right on-screen buttons.
This is the latest, bleeding edge feature in Chinese Touch. If you have downloaded one of the large dictionaries provided on the project site, you can do fulltext search in the translation and pronunciation fields. The screenshot also shows, that you can use Chinese Touch for other languages, Japanese in this case. I plan to implement a localization feature, that allows to chose from a set of interface languages.
If you tap on the small blue button next to the left button, available in most modes when a word is currently displayed on the top screen, you can copy the word definition onto the touch screen, thus empowering you to recursively lookup characters or words found in dictionary entries itself.
You can get the latest copy of Chinese Touch from http://code.google.com/p/chinese-touch/downloads/list
Any proposals? Like to join hacking on that piece of code? Which open licensed dictionaries do you like and want me to convert for the use in Chinese Touch? Please share your thoughts and leave me a comment
Regards
http://code.google.com/p/chinese-touch/downloads/list
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April 13th, 2010, 01:01 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=298
The latest WIP version 0.9.0 of the multi system emulator Mednafen has just been released on the official forum. It introduces support for the Virtual Boy. From the games I tested with earlier betas, everything ran perfectly, even those writing directly to the framebuffers, like Red Alarm, which were previously unplayable in any other VB emulator for Windows. Future versions will also feature a debugger, something developers should be really looking forward to.
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April 13th, 2010, 20:43 Posted By: wraggster
It may sound like the obvious statement to make, but for how much Nintendo has enjoyed marginally improving its handheld over the last few years, it's a big deal. According to an interview with Businessweek, Nintendo president Reggie Fils-Aime has stated that the upcoming 3DS will indeed be Nintendo's next platform -- not simply another revision of its already existing DS tech.
"The Nintendo 3DS for us is our next handheld platform," Fils-Aime assures. Even though Nintendo's business is "fundamentally about software, not hardware," the new tech will be "a means to an end" -- the final goal being "a great consumer experience."
Reggie wouldn't offer anything else on the proposed new handheld, other than mentioning Nintendo's plans of debuting it at E3. We'll be there.
http://www.joystiq.com/2010/04/13/re...next-platform/
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April 13th, 2010, 20:45 Posted By: wraggster
Last month, Nintendo released the new DSi XL. So, of course, now it's time to promote ... the original DSi, with a new spring bundle! On April 25, Nintendo will release a bundle containing a white DSi and a copy of Mario & Luigi: Bowser's Inside Story, at a $169.99 price point -- which is what the DSi costs by itself. If you'd like a free copy of Mario & Luigi, we suggest you take advantage of that offer.
For whatever reason, Nintendo is no stranger to the "previous hardware bundle." A little over a month after the DSi's North American release, Nintendo offered a lime green DS Lite/Personal Trainer: Cooking bundle. Nintendo UK bundled a DS Lite with the first Professor Layton game, long after the release of the DSi and soon before the release of the second Layton. It's Nintendo -- don't try to understand it, just expect it to make money.
http://www.joystiq.com/2010/04/13/ne...-story-inside/
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April 13th, 2010, 20:51 Posted By: wraggster
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April 14th, 2010, 00:11 Posted By: wraggster
Dolphin the Gamecube and Wii Emulator for Windows has been updated, heres the release details:
Today we release the first official version of Dolphin since the project went open source ~2 years ago!
Windows, Linux, and OS X builds are available in the Downloads section.
NOTE TO OS X USERS: The OS X build will be down until we get input working properly.
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April 14th, 2010, 00:11 Posted By: wraggster
Dolphin the Gamecube and Wii Emulator for Windows has been updated, heres the release details:
Today we release the first official version of Dolphin since the project went open source ~2 years ago!
Windows, Linux, and OS X builds are available in the Downloads section.
NOTE TO OS X USERS: The OS X build will be down until we get input working properly.
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April 14th, 2010, 00:32 Posted By: wraggster
Alien Puzzle Wii v0.5 released by GEMISIS
Alien Puzzle Wii is a homemade puzzle game for the Nintendo Wii. The goal of the game is to get to the end of each level while collecting as many points as you can from the gems scattered throughout each level. The key trick to this game is the fact that once you start moving, you can’t stop (except for in certain cases which are talked about in the documentation). This requires precision as each level is scattered with TNT, which will explode on contact. Some of them move, some of them just sit there. Each level is unique, as is the rest of the game. Good thing you have three lives. And if you beat the level, you get to carry your score on with you to the next level. Thus, you can get amazingly high scores! You can play alone, or with a friend. Just be careful, if you collide with your friend, you both will bounce. And don’t worry, if you don’t want to play the actual game, you can always relax to some nice music via the built in mp3 player, which can be accessed by pressing the “home” button on the Wii controller. While you’re doing that, you could also make levels in your own paint editor, without even having to learn how to draw! (Described in the documentation) And with the online shop, you can download new levels for absolutely free.
http://wiibrew.org/wiki/Alien_Puzzle_Wii
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April 14th, 2010, 00:36 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...49-t19526.html
DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania
You must put your ROMS in. Kts in SD: \ DSROM \
Source: http://code.google.com/p/desmumewii/
r149 * Fixed r146 issue. And removed unnecessary struct's. affineInfo is already in BigEndian, so no need to swap ot twice. It should be faster. Because it's now uses lhbrx // load byte reversed, 1 cycle instead of lhz // load, 1 cycle rlwinm // rotate, 1 cycle Today (10 hours ago) fir...@ya.ru
r148 +1 * Color Fix. Now Super Mario 64 DS looks almost perfect! Almost sure that all remained problems are here too. I will try to fix them tomorow if I'll get some free time. Yesterday (27 hours ago) fir...@ya.ru
r147 * A try to fix r146 issue. Yesterday (27 hours ago) fir...@ya.ru
r146 Many changes... * sndogc: Added sleep between SPU_emulate_user calls. It should speed up things a bit. I can't hear any difference. * main: added bool change_screen_layout, to not call do_screen_layout if it not changed. * Remove GPU.h from NDSSystem.h. Because it too slow to rebuild the whole project when you changed one string in GPU.h. * GPU: Some changes to r141. I tested it on FFXII and it works in same way, but I think it's more readable. FFXII still has some problems with BG2, but it's Yesterday (32 hours ago) fir...@ya.ru
r145 * A new try to fix some colors. I can't see any difference, but maybe it's affect some games. Please test it =) Yesterday (32 hours ago)
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April 14th, 2010, 17:05 Posted By: wraggster
Nintendo has won a long-running battle with Anascape over its complaint that the Wii manufacturer infringed its patent in the construction of the console's Classic Controller.
The case was originally heard in East Texas in May 2008 and ruled that while the Wii Remote and Nunchuk didn't infringe on US patent 6,906,700, the Classic Controller did - and while Nintendo was subsequently banned from selling the peripheral in the US, the company immediately appealed, ensuring that it could remain in the shops until the appeal was resolved.
But now a fresh jury has upheld the appeal by Nintendo and thrown out claims that the Classic Controller infringed that patent - despite both Sony and Microsoft settling with Anascape on the same subject in 2004 and 2008 respectively.
"Today the Federal Circuit's ruling confirmed that none of Nintendo's controllers infringe," said Nintendo of America general counsel Rick Flamm. "We appreciate that our position has been vindicated."
http://www.gamesindustry.biz/article...-patent-ruling
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April 15th, 2010, 00:31 Posted By: wraggster
News via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- The most important change in this release is the cycle-based PPU renderer; but due to performance reasons the scanline-based renderer remains the default in the Windows binary. If you want to try out the cycle-based renderer, you will need to compile from source for now.
- Another major change is the introduction of libsnes, which allows one to build bsnes as a shared library that can be used from other programming languages. It is intended both to create a regression testing framework, and to provide API stability for the various projects that use the bsnes core. While I can't guarantee the API to libsnes won't change, I will properly revision it and do everything I can to avoid changing it if possible.
http://byuu.org
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April 15th, 2010, 00:33 Posted By: wraggster
News via http://www.aep-emu.de/
The NES emulator My Nes has been updated.
Quote:
Version 0.9.0.122:
All My Nes rewritten in this version, the entire nes engine and the win forms
and the compatibility increased.
This time, you can call it EMULATOR !!
The main window improved and bugs removed.
CPU fixed (about 15 opcodes , timing).
PPU changed to use 32-bit color instead 16-bit one.
PPU sprite 0 hit accurate.
Use two palettes for NTSC and PAL.
More accurate in scanlines timing.
Added mappers # 33, 48, 61, 65, 69, 78, 79, 80, 82, 91.
Mapper # 16 fixed, 100%.
Mapper # 18 fixed, 60%.
Emulation speed increased using new optimised and clean code.
Vertical scroll fixed (for games that use HUD in the bottom, like "The jungle Book" and "Power Ranger 2").
APU (sound) now is accurate about 98% , still needs good mixer for amplifying and any glitches may found belongs to the mass mixer.
Added ZAPPER support (not for all games, all i know that "Duck Hunt" works good).
Browser improved.
A lot of bugs fixed and the games that didn´t work work now !! (e.g : galaxian, Battle City ...)
Settings for each user.
Added command lines.
Added new debugger instructions.
Added soft / hard reset.
Added save S-RAM as.
Auto save S-RAM option.
http://sourceforge.net/projects/mynes/files/
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April 15th, 2010, 01:29 Posted By: wraggster
A WOMAN has gone from Nintendo to nympho after a fall from her Wii Fit board turned her into a sex addict.
Randy Amanda Flowers needs 10 sex sessions a day after the slip-up.
And now the slightest of vibrations, from mobile phones to food processors, turns her on.
The catering worker said: “It began as a twinge down below before surging through my body. Sometimes it built up into a trembling orgasm.”
A doctor diagnosed her with persistent sexual arousal syndrome due to a damaged nerve.
Single Amanda, 24, from Harpurhey, Manchester, said: “With no cure I just have to try to control my passion by breathing deeply. Hopefully one day I’ll find a superstud who can satisfy me.”
http://www.dailystar.co.uk/news/view...de-me-nympho-/
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April 15th, 2010, 01:30 Posted By: wraggster
Nintendo is releasing a game based on the 2004 movie Mean Girls which starred our very own part-time lesbian Lindsay Lohan.
However, Lohan was left out of the cover for the video game.
Ouch.
But Rachel McAdams, Amanda Seyfried and Lacey Chabert who play Lohan's partners in crime in the movie are all on the cover.
According to E! News, in the game, players "follow the misadventures of Cady from Jingle Bell Rock to the school prom" and face "jocks, art freaks and mathletes" to become prom queen.
The game was licensed from Paramount and apparently the use of Lohan's image would have been much too expensive.
Besides, the game, due out June 1, doesn't actually include the likenesses of Lohan or her cohorts.
http://www.shewired.com/Article.cfm?ID=24790
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April 15th, 2010, 01:33 Posted By: wraggster
Just moments ago MCV published the following introduction to a story:
“That Japanese publishing giant Capcom can criticise one of its own games for ‘feeling too Japanese’ is a perfect example of the increasingly Westward-facing outlook gripping the modern console industry.”
Now let’s take that, make a few tweaks and start over.
That Japanese publishing giant Capcom can consider taking one of its most popular core franchises and turning it into a fitness game is a perfect example of the increasingly mass-market-facing outlook gripping the modern console industry.
Speaking to Videogamer about broadening the appeal of the series to the emerging wider gaming audience, producer Yoshinori Ono stated:
Koch
“I've been interested in motion-sensing for a while, ever since Wii was launched. But I don't think it fits the way Street Fighter is played at the moment. It does broaden the appeal to casual users simply because of the instinctive controls, but it just doesn't quite fit an intricately balanced game such as Street Fighter.
“So what we would like to do is lower the entry barrier for those who have never played the fighting genre before so we can convey that fighting games are a good tool, a good fun thing to have per family.
“Now, there is a possibility of doing something called Street Fighter Fit, or Street Fighter Exercise, that is more suited for motion-sensing games, but that would obviously be a slightly different-themed game.”
http://www.mcvuk.com/news/38514/Is-S...t-on-the-cards
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April 15th, 2010, 01:41 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dance...02-t19539.html
ThatOtherPerson offers us his dance games Clone, It is a clone of Dance Dance Revolution.
QUOTE
CHANGELOG v0.2
==============
Audio-added support and a song selection screen
Arrow-place is now loaded from a different file specific to Which song is Played Rather Then Being Placed Randomly Differently and Every Time
Is a menu-there to set Some simple parameters with arrows for how Should Be Placed When Generating an arrow placement file for "any song That Does not Have one yet
-N 'everything I rewrote Almost Nothing Is Exactly the Same really and I did not get around to reimplementing "any form of home menu
http://thatotherdev.wordpress.com/ca...s/dance-clone/
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April 15th, 2010, 19:26 Posted By: wraggster
Heres an updated release from s_hansse
It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
Here's the next version
I use now esf and slowed down glace a little (as my sister allways slipped on the iceblocks )
Do you now can play it without getting sick??
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April 15th, 2010, 19:34 Posted By: wraggster
News/release from damicha
This is the first release of my project 2ds+.
After Nintendo announced the new NDS (3ds) I tried to show a 3D effect on the NDS by using the two display.
I implemented some rotating cubes displayed in two slightly different perspectives. If you use the “cross viewing” technique, you will see a third object in 3D.
picture: Rotaiting cubes
Keys:
X – switch between the objects
Touchpad:
- rotate the cubes manually
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April 15th, 2010, 23:28 Posted By: wraggster
US tech firm IA Labs has filed a lawsuit against Nintendo, claiming one of its patents has been infringed by Wii Fit, Wii Fit Plus and the Wii Balance Board. Not to mention the Wii Remote, Wii Nunchuk, Wii MotionPlus, Wii Wheel and Wii Zapper, by the way.
The patent, as spotted by Gamespot, alleges Nintendo has violated a 2006 patent for "Computer Interactive Isometric Exercise System and Method for Operatively Interconnecting the Exercise System to a Computer System for use as a Peripheral". IA Labs also cites a 2008 patent it owns for "Force Measurement System for an Isometric Exercise Device".
The company manufactured two products - the Kilowatt Sport and Exer-Station - under the terms of the patents. According to IA Labs, they add a workout feature to "any off-the-shelf video game on the PlayStation, Xbox, GameCube, or PC".
In the filing, the firm claims that IA Labs chief technology officer Greg Merril began having meetings and exchanging emails with Nintendo in 2007. The two parties failed to reach a licensing agreement and Nintendo ended contact late the following year.
IA Labs wants the court to ban the sale of products which infringe its patents, and is asking for damages, legal fees and court costs to be paid.
http://www.eurogamer.net/articles/te...s-over-wii-fit
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April 15th, 2010, 23:29 Posted By: wraggster
We have not modified the above picture in any way -- Scout's Honor. That's a real baby, wearing a real IR necklace that interacts with a real Wiimote. What's not real, of course, is the view of San Francisco's Golden Gate Bridge. That is generated by Ryan Hoagland's DIY virtual window, a brilliant pastiche of interior design, RED ONE footage and Johnny Chung Lee-style headtracking, all directed to your eyes by a Mac Pro feeding a pair of plasma screens. As the viewer moves around, dual 1080p images move the opposite direction, providing the convincing illusion of looking out a real pane of glass at the incredibly detailed scenery beyond. Exciting? Then you'll be giggling like Jr. when you hear it's for sale. After spending a year figuring out how to mount, drive and cool the whole shebang, Hoagland would like you to have one too; he plans to have basic kits ready by July for under $3000. Watch baby-powered plasma in motion after the break, as well as a sweet time-lapse video of the build process.
http://www.engadget.com/2010/04/15/w...ing-absolutel/
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April 15th, 2010, 23:35 Posted By: wraggster
While it isn’t on any Nintendo stamped release schedule, Nintendo has plans to release Pokepark Wii in, at the very least, Oceania.
The OFLC rated Pokepark Wii: Pikachu’s Adventure and Nintendo is publishing it. Pokepark Wii: Pikachu’s Adventure isn’t a gotta catch ‘em all Pokemon RPG. This title is a collection of mini-games set in an amusement park with your favorite Pokepals.
A more curious rated game is also on the OFLC – Jack the Ripper. Sanuk Games, the team behind Barnyard Blast, is the developer and Nintendo is roped in as the publisher. The OFLC often lists Nintendo as the “publisher” for DSiWare and WiiWare games so Jack the Ripper could be an upcoming downloadable title.
http://www.siliconera.com/2010/04/15...outside-japan/
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April 16th, 2010, 20:58 Posted By: wraggster
Nintendo has pronounced itself pleased that inventory of its hardware platforms in the US have seen some improvements, leading to another month of market-leading numbers in March.
While the industry overall grew by 6 per cent, Nintendo's DSi XL and Wii consoles sold more than 1.2 million units combined, with the latter picking up after supply issues in the post-holiday period.
"Demand for Nintendo fun continues unabated," said Cammie Dunaway, Nintendo of America's executive VP of Sales & Marketing. "We're glad so many people are able to get their hands on our systems as we prepare for the May launches of Super Mario Galaxy 2 for Wii and Picross 3D for our Nintendo DS systems."
Meanwhile Microsoft's reaction to the March results focused on the percentage of units sold on the Xbox 360 console for the top-selling game - Battlefield: Bad Company 2. In total gamers bought 826,000 copies for Microsoft consoles, amounting to 65 per cent of total sales of the title.
A statement from the platform holder also noted its life-to-date lead in third-party sales was still intact, having contributed $191 million in the month of March - more than any other console.
http://www.gamesindustry.biz/article...ardware-supply
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April 17th, 2010, 00:11 Posted By: wraggster
SEGA is bringing two more arcade classics to the Wii, by the looks of things.
The Entertainment and Software Ratings Board website is listing a "Gunblade NY & LA Machineguns Arcade Hits Pack". It's been given a "Teen" rating and is down for the Wii.
"This is an arcade-style first-person shooter in which players engage in missions to protect sections of New York and Los Angeles from enemy forces," reads the product description.
"Players aim targeting crosshairs on dozens of attacking soldiers, robots, missiles, and vehicles that explode when destroyed. Constant gunfire and explosions highlight the frenetic action; zoomed-in camera angles depict multiple projectiles striking the humanoid terrorist enemies."
Anyone who hung around arcades a lot in the mid-nineties will know all that already, of course. They may also recall the giant gun controllers the games were played with.
There's no word on a price yet, or when the games will make it to Europe, but we'll keep you posted.
http://www.eurogamer.net/articles/se...n-games-to-wii
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April 17th, 2010, 00:13 Posted By: wraggster
Interplay has announced plans to release classic PC shooter Descent on WiiWare this autumn.
"Descent remains the most popular 1080-degree 3D blasting game. Translating its 3D worlds and gameplay to WiiWare is an exciting move", said Herve Caen, CEO of Interplay.
The port will be developed by G1M2, whose founder Scott Hawkins said: "Descent will pair perfectly with the motion-sensing Wii Remote controller and we can't wait to show players how intuitive the gameplay and control can be."
Descent, not to be confused with those horror films about women who get stuck in a cave, was a shooter in which you piloted a ship around mines grappling with six degrees of freedom - i.e. the ability to move up, down, left, right, backward and forward.
This was quite challenging on the PC keyboard, although easier with two joysticks apparently (never tried that).
It's not clear how exactly the Wii controls will work from G1M2's description, but hopefully it will be a bit simpler to keep track of your orientation.
http://www.eurogamer.net/articles/in...ent-to-wiiware
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April 17th, 2010, 00:17 Posted By: wraggster
No, this new power-up won't give Mario spiky blond hair and a giant sword. Instead, the Cloud power-up from Super Mario Galaxy 2 appears to give Mario the magical ability to walk on clouds. Judging by this image from the Official Nintendo Magazine, these are the happiest clouds ever. They love being stepped on!
It's clear that Mario's return trip to the stars will have no shortage of new (and returning) gameplay gimmicks. In addition to floating in the sky, it seems Mario can also turn into a boulder, ride dinosaurs, and drill through planets. The only thing he can't seem to do is his job. What happened to that plumbing gig you had, huh? This leaky pipe isn't going to fix itself, you know.
http://www.joystiq.com/2010/04/16/su...loud-power-up/
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April 17th, 2010, 22:58 Posted By: wraggster
isometric writes with this excerpt from Gamasutra:
"IA Labs is accusing Nintendo of infringing on two separate IA Labs patents through technology used in the Nintendo Wii, Wii Fit, Wii Fit Plus, the Wii Balance Board, Wii Remote, Wii Wheel, Wii MotionPlus, Wii Nunchuck and Wii Zapper. ... The patents in question are 'Computer interactive isometric exercise system and method for operatively interconnecting the exercise system to a computer system for use as a peripheral' and 'Force measurement system for an isometric exercise device.' The claim said that IA Labs had been in contact with Nintendo during 2007-2008, discussing possible overlaps of IA Labs and Nintendo patents. Emails between IA Labs and Nintendo showed that IA Labs wanted to license its technology to Nintendo. IA Labs was also in talks with Nintendo about a product called Sqweeze, a controller for Wii and PC that's meant to increase physical activity when gaming."
http://games.slashdot.org/story/10/0...t-Infringement
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April 17th, 2010, 23:06 Posted By: wraggster
Ubisoft announced last month that its Wii public humiliation simulator Just Dance had sold two million copies worldwide. Now, based on data from the March NPD report, analyst Ben Schachter estimates that one million copies have been sold in the US alone between the game's November release and the end of March. That's ... a lot of people loading up a cover version of "Womanizer" on their TVs.
236,000 of those copies of Dance were purchased just last month in the US. In contrast, Ubisoft's new Wii release, Red Steel 2, moved 50,000 copies (though it was released on March 23, in all fairness). We look forward to the inevitable knockoffs from other publishers. Anyone for a round of Strictly Toe Tappin'? No? How about We Wiggle Rhythmically? Or Dance Dance Revol -- oh ... right.
http://www.joystiq.com/2010/04/17/on...e-just-danced/
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April 17th, 2010, 23:10 Posted By: wraggster
Michael Pachter described the March launch of Nintendo's latest handheld, the Nintendo DSi XL, "solid." Considering it outsold both the PSP and PSP Go combined, we're inclined to agree.
According to NPD figures (via Gamasutra), the DSi XL sold 141,000 units in March, besting PSP's combined 120,000. Even more impressive is that this figure only accounts for four days of sales; the DSi XL was released on March 28th. The tremendous success of the equally tremendous device confirms that there truly is "room to grow" for the DS market.
http://www.joystiq.com/2010/04/16/np...in-march-2010/
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April 18th, 2010, 12:44 Posted By: wraggster
Flubba has released a new version of his PC-Engine/TurboGrafx16 emulator for the DS.
heres whats new
Fixed a bug that affected Blazing Lazers and timing of ADPCM which affected Sapphire.
*Fixed CPU cycles per scanline (455, confirmed on hardware).
*Fixed timing of scroll register writes.
*Fixed Sprite DMA IRQ handling.
*Fixed savestates a bit (should be compatible between versions now).
*Fixed scaling after loading savestate.
*Fixed caching of Bios.
*Better timing of ADPCM playing (still no sound though).
*Debug output now optional, also more info is written.
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April 18th, 2010, 12:55 Posted By: wraggster
On this day in 1990, Nintendo announced its international campaign against software piracy, filing lawsuits in both the U.S. in Canada to stop the sale of counterfeit games for its Nintendo Entertainment System.
Piracy had always been a thorn in Nintendo's side, and while it had gone after bootlegers in the past, it had never done so with such fury. Not only did Nintendo file a number of lawsuits on this day, it also very clearly announced its intention to further sue anyone else it caught importing, renting or selling the bootleg games.
"What's happening here is an outrageous theft of Nintendo's valuable intellectual property rights," said Nintendo legend Howard Lincoln in a press release.
"Crooks in the Far East have made verbatim copies of legitimate Nintendo video games and have packaged these counterfeits in multiple game cartridges," he continued. "We intend to protect the enormous investment made by this company and its authorized developers in creating popular Nintendo video games. We also want to protect our players for whom the word Nintendo means quality and value. To that end, we plan to sue video rental outlets, retailers, distributors and importers who deal in counterfeit Nintendo software. We will sue counterfeiters and their customers wherever they are located. We have committed and the necessary resources to do so."
The most popular form of counterfeit cartridges were those that housed multiple games, usually from early in the system's life. Super Mario Bros. 3 was also a popular target for bootleggers, as there was a delay of well over one year in-between its introduction in Japan and release in the United States.
"Nintendo is working closely with U.S. Customs inspectors at ports of entry around the country to ban the importation of these counterfeit cartridges and to seize and destroy any incoming shipments," said Lincoln. "We greatly appreciate the assistance and close cooperation Nintendo has received from U.S. Customs."
Days earlier, a Taiwanese couple was famously arrested for immigrating bootleg NES games after a dramatic sting operation orchestrated by Nintendo and the U.S. Customs that involved the hidden cameras, microphones and $10,000 in marked money. But that's Another Day in History.
http://www.1up.com/do/newsStory?cId=3178871
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April 18th, 2010, 13:00 Posted By: wraggster
POWDER 113-1 released by insin
A port of POWDER to the Wii using SDL Wii.
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April 18th, 2010, 13:04 Posted By: wraggster
Jeff Lait has released a new version of Powder for Various Consoles
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.
I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.
Fireball and Cloudkill always explode at the end of their trajectory.
When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
You can wish for bones and corpses without them instantly dissolving. (Garron)
You can no longer fetch items that have teleport fixed. (Eris Discordia)
When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
The floor of the kiwi room is now the proper floor tile.
Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
buildall.sh should work with --use-home-dir again. (garron)
The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
No experience for killing your pets.
Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
Cancelling your choice in the Wish menu no longer costs a turn.
Fix potential crash when you are killed by splash damage from a thrown item.
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April 18th, 2010, 13:04 Posted By: wraggster
Jeff Lait has released a new version of Powder for Various Consoles
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.
I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.
Fireball and Cloudkill always explode at the end of their trajectory.
When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
You can wish for bones and corpses without them instantly dissolving. (Garron)
You can no longer fetch items that have teleport fixed. (Eris Discordia)
When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
The floor of the kiwi room is now the proper floor tile.
Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
buildall.sh should work with --use-home-dir again. (garron)
The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
No experience for killing your pets.
Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
Cancelling your choice in the Wish menu no longer costs a turn.
Fix potential crash when you are killed by splash damage from a thrown item.
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April 18th, 2010, 17:57 Posted By: wraggster
WiiMC 1.0 released by Tantric and rodries
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Features
Ability to play virtually any video or audio format
DVD playback, with DVD menu support (requires IOS 202)
Picture viewer
Music player
Online media support
SD, USB 2.0, SMB, HTTP, and FTP support
Attractive libwiigui-based interface, designed with the Wii in mind
Changelog
Version 1.0.0 - April 16, 2010
Initial release
Version 1.0.1 - April 18, 2010
Fixed NTFS crashes
Fixed Navi-X search, audio files work in Navi-X now
Added Down button to switch audio stream, Up is now to switch subtitles
Added FTP port setting
Fixed potential picture viewer crashes
Fixed some pause/resume issues
Fixed some cache issues
http://wiibrew.org/wiki/WiiMC
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April 18th, 2010, 18:00 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Point...03-t19563.html
Humbert Lucas updates its homebrew "point and click No," in which you must move the red square in the orange square.
The red square will follow the green square (the wiimote pointer) and should not touch the walls.
QUOTE
v0.3
- Three new levels ... ... DOUBTS
- Images ... which one will give you DOUBTS DOUBTS ... ...
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April 18th, 2010, 18:02 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PriiL...81-t19566.html
PriiLoader is developed by Homebrew DacoTaco & phpgeek that can save you from a brig if you do not have it as BootMii boot2.
Is the direct continuation of the project Preloader Crediar OpenSource past.
You can configure via the Priiloader Setting Editor and the possibility of adding a password and launch WW / VC (If patch ES).
The Installer / Uninstaller allows you to install or update your current Priiloader without deleting the old version:
Press (+) to install or update.
Press (-) to remove and Priiloader remmetre your system menu.
Press (B) with an option whether to use the above IOS249 (CIOS Waninkoko).
Press (HOME) to exit the installer.
To start or configure Priiloader, press RESET when starting the console.
QUOTE
v0.4 (rev81)
- Install: Cleaning / Improved error reporting of ES_Identify.
- Priiloader: Fix USB initialization at the launch of the system menu.
v0.4 (rev80)
- Fixed a bug that could block the Wii if the option "show gecko output" was enabled and you press the reset
v0.4 (rev79)
- Fix bug when compiling with the latest version of libogc
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April 18th, 2010, 18:04 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Homeb...41-t19576.html
DS Homebrew Manager is a Windows application created by GoldenSun2.
It allows multiple things like
* Show the list of homebrew on your DS and the meta.xml and icon. Png and you can edit this information.
* Add / Remove your homebrew card.
* See a list of your. Wad in the wad directory
* News on your SD card (name, path, space, number of present HB)
* Download homebrew from a database
...
QUOTE
v4.1
- Changes unknown
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April 18th, 2010, 18:17 Posted By: wraggster
Pate has posted some fresh news concerning his Dos emulator for the DS:
The next version 0.11 of DSx86 will run Master of Orion! Last week I worked on Mode-X and EMS handling improvements, and I got MOO to start the actual game. I haven't played it much yet, but it seems to run fine.
After I got MOO to run, i noticed that the current D-Pad mouse emulation is rather awkward. It looks like MOO is very mouse-oriented and has clickable buttons on the screen for all the commands and other options, so on Saturday morning I decided to see how much work it would be to swap the screens and use the touchscreen for the mouse handling. MOO is such a big game that I could not easily test it in No$GBA (by including all it's files into the DSx86 project), so I searched for other mouse-specific games in my DOS test game directory. I found Electranoid, which I had tried to run some versions ago, but it needed mouse emulation and more EMS memory than I had made available back then. However, now I got it to run, as I have increased the EMS memory shown to DOS.
I had used a static block of 512KB for EMS emulation until now, and I noticed that I have about 1.5 megabytes of heap space available even after that. So, I decided to remove the static EMS block, and instead use 1.5MB of the heap for my EMS memory, which still leaves about 512KB of heap free for system and libFAT stuff. I don't want to use all of the heap space just in case those functions allocate memory for their internal buffers or stuff like that. Anyways, the total EMS memory will be 1.5MB on DSx86 version 0.11, of which about 1.3MB is free after 4DOS has taken it's swap space.
With that much EMS memory I could still fit Electranoid into the DSx86.nds memory space and was able to test my new touchpad mouse functions with No$GBA. I got the new mouse emulation to work pretty well after just a few hours of work. This made Master of Orion much more playable, as you can just click on a UI button without needing to move the mouse cursor first.
I made the SELECT button behave as a toggle between the keyboard and mouse usage of the bottom screen, so you can swap the screens easily during gameplay, whenever you need to type your name or stuff like that into the game. If you have mapped the SELECT key to a PC key, the SELECT key will emulate the mapped PC key when in keyboard mode, but will swap the screens back when in touchpad mouse mode. The current D-Pad mouse emulation mode is still available, for those games that might work better with that kind of mouse handling.
Today (Sunday) I have been refactoring the internal DOS file functions of DSx86 (a scary task!) to use a proper System File Table. This is needed for file handle duplication, among other things, which in turn seems to be needed by 4DOS when running more complicated BAT files. I just got the new functions to work sufficiently so that the bundled 4DOS starts when running in No$GBA, but I haven't yet dared to test it on my real hardware, using libFAT. I'll continue this work during the next week, as such an extensive change requires quite a bit of testing. I have also received quite a few debug logs from version 0.10, thanks for those! Fixing the issues in those will keep me busy for the next week and weekend.
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April 18th, 2010, 19:44 Posted By: wraggster
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April 18th, 2010, 20:52 Posted By: wraggster
News/release from Eldude
Here is a little toy for the geek in you.
Its a Binary Clock for the DS.
I made this after seeing a picture of one on the interwebs and as a challenge to myself to see if I could make it.
Features:
- Geeky binary columns read out.
- Option to have the digital readout shown for the non-geeky who can't read binary.
- 24 or 12 hour clock.
- PM symbol is shown in 12 hour mode during PM hours(of coarse).
- Brief instructions on how to read the clock.
This is the Finished Projects section but like most users I still may update this some more.
May add:
- Changeable skins
- Alarm function with a few different tones.
Here it is!
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April 18th, 2010, 21:01 Posted By: wraggster
News/release from godslayer500
Hey everybody! Elspongie and I (Godslayer500) made a game!! You can fight as a monkey with 3 difficultylevels. Sprites and Backgrounds made by Elspongie, Music and program made by Godslayer500, me. Please let me know if there a bugs in it!
I love to hear that almost everyone likes our game!! So here is the new version! I corrected what Metatarsals sad. So I changed the textcolor on the Top screen and removed some empty space so the sentence is in the block. If there are more bugs, please PM me or put it here!
Expected features:
- A experience bar with tropies (Working on it!)
- Levels with hp updates
- More monkey to fight with (Elspongie's work, he made the sprites!)
- A Intro (I worked on it, but i failed. Mayby i try it again!)
Added:
- Save / load your experience
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April 18th, 2010, 21:34 Posted By: wraggster
News via http://spinalcode.co.uk/ds/dscovered/
I started DSCovered for the same reasons as DSision and DSision2, I still think that the default firmware used on DS flash carts is ugly and boring. The DS homebrew scene has been around for a few years now, yet the interfaces for the carts required are often little more than a plain text list of filenames. So I’m trying to change that.
DSCovered is based on the look of Apples very popular coverflow system, where you can see the cover art from your media flick past as you select something to load. The poor DS can barely manage this, but I think I did a very good job with this one.
Homebrew games and applications should be able to load on ANY cart, as the internal loader is specifically designed for that in mind. Extra functionality, such as soft-reset is only available on certain slot-2 cards through a secondary loader. These secondary loaders and not available from here, however there are full instructions included in the download.
Source - nmax
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April 18th, 2010, 21:39 Posted By: wraggster
Source - nmax
News via http://www.daftcode.net/
Fandian is my sporadically developed homebrew for the Nintendo DS.
Being neither an artist nor an animator, I use some textures and model data from Bioware's legendary Neverwinter Nights. The poly count is a little too high for the DS, but it's only for testing & research purposes anyway.
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April 18th, 2010, 21:43 Posted By: wraggster
Source - nmax
News via http://magicblack.wordpress.com/2010...-the-star-1-0/
Well, today I bring you version of "Where Is The Star? 1.0, which has improved a lot in my opinion in several respects:
• A new way of difficulty.
Improves the visual aspect of the levels.
° Add the splash.
· Also added a menu.
· We've taken it to restart by pressing Select, and spend that at the end of a way you can touch the cross to return again to the menu.
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April 18th, 2010, 21:46 Posted By: wraggster
Source - nmax
News via http://microlua.xooit.fr/t552-Pokemon-Battle.htm
Hey everyone!
This is my new homebrew, Pokemon Battle!
DESCRIPTION:
Pokemon Battle is an RPG with Pokemon.
You can fight your Pokemon with a map.
Charizard, indivisible and JOLTEON are available.
INSTALLATION:
The installation has been simplified.
Just put the folder and lua myluads400.nds directly into the DS.
Start myluads400.nds.
Voila! The game starts!
NOTE: For those who would microlua, just take the file and launch.lua pokemon battle in lua / scripts and run launch.lua.
CHANGELOG:
VERSION 0.6
I removed the card and I replace the sprites from Diamond and Pearl by those of Ruby / Sapphire for reasons of RAM. (Thank Micro lua)
But now there is no problem of RAM.
He had to make a choice between a game just a game and buggy and not too ugly and works ...
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April 19th, 2010, 19:17 Posted By: wraggster
As part of NPD’s US market stats last week, it has been revealed that Nintendo’s DSi XL sold 141k units in March. Note, too, that the machine was not launched until March 28th, meaning that that number was sold in just four days.
As reported by Gamasutra, the data made clear that total DS sales for March, including all sales of the DS in its various guises, hit 700k.
The XL is Nintendo’s fourth iteration of its DS hardware line and boasts two huge screens, a larger stylus and integrated memory.
There’s no word yet on the machine’s UK performance to date. It was launched here on March 5th.
http://www.casualgaming.biz/news/300...141k-in-the-US
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April 19th, 2010, 22:27 Posted By: wraggster
The "Balanced Brawl" project, first announced in 2009, aimed to fix Super Smash Bros. Brawl by removing overpowered combos and exploitable moves and by altering individual characters to improve the competitive balance. It was an impressive project then, and it's been made even more impressive by the fact that you can make use of it in your own copy of the game right now -- without having to install the Homebrew Channel or permanently hack your Wii.
The development team has implemented a clever mechanism that loads the Balanced Brawl files from an SD card. You just have to download the files to a card (and remove all your saved custom Brawl stages), pop it in the system and launch the Stage Builder mode -- the loader will automatically take over from there. If you're interested in having a Balanced Brawl party, we suggest throwing one soon, before Nintendo releases a firmware update to block the unlicensed balancing act.
http://www.joystiq.com/2010/04/19/un...date-released/
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April 19th, 2010, 22:38 Posted By: wraggster
Newly released today;
features
Everyone in the family can get involved. The software offers up age-appropriate kitchen tasks, so settings can be adjusted to indicate whether younger helpers are old enough to handle knives or adjust stovetop controls
Everyone involved in the cooking process can rate favorite recipes. When you're looking for a family favorite in the future, a search function makes retrieval easy. Users can find something for every taste and occasion by browsing the 300 recipes by ingredients, difficulty, cooking time or even calorie count
If the cooks in your party don't know a marinade from a marmalade, prompts appear within recipes for specific terms that they might need more information about. Users can then watch helpful how-to videos to show them what to do. Users also can hear audible instructions and use voice commands to navigate the software during the cooking process
If multiple people on your cooking team have Nintendo DS systems, you can wirelessly transmit select recipes to them, even if they don't have a copy of the game card. That lets you concentrate on the entrée while your assistants tackle the side dishes
Just as with a traditional cookbook, users can take notes. The software's handwriting-recognition feature records notes about personal touches users add to their recipes
All the recipes have been created by editors, food scientists, tasters and cookware specialists at America's Test Kitchen. They've taken the guesswork out of finding the best recipes, which leaves you and your assistant chefs to focus on the fun of cooking
description
What's for dinner? Just tap the touch screen to reveal dozens of possibilities, then gather a team of friends or family members to help prepare it. 300 recipes have been tested and perfected by the three dozen test cooks at America's Test Kitchen, a 2,500-square foot kitchen that is home to Cook's Illustrated and Cook's Country magazines as well as the popular America's Test Kitchen public television show. Now their culinary expertise promises to give everyone the tools and knowhow to prepare spectacular meals - together.
http://www.play-asia.com/SOap-23-83-...j-70-3or1.html
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April 19th, 2010, 22:40 Posted By: wraggster
Newly released today:
Pipe Cleanerd and the princesses are some unlikely pairings in reality, but in the world of Super Mario, anything and everything could happen. The third volume is focuses on the the princesses Peach and Daisy.
Peach, of course is one of the most memorable characters, especially since she beats up her opponents with her parasol in Mario Smash Brothers. This volume features both grown up Peach and baby Peach, choose the princess you adore.
Daisy is one of the earlier princesses and although she didn't show up in the late Mario games, she is still a member of the family. Now we have her in baby version.
The star and Mario are staple characters, what is the game or the series without them? The third series of Mario Collectible figures are available today
http://www.play-asia.com/SOap-23-83-...-2e7-84-n.html
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April 20th, 2010, 15:40 Posted By: wraggster
Nintendo has blamed piracy devices like the R4 for a massive drop in DS game sales.
In June 2009, Nintendo monitored ten overseas websites allowing visitors to illicitly download DS software. 238 million downloads took place, equating to one trillion yen (£7 billion) in lost sales, Asahi reports.
European DS software sales fell 45 per cent between April and December 2009. During the same period, US and Japanese sales declined by eleven per cent and seven per cent respectively.
Game copying devices like the R4 circumvent console anti-piracy systems, allowing users to play software illegally downloaded from the internet.
http://www.computerandvideogames.com...VG-General-RSS
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April 20th, 2010, 17:21 Posted By: wraggster
Nintendo will launch its DS successor the 3DS in the UK this October according to reports in the specialist press.
The machine was only announced a little over a month ago. Nintendo has subsequently admitted that it had planned to release the first details a lot later, but that its hand was forced after a Japanese journalist obtained information about its development.
Further details are not expected until US trade show E3 in June.
However, until now it had been widely believed that the machine would most likely launch in the UK some time in the first half of 2011, with a Japanese arrival planned some time before the end of 2010.
Now CVG claims that “UK trade sources have informed us that the platform holder is readying an October launch for the system”. This will see it squaring off against the likes of Xbox 360 Natal and PS3 Move in the competitive Christmas market.
http://www.mcvuk.com/news/38608/3DS-...K-this-October
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April 20th, 2010, 17:31 Posted By: wraggster
Sure, we've seen more polished N64 handhelds (literally), but we're hard to pressed to find one that's more... well, portable. And its small size doesn't mean that Mod Retro forum member Bentomo's creation is anything less than featured-packed: 3.5-inch display, external docking station (for up to four controllers, stereo audio outs, and both composite and s-video outs), external memory / transfer / rumble pack slot, a charger, up to four hours of battery life, and a full compliment of controls. Not bad for a 65m x 110mm x 53mm package, eh? Interested? Our man is letting this go, and he's taking bids -- though if you offer him $1,000 it's yours. Hit the source link for the details..
http://forums.modretro.com/viewtopic.php?f=33&t=1870
http://www.engadget.com/2010/04/19/6...its-pretty-cl/
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April 20th, 2010, 17:34 Posted By: wraggster
At age 57, you might think Shigeru Miyamoto would be taking it easy -- maybe plunking a few coins into his 401k, or taking to the garden to plant a few Fire Flowers. But not Shiggy, who tells gamesTM that retirement isn't an option quite yet. While Nintendo "has to retire me some time," he says, "I look around and see how aged cartoonists continue to work on their manga and how movie directors create new movies all the time, I understand that they would never retire. And by the same token, I guess I will still be making games somehow."
Miyamoto also mentions Super Mario Galaxy 2, and says that the first numbered sequel in years was supposed to be version 1.5, but "we noticed that there were too many new experiences for it to be merely an incremental update." He gracefully refuses to comment on others' work, but affirms that Nintendo goal is "to provide fun and surprise" in video games, not merely to see "who can come up with the most violent depictions." Miyamoto says that the motion control mania going on with other consoles proves that Wii is "the de facto standard of the industry's control mechanisms," and new innovations, like the upcoming Vitality Sensor, are announced "only after being able to confirm internally that it is something that the general public will be able to appreciate." First we need to see just what the heck it does before we can start talking appreciation!
And while almost every game developer out there has been influenced by Shigeru Miyamoto, who's impressed him? "Mr. Will Wright," he admits, "is a very unique person and someone very special." Maybe Miyamoto's taking notes on Wright's retirement, too: He's still having Stupid Fun after leaving the corporate life.
http://www.joystiq.com/2010/04/19/mi...is-innovation/
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April 20th, 2010, 17:36 Posted By: wraggster
Hideki Kamiya is both thrilled about the Star Fox series and confused about how gunpoint demands work. In response to a statement from Shigeru Miyamoto indicating interest in a Wii Star Fox game, Kamiya expressed his own interest in a rather extreme manner. "I want Nintendo's staff to come to Platinum, stick guns at us and tell us 'You guys make a new Star Fox,'" he said on Twitter. Why would Nintendo need to point guns at him? He wants to make the game! Of course, why would we expect logic from the mind behind Bayonetta?
Kamiya said that he submitted an idea for a 3D shooter upon entry to Capcom, but scrapped it when Star Fox 64 came out. That's how highly he thinks of Star Fox 64.
http://www.joystiq.com/2010/04/19/pl...x-at-gunpoint/
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April 20th, 2010, 23:20 Posted By: wraggster
TransmitMii 1.3 released by Leathl.
TransmitMii is a little tool to transmit your DOL or ELF files to the Wii. Once you typed in your IP and protocol, you can simply drag a file onto the EXE to transmit it. It works with the old and the new version of the Homebrew Channel
It's based on the sources of wiiload by dhewg and Crap by WiiCrazy/I.R.on
The .NET Framework 2.0 is required to run this application!
Version 1.3
Fixed sending zips
http://wiibrew.org/wiki/TransmitMii
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April 20th, 2010, 23:23 Posted By: wraggster
DeSmuME Wii r154 released by Arikado, scanff and several other developers.
DeSmuME Wii is a port of the Nintendo DS emulator DeSmuME to Wii homebrew.
Installation
Download the latest featured release off of the google code SVN downloads tab.
Extract the .zip to the root of your SD Card or USB Device
Place ROMs in device:/DS/ROMS/
Saves are put into device:/DS/SAVES/
If you'd like to use a BIOS place it in device:/DS/BIOS/ named biosnds9.rom and biosnds7.rom
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April 20th, 2010, 23:25 Posted By: wraggster
libWiiSharp 0.2 released by Leathl.
libWiiSharp is a Wii related .NET (2.0+) library.
It can be used with any .NET language to easily develop Wii related applications.
All public functions are documented and most should be pretty self-explanatory.
There are also some example applications that use libWiiSharp included.
Changelog
Version 0.2
Added support to pass streams
Speed up in TPL conversion
Further changes in TPL class (e.g. changed saving to be compatible with official TPL files)
Fixed IA8 TPL code (from/to)
Fixed CI14X2 TPL code (from)
Added TPL conversion to CI4 and CI8
Added BNS to Wave conversion
Wave class completely rewritten
http://wiibrew.org/wiki/LibWiiSharp
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April 20th, 2010, 23:27 Posted By: wraggster
CustomizeMii 3.1 released by Leathl.
CustomizeMii is a custom channel creator for the Wii.
The .NET Framework 2.0 is required to run this application!
As of version 3.0, CustomizeMii also works with Mono installed in Linux.
Version 3.1
Updated libWiiSharp to 0.2
=> Speed up in TPL conversion
=> Fixed IA8 TPL code (from/to)
=> Fixed CI14X2 TPL code (from)
=> Added conversion to CI4 / CI8
=> Added BNS to Wave conversion (Extract -> Sound -> As Audiofile)
Added option to make the sound silent
http://wiibrew.org/wiki/CustomizeMii
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April 20th, 2010, 23:32 Posted By: wraggster
Lino has released a new version of his Facebook app for the Nintendo DS:
Final release for this version the 1.3.
Fixed a bug in ram disk management.
Fixed a bug clicking on disabled menu item.
Fixed a bug in dialogs management.
Fixed a bug in Wall window management.
Fixed a bug in cookies management.
Added Search Friends features.
Added avatars in News window.
... and more fixes that I forgotten.
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April 20th, 2010, 23:35 Posted By: wraggster
News/release from oldowl
Based on the principle of ancient African game, a Java application of this game are currently on the net as "the clever frog". My interpretation of this game is not fully realized with prétention.Il DSGM Pro.Si someone is interested I can give it. XDS and resources.
The game includes 25 levels but you can add as many levels you can make yourself.
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April 20th, 2010, 23:38 Posted By: wraggster
News/release from jfoc2009
Hi every one,
I just finalized the 1st version of MyCoinsBank4Kids.
This project was created based on the book Money doesn't grow on trees: parent's guide to raising financially responsible children (the author: Godfrey, Neale S.).
Because this software use Saving data, you are not able to use emulator.
This version has all screens in PT-BR. If you are interested in help to translate all graphics, PM me to send to you the files.
Basicaly, with this software the kids can do:
1. Configure his actual account sold and how the money will be spread in 4 accounts;
2. Update his sold based on incommings and outgoing money.
3. Keep sold updated in a easy way.
Hope you enjoy...
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April 20th, 2010, 23:39 Posted By: wraggster
News via http://drunkencoders.com/2010/04/the...roject-update/
I have been hard at work on the latest and greatest version of Moon Books. For those not familiar with The Moon Books Project it is a website dedicated to bringing classic literature, films and other cool stuff freely to the Nintendo DS community, for use on the Nintendo DS.
We currently have a growing collection of homebrew, books, movies and even audio books and audio drama for download and use on the Nintendo DS via the Moon Shell homebrew application.
Head on over to Moon Books and enjoy some books by Mark Twain, Edgar Rice Burroughs or listen to the audio book of Lewis Carrol’s Alice in Wonderland. Maybe you would prefer to watch Night of the Living Dead or play Jeff Lait’s latest version of his roguelike Powder.
Oh, and our science fiction audio drama section is now in podcast format, for all of your podcatching fun!
http://moonbooks.net/
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April 21st, 2010, 00:42 Posted By: wraggster
Source nmax
NDS Magnetron Remix is a combination of Robotron and LLAMATRON games, inheriting from them the ability to keep us hooked a very good time. For those who have not played any of its versions, the goal is, like any game, destroy our enemies, but what really made this game famous innovators were their controls, using a joystick to move the character and the other to give direction of the weapon. This remake follows the same mechanism, using the pad and buttons respectively. For the curious, we attach the Source Code.
Author: Steven De Toni.
At all levels start at the center of the screen, and our enemies almost everywhere. We will have to open up spaces between the waves of all types of "monsters" which are compilations of other games. Not all enemies, we also find with "aid" that can be weapons, bombs, etc. lives. Who is the handsome Haber passing level 23 xD.
The homebrew uses FAT to store data such as scores and NitroEFS to start. If your flashcard does not support FAT, Psara is the only thing you can not save your score, but everything else is equal.
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April 21st, 2010, 00:52 Posted By: wraggster
News via http://www.ds-scene.net/?s=viewtopic&nid=9365
smileynator has been working on a port of the PC erotic game "X-Change 3" The original graphics are all in there (resized and re-sampled of course) it has the original soundtrack as well. This release is only about 1/15th finished in terms of the text content. What he has got done seems to be working fine, considering it was put together in DS Game Maker. He's come stuck though, doesn't know how to load and unload images from the RAM, I'm sure someone can help him out with that. Oh, and although there's a splash screen warning at the start, this beta doesn't actually contain any 18+ scenes yet!
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April 21st, 2010, 00:54 Posted By: wraggster
Newly released:
Brings some stars home. The Kirby star cushions are perfect for sore backs, necks and for cuddling during TV time. Rest your head on one and snuggle up to the other as you take a nap. They are warm and very fluffy and the corners of the stars will catch your head even when you roll out of the cushion's sweet spot.
Let's keep the star in a cheerful yellow. Made with furry polyester fabric, this cushion might stain easily. Please do not bleach it or throw it into the washing machine. Please take it to the dry cleaners and ask for professional opinion when you have to have it cleaned.
http://www.play-asia.com/SOap-23-83-...-2e8-84-n.html
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April 21st, 2010, 00:56 Posted By: wraggster
Newly released:
Here is a set of different monsters - the pokemon. The previous series of shiny pokemon plushes are overwhelmingly popular, so here we bring you a set of new plushes featuring Chikorita, Hinoarashi and Waninoko. You have tamed this trio of pokemon in the games, now you get to own them in real life.
All three of them are in extra large sizes, so snuggle up to them when you watch TV, or you can put them on your bed, they are perfect for holding. Since the shiny, satiny fabric isn't furry, they are easily maintained and collect very little dust even when you leave them on the shelf.
http://www.play-asia.com/SOap-23-83-...-2e8-84-n.html
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April 21st, 2010, 00:57 Posted By: wraggster
Newly released:
features
In the hunt, you’re never alone. Hunt together with up to 4 players online, with the availability for 2-player split-screen. In single-player mode, you even have the ability to hunt with AI-controlled characters named ChaCha
Monsters have unique and dynamic personalities, abilities and defenses, increasing in complexity as the player progresses. They camouflage themselves to ambush hunters, but will flee or call for help if outmatched
Monsters interact amongst each other in a living breathing ecosystem, complete with food chain. Monsters have stamina, migrate and even attack one another, the strong feeding on the weak
For the first time ever in any Monster Hunter game, you will be able explore land and sea and hunt monsters of the deep
With seven weapon categories – including the all-new “Switch Axe” – and new armor and weaponry created from the remains of slain monsters, there are almost limitless opportunities for equipment customization
Play with either the Wii Remote and Nunchuk
description
Monster Hunter is set in a massive, sublime land where humans and monsters co-exist. You play the role of an up-and-coming hunter, who must accomplish various quests to achieve glory and help the residents of their village survive.
Hunters will track monsters, set traps, and either capture or slay a variety of majestic monsters. When a monster is slain, the hunter can carve off their horns, scales and bones, which can be used to create a huge variety of weapons and armor. These items can be bought or crafted by giving the village blacksmith materials and a fee.
Using Wii to its fullest, showcasing beautiful graphics and a dynamic ecosystem, Monster Hunter Tri allows for unparalleled co-op gameplay, both on and offline. Hunt with up to four players online or two players offline in arena mode. Also, in Arena mode, you’ll have the ability to save your character’s information to the Wii Remote directly so you’re always ready to play at a friend’s house!
Do you have the courage to hunt the monsters that roam your world? It won’t be easy – the monsters are strong and numerous. Yet by hunting together with friends, or braving it solo with your ChaCha Fighting Companions, there is no monster that cannot be defeated. Sharpen your favorite weapon and invite your friends, hunting season is about to begin...
http://www.play-asia.com/SOap-23-83-...j-70-3nut.html
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April 21st, 2010, 21:07 Posted By: wraggster
Sega studio director Constantine Hantzopoulos made a mistake earlier this year by suggesting that there's no market for core games on Wii, according to Sega west president Mike Hayes.
Referring to the comments Hantzopoulos made in January, Hayes told IndustryGamers that Sega hasn't necessarily given up on "edgy" Wii titles.
"To be blunt, there were some erroneous quotes that went out," he said. "They did come from Sega personnel but they weren't appropriate or accurate... I still say there's an opportunity for titles in that more edgy genre."
Hayes added: "With Tournament of Legends we've definitely brought that down to more like a T-rated level. So there's a viable market there.
"Is it going to be as big as the Teen or Mature market that exists on the Xbox 360 or PS3 platforms? Certainly not. Is it viable, because the cost of development on the Wii is significantly less than those other platforms? Then, potentially the answer is yes."
http://www.computerandvideogames.com...VG-General-RSS
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April 21st, 2010, 21:10 Posted By: wraggster
Nintendo has announced this Friday's digital releases for its platforms, with an enhanced version of Earthworm Jim for DSi the standout.
The Gameloft-authored remake of the 16-bit platformer retains its peculiar humour but adds sections where you have to make faces into the camera to receive bonuses. It will go for 500 DSi Points.
Elsewhere, DSi owners can spend 500 DP on Flipper, a puzzle game where you blast holes in the environment, build platforms and use power-ups to try and complete each level.
Alternatively there's a range of software for 200 DP: myPostcards, with which you make postcards and send them to friends; and Ball, Flagman and Donkey Kong Jr. Game & Watch releases.
On the Wii, Virtual Console fans can spend 800 Wii Points on the SNES version of Indiana Jones' Greatest Adventures (uniting Raiders of the Lost Ark, Temple of Doom and the Last Crusade).
Or you can spend 500 WP on WiiWare title The Will of Dr Frankenstein, in which you play a young orphan, Frankie, who helps a professor to build a strange machine. There's no word on whether you get to hide in a shack next to the De Lacey cottage for months before being rejected and set on a path to vengeance, however.
http://www.eurogamer.net/articles/ea...ing-to-dsiware
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April 21st, 2010, 21:18 Posted By: wraggster
The original Game Boy will forever hold a special place in our hearts, but spend a few minutes squinting at an original model and you'll quickly realize that even nostalgia can't make up for that horrible green screen. That's been banished in this custom version, courtesy of modder CRTdrone, which features GBA SP internals housed in an original GB chassis. This gives it compatibility with Game Boy, Game Boy Color, and of course GBA games, along with a rechargeable battery and even working shoulder buttons inserted into the sides. All we have to go on at the moment is this picture plus a few comments from the man himself, but CRTdrone is promising full details of the mod are to come, which entails "just removing parts and re-wiring basically." They always make it sound so simple.
http://www.engadget.com/2010/04/21/o...sy-of-retro-l/
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April 21st, 2010, 22:05 Posted By: wraggster
New from Divineo USA
For the ultimate hard core gamer look, customize your Nintendo DS Lite console with Ghost advanced crystal clear case, completely clear and made of high quality shock proof plastic. Stylus pen is included, and specific screwdriver for installation is included too!
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April 21st, 2010, 22:10 Posted By: wraggster
New from Divineo USA
The Classic Controller allows you to play classic games available through the Wii Shop Channel with ease. This controller is sold separately.
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April 22nd, 2010, 00:30 Posted By: wraggster
[Gamasutra looks at the evolving handheld space as part of its NPD analysis, revealing that Nintendo DS software outsold PSP software by an 8-to-1 ratio in the U.S. in March 2010 -- and muses on Nintendo's motivations for launching a fourth simultaneously sold handheld.]
Since our last report, Nintendo has announced that it will launch a successor to the Nintendo DS, currently called the Nintendo 3DS, before the end of its current fiscal year (ending March 2011). The new device will incorporate a screen technology that allows 3D effects with the naked eye and will be backward compatible with the existing Nintendo DS and Nintendo DSi.
Should that device come to market on time, it seems likely that Nintendo will have four different devices on the market at the same time that all play Nintendo DS software as well as their own specialized software.
We find that possibility disconcerting, to say the least, especially from a company which has generally maintained a simple line of hardware models.
As we've outlined previously, we also expect Sony to announce a successor to its PSP handheld, probably within the next six months, with the launch at the end of 2010 or early 2011.
More Here --> http://www.gamasutra.com/view/news/2...To_1_In_US.php
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April 22nd, 2010, 00:37 Posted By: wraggster
Source - nmax
News via http://microlua.xooit.fr/t552-Pokemon-Battle.htm
Hey everyone!
This is my new homebrew, Pokemon Battle!
DESCRIPTION:
Pokemon Battle is an RPG with Pokemon.
You can fight your Pokemon with a map.
Charizard, indivisible and JOLTEON are available.
INSTALLATION:
The installation has been simplified.
Just put the folder and lua myluads400.nds directly into the DS.
Start myluads400.nds.
Voila! The game starts!
NOTE: For those who would microlua, just take the file and launch.lua pokemon battle in lua / scripts and run launch.lua.
CHANGELOG:
VERSION 0.61
Download Wifi is now available.
Everything is shown in the game for download via Wifi.
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April 22nd, 2010, 00:40 Posted By: wraggster
Source - nmax
News via http://wiibrew.org/wiki/RaveWild
RaveWild is a mix between a top-down shooter, a tower defense game (kinda), and a real-time strategy. You create three different units to protect you as invaders pour in at an increasing rate. Your job is to survive as long as you can. This is an alpha build, so be sure to give me constructive feedback so I can improve on it.
Features
Select and control different units using the Wiimote pointer.
Watch AI-controlled units engage in combat against invaders!
Units level up as they defeat invaders, growing stronger in the process.
Select from three different units: Fighter, Sniper, and the immobile-but-durable Turret.
Move your character around, command selected units to follow you as a defense or order them to assault their targets!
My first homebrew game! That's always a nice extra on top. ^^
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April 22nd, 2010, 17:05 Posted By: wraggster
Nintendo's just released further details on some of the new elements coming to Super Mario Galaxy.
Of particular note are the two new power-ups which allow Mario to utilise the power of cloud or rock to reach higher levels or batter opponents respectively.
The new co-op mode gets a mention too: "In the Co-Star mode, your friend will support you as a Luma who can not only hold enemies, but perform the famous Mario Spin move to immobilise and knock enemies out and can also interact with parts of galaxies."
Mario's spaceship has also been confirmed. He'll acquire the mode of transport - which has been made to look like him by Luma - after the first level.
As you navigate the galaxy, play and explore, Starship Mario gradually becomes populated with characters and features to enjoy.
http://www.computerandvideogames.com...VG-General-RSS
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April 22nd, 2010, 20:33 Posted By: wraggster
Newly released today:
New actions with Naruto and gang. With a brand new battle system, this game will draw out all the chakra in you. Fill your chakra gauge as you fight Sasuke, Itachi or Dedara and unleash strings of cool sure kill attacks on them with your stylus. Everybody could become a shinobi with this intuitive system.
Pick a fight with your sibling, or your neighbor. This game allows four people to fight together simultaneously. Learn to guard and attack, as soon as you break someone's guard, you can combo them until they fall.
http://www.play-asia.com/SOap-23-83-...j-70-3r6g.html
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April 22nd, 2010, 20:39 Posted By: wraggster
Newly released today:
features
In the hunt, you’re never alone. Hunt together with up to 4 players online, with the availability for 2-player split-screen. In single-player mode, you even have the ability to hunt with AI-controlled characters named ChaCha
Monsters have unique and dynamic personalities, abilities and defenses, increasing in complexity as the player progresses. They camouflage themselves to ambush hunters, but will flee or call for help if outmatched
Monsters interact amongst each other in a living breathing ecosystem, complete with food chain. Monsters have stamina, migrate and even attack one another, the strong feeding on the weak
For the first time ever in any Monster Hunter game, you will be able explore land and sea and hunt monsters of the deep
With seven weapon categories – including the all-new “Switch Axe” – and new armor and weaponry created from the remains of slain monsters, there are almost limitless opportunities for equipment customization
Play with either the Wii Remote and Nunchuk
description
Monster Hunter is set in a massive, sublime land where humans and monsters co-exist. You play the role of an up-and-coming hunter, who must accomplish various quests to achieve glory and help the residents of their village survive.
Hunters will track monsters, set traps, and either capture or slay a variety of majestic monsters. When a monster is slain, the hunter can carve off their horns, scales and bones, which can be used to create a huge variety of weapons and armor. These items can be bought or crafted by giving the village blacksmith materials and a fee.
Using Wii to its fullest, showcasing beautiful graphics and a dynamic ecosystem, Monster Hunter Tri allows for unparalleled co-op gameplay, both on and offline. Hunt with up to four players online or two players offline in arena mode. Also, in Arena mode, you’ll have the ability to save your character’s information to the Wii Remote directly so you’re always ready to play at a friend’s house!
Do you have the courage to hunt the monsters that roam your world? It won’t be easy – the monsters are strong and numerous. Yet by hunting together with friends, or braving it solo with your ChaCha Fighting Companions, there is no monster that cannot be defeated. Sharpen your favorite weapon and invite your friends, hunting season is about to begin...
http://www.play-asia.com/SOap-23-83-...j-70-3nut.html
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April 22nd, 2010, 22:14 Posted By: wraggster
Ufouria: The Saga (also known as Hebereke in Japan) is one of Sunsoft’s obscure Famicom games. The game starts with the snowman-like Bop-Louie losing his friends. You have to save them by jumping on enemies, tossing Puyo Puyo-like things, and whipping bosses with your head. That’s one of Bop-Louie’s special attacks.
Sunsoft never released Ufouria: The Saga in North America, but it could come here as a Virtual Console import. An English release exists. Europe got it. Also, Australia’s OFLC rated Ufouria: The Saga with Nintendo as the publisher hinting at a digital re-release, at least in the land down under.
http://www.siliconera.com/2010/04/22...onsole-import/
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April 23rd, 2010, 17:07 Posted By: wraggster
Heres an interesting article from GXmod that has a few translation errors but disucusses the recent claim that piracy is to blame for the lower ds game sales.
Last Tuesday, the website of The Japanese newspaper Asahi Shimbun revealed studyCarried out by Nintendo on lower sales of its products are Kyoto worldwide.
We learn that Nintendo deplores a decline in sales of 7% Japan 11% U.S. and 45% for Europe, between April and December 2009. According to the article, the company said these figures mainly by piracy, and cites another study, American this time, which presents Italy, Spain and France as the top three European countries most followers illegal downloading.
The article also explains that in June 2009, Nintendo has conducted a study of 10 foreign sites, specializing in the Roma game, and found 238 million illegal downloads, which represent the firm said a shortfall of 10 7 billion dollars. An enormous number obtained by multiplying the number of downloads pirated by the average price of a branded product. Knowing that the turnover of the company, for the fiscal year 2008-2009, was about $ 14 billion, the method of calculation appears to be rather dubious.
A shortfall and therefore a history of heavy Nintendo faced with piracy, the ratio of declining sales and abuse of linkers seems obvious from reading the article relayed massively since its publication.
However, contacted by us, Nintendo provides a perspective different from that proposed by the Japanese site: "The English version of the Asahi newspaper, which indicates that Nintendo has accused the material in violation of copyright declining sales European, is incorrect. In the original Japanese version of the article, it is clear that the views of the journalist is displayed, and not that of Nintendo. . Selon l'éditeur de jeux, le journaliste d'Asahi Shimbun aurait donc pris quelques raccourcis dans son analyse.
In fact, if Nintendo indeed follows closely the evolution of piracy of its products in the world, not openly accuse it of being responsible for declining sales.
Still, Europe and especially France, is still in the crosshairs of Nintendo, which is still in litigation against vendors linkers. Nintendo France had been dismissed, on 3 December by the Tribunal de Grande Instance of Paris in the case between the firm resellers of cartridges for pirating DS games. The company had appealed Nippon five days later, and the case is still pending.
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April 23rd, 2010, 20:50 Posted By: wraggster
Adept's Quattro, a placement and sorting arm, took the title of fastest robot last year, but it was only recently during National Robotics Week that it met its most gruesome opponents: nerds with Wiimotes. Visitors tried to keep the Quattro from placing and sorting on a small mechanized platform by moving it using the Nintendo video controller. The bottom line is that when it comes to simplified and repetitive tasks there's really no beating robotic prowess
http://hardware.slashdot.org/story/1...us-the-Wiimote
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April 23rd, 2010, 21:35 Posted By: wraggster
Rockstar has high hopes for the upcoming Red Dead Redemption, but US analyst Michael Pachter has questioned whether it will become the blockbuster that publisher 2K Games intends.
UK Rockstar boss Neil Stephen told MCV earlier this month: “RDR is incredibly beautiful and on an unprecedented scale. This, combined with our most ambitious multiplayer offering to date, leaves us with very high expectations for what we think is our next blockbuster gaming franchise.”
However, speaking to Industry Gamers Pachter has questioned the appeal of the Wild West setting.
“I’m sure that the quality of Red Dead Redemption is extraordinary, and I expect the game to garner review scores of around 90,” he conceded.
“Whether the game is a blockbuster franchise will depend upon whether the game resonates with a large segment of the market. The trick in getting a game to sell a lot of units is not as simple as saying it will be a blockbuster. Rather, the game has to be great (likely), has to appeal to a large potential audience (questionable), and has to have solid marketing support (likely).
“I am not sure that a game set in the late 19th century has tremendous mass appeal. I would have said the same for Assassin’s Creed, Prince of Persia, God of War, Dante’s Inferno and any other “period” pieces, yet most of these sold quite well.
“My bias is that a game that is set in the US West will not be particularly appealing to European audiences, and a game where the most powerful weapon is a Gatling gun will not be particularly appealing to US audiences.
“With that said, I suppose that the game could sell 2-3million units with a review score of 85 or more and solid marketing. I remain skeptical that the game will be considered a ‘blockbuster franchise’ and certainly do not expect sales to rival those of GTA.”
http://www.mcvuk.com/news/38689/Does...ve-mass-appeal
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April 23rd, 2010, 23:22 Posted By: wraggster
Soon you’ll have a reason to spend those DSiWare points that came with the system. Nintendo of America set release dates for Looksley’s Line Up, Earthworm Jim, and the blistering fast bullet hell shooter Metal Torrent.
Photo Dojo, a make your own Mortal Kombat style fighting game, kicks off the DSiWare lineup on May 10. Gameloft’s portable version of Earthworm Jim with new face expression challenges comes out on the same day.
The week after on May 17 Looksley’s Line Up, a hidden picture game with 3D dioramas comes to North America. You may have seen the amazing tech demo before under its Japanese name, Hidden 3D Pictures. We played it too and it’s interesting enough to warrant 500 DSiWare Points ($5). Frogger Returns from Konami also comes out on the same day.
Then Metal Torrent aka Aa Mujou Setsuna in Japan makes its North American debut on May 24. Arika, the company that brought Ketsui to the Nintendo DS, developed this DSiWare download.
http://www.siliconera.com/2010/04/23...-dated-for-us/
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April 23rd, 2010, 23:32 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
Log message:
Added required libraries for MVS.
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April 24th, 2010, 11:27 Posted By: wraggster
Actarus has released a new version of the DS Emulator for Windows:
heres whats new
Here's the changelog :
Fixed a bug in savestates management.
Fixed a bug in dmas transfers.
Fixed a bug in cardrom command.
Fixed some bugs in debugger window.
Added new DMA channels and cardrom features, like latency etc etc.It's an experiment.
Anyway it's a beta version, please report me all bugs. Thanks
Actarus
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April 25th, 2010, 19:45 Posted By: wraggster
News from Hackmii:
A faithful HackMii reader spent some time with AnyTitle Deleter and tried to clean everything odd off his Wii, and used the HackMii Installer to uninstall the HBC and BootMii/boot2. He then sent his Wii into Nintendo (of America) to try to get them to repair a noisy drive; the warranty had expired, and he just wanted to pay them to repair the drive.
After they received the Wii, they wrote him back and said that because he had unauthorized software installed (something they could not fix themselves — but more on this later), it would cost $200 for them to do any repair. He had them just send him back the Wii, and then reinstalled BootMii/boot2 and dumped the NAND and sent it to us to figure out what he had missed and anything else we could gain from the image.
I have a few theories as to what they detected, based on what things he did not manage to delete — and for a while, that’s all we had to go on, and it wasn’t going to make for a very interesting article. However, several hours with 0xED and grep and xxd paid off, and I found some traces of the disc they ran to detect “Illegal software”. Unfortunately, I was only able to find part of the data section of the main DOL of the disc, and not the code, so I don’t have actual screenshots to share — you’ll have to use your imagination this time. (If anyone has sent a Wii in to Nintendo for repair in the past few months, and received the same Wii back — no refurbs! — I’d love to see a NAND dump, especially if you took one right after you received it back. I may be able to reconstruct the rest of the disc.)
Here is the raw output of ’strings’ on the relevant part of the data section:
************************************************** *****
Check Disk for Pre-Repair Process
Disc TitleId : 0x%08x(Hi) 0x%08x(Lo)
Num of Checking : %d
This running is "First Running".
Start Region Address : 0x%08x
End Region Address : 0x%08x
main.cpp
*** EndSaveRegionAddr has been over rang ***
This running is "Restarted running".
Using language is Japanese.
Using language is English.
NRChecker is not inserted at SI port %d.
Waiting ejecting disk.
InitSD is failed.
Error. Line=%d
Start Checking Process.
Restart Disc...
Reset...
Shutdown...
End of Application
Unknown
Item %d : Load data from 0x%08x
Item %d : Save data to 0x%08x
Deleting the save data of SetPersonalData.wad...
Deleting the save data of DigicamPrintChannel...
/title/%08x/%08x/data/nocopy
NANDPrivateDelete : delete %s : %d
/title/%08x/%08x/data
/title/%08x/%08x/data/banner.bin
Searching unauthorized rewritten savedata...
/title/%08x/%08x/data/%s
zeldaTp.dat
/title/%08x/%08x/data
Checking %s
NANDOpen : %s(%d)
CheckSavedataZD : return false. This save data is unauthorized rewittern data.
Searching unauthorized title...
Unauthorized title num with checking ticket: %d
Unauthorized title num with checking TMD: %d
*** SearchUnauthCh_CheckTickets ***
Found ticket file num is %d
Result code of checking 0x%016llx is %d
*** SearchUnauthCh_CheckTMDs ***
Number of Home Directory is %d,
[%03d]Getting information about title id "0x%016llx"
- Title Name : %s
- TitleID : 0x%016llx
- Type : %d
- Visible : %d
- Status : %d
AnalyzeTitle : OSGetTitleStatus failed(%d).
/title/%08x/%08x/content/%08x.app
Pre-repair Check Disk ver%s
Pre-repair Check Disk ver%s - Detail
Pre-repair Check Disk ver%s - Delete
Pre-repair Check Disk ver%s - Launch Mode
Pre-repair Check Disk ver%s - Output File
------------------------------------------
----------------------------------------------
Serial Number: %s
Waiting to Start
Processing
Complete
%d.??? >%s
%d.Altered Save Data Detection >%s
%d.Illegal Channel(s) Detection >%s
%d.Use of Copy Disk Detection >%s
Checking the following item(s)...(%d/%d)
Check is complete.
Press A Button to display detail screen.
Delete All Altered Save Data and Illegal Channel(s)/Firmware?
Detected %d pieces of data
No Data
Detected illegal channel(s) >
Press A Button to restart.
Automatic restart begins after %d seconds.
%2d/%2d [Title ID/Name]
%s%2d 0x%016llx(%s)
"%s"
[Type] [Visible] [Status]
%s %s %s %s
Detected %d title(s)
Press Button B to return to previous screen.
Deleting data...
Altered Save Data Deletion >%s
Illegal Channel/Firmware Deletion >%s
If you want to launch Wii illegal channel,
Select the channel and push A button.
Launch the following title?
Title ID: 0x%016llx(%s)
Title Name: "%s"
ID: 0x%016llx(%s)
Push DOWN Button to display next page.
<>
<>
<>
<>
Serial Number
Device Id
Wii Menu
Wireless MAC
Bluetooth MAC
BT MAC
WC24 Count
WC24 Stage
WC24
Shopping
Not Used
(No File)
(Initial)
(Generated)
(Registered)
(Unknown)
%d. %s
(DiscNum. %d GameVer. %d)
%d. %s
(DiscNum. %d GameVer. %d)
%d. TitleName: %s
DiscNum: %d GameVer: %d
Error: 0x%08x(%d)
DateTime: 0x%08x(%d)
Status: 0x%08x(%d)
Control: 0x%08x(%d)
NextOffset: 0x%08x(%d)
%d. TitleName:%s
DiscNum:%d GameVer:%d
Error:0x%08x(%d)
DateTime:0x%08x(%d)
Status:0x%08x(%d)
Control:0x%08x(%d)
NextOffset:0x%08x(%d)
%d DVD error record(s) has been logged.
Output the DVD error logs to SD card?
Output the meta-data of illegal channel(s)?
Insert SD card.
[%s] %s
(Deleted)
UNKNOWN
INSTALLED
NOEXISTS
DELETED
SAVEONLY
NORIGHTS
PARTIAL
FATAL
File does not exist.
File was deleted.
Error occurred during processing(%d:%d)
There is no problem with this console.
Problematic save data was detected.
Illegal channel(s)/firmware was detected.
Disc needs to be restarted.
Deleted all.
Use of copy disk was detected.
Finished to output the file.
Controller
[Main View]
UP: Back page
DOWN: Next page
A: Show the details
Controller
[Common]
LEFT: Back
RIGHT: Next
B: Back to main view
[Illegal Channels Detection]
UP/DOWN: Scroll list
1+2(GC:X+Y): Launch channel
A+2(GC:L+R): Delete illegal channels
[Use of Copy Disk]
UP/DOWN: Scroll list
1+2(GC:X+Y): Output DVD error log
[DVD Error Log]
UP/DOWN: Scroll list
1+2(GC:X+Y): Output DVD error log
InitChangeUid : NANDInit Error(%d)
InitChangeUid : ES_InitLib Error(%d)
InitChangeUid : ES_GetTitleId Error(%d)
Changing uid to %016llx
ChangeUid : ES_SetUid Error(%d)
ChangeUid : ISFS_CloseLib Error(%d)
ChangeUid : ISFS_OpenLib Error(%d)
/title/%08x/%08x/data
ChangeToGameSaveDir : NANDPrivateChangeDir Error(%d)
/ticket/%08x/%08x.tik
/title/%08x/%08x
/meta/%08x/%08x
Delete all files in %s.
NANDPrivateReadDir : %s(%d) num = %d
Returned DELETEFILES_ERR_OK_NOEXIST.
Returned DELETEFILES_ERR_FAILED.
memory allocate is failed.
NANDPrivateDelete : %s(%d)
Returned DELETEFILES_ERR_OK.
Running "DeleteProcess".
Start to delete unauthorized channels and save datas.
ATTENTION!! : current groupId is not 0.
ChangeUid to 0x%016llx : %d
NANDPrivateDelete : %s has been deleted.
/title/%08x/%08x/data/banner.bin
Running "LauchTitle".
Can not launch because target channel is not installed.
Can not launch because target module is not a channel application.
SaveResultFunc_SearchCopyDisc
LoadResultFunc_SearchCopyDisc
/shared2/test2/dvderror.dat
: Ver.%d(TMD)
: %02x:%02x:%02x:%02x:%02x:%02x
: %s %s %s %s
: %d %s
ES_InitLib is failed : %d
ES_GetTmdView is failed : %d
Memory Allocation is failed.
ES_GetDeviceId is failed : %d
NCDiGetWirelessMacAddress is failed : %d
/shared2/succession/shop.log
NANDPrivateGetStatus is failed : %d
/shared2/wc24/nwc24msg.cfg
NANDPrivateOpen is failed : %d
NANDRead is failed : %d
Running "FileOutput".
/shared2/test2/dvderror.dat
InitSD is failed.
%s%s/%08x
%s%s/%08x/%08x
%s%s/%08x/%08x/%s
H4A should not be cleared because of Broadway errata.
<< RVL_SDK - OS release build: Mar 5 2009 08:59:58 (0x4199_60831) >>
We have to do some reading between the lines here, but what we have is a disc with a fairly simple text-based UI (much like the “Wii Backup Disc” we looked at a couple of years ago) — but at least this time they’ve added colors (the BL, YE, RD tags presumably change the color of text displayed on the screen). There are a few different menus / screens you can traverse through, but the long and short of it is that they are looking for:
Save data — they are looking to delete data from “SetPersonalData.wad” (?!) and from “DigicamPrintChannel” (which you might have if you had messed around with the regions on your Wii. They then run a check for “unauthorized rewittern data”, which seems to reuse the same old CheckSavedataZD function from the System Menu, after authenticating as RZDE/J/P.
“Illegal Channel(s)/Firmware” — as far as I can tell, this isn’t some specific check for HBC / DVDX / whatever. This is a bit more clever — they seem to be enumerating all tickets and all TMDs on the system, and looking to see if any of them are fakesigned. This will catch pretty much anything that is, as they say, “unauthorized” that you have installed.
“Use of Copy Disc” — I think this actually refers to their own Wii Backup Disc. It’s not entirely clear to me why they care about this. This check seems to be done by looking for the existence of /shared2/succession/shop.log. (In this context, “succession” seems to refer to the transfer of some identity info from one (presumably broken) Wii to another.)
Once they’ve done this scan, they can then do several things — most common is probably to generate a log file on an SD card. They can also launch any of the “Illegal Channels” they find, and output any of the TMD info to SD. They even have the option of deleting all of this stuff — but it seems that they’ve been told not to do this (remember, they claimed they can’t, and in fact, they didn’t before our friend got his Wii back).
In this case, what did they detect, and how? It continues to surprise me that Nintendo seems to not use any sort of special “hacked IOS” to make their lives easier — sure, the “Wii Backup Disc” came with its own (infamous) IOS16, but there wasn’t really anything special about it and we were never quite clear why they bothered. The disc runs as 1-2 and judging by its error messages, as group 0 — this means they can read and write most files in the filesystem directly, but they seem to use ES calls to do most of the work.
As for what they found — this Wii was bought second-hand, and it looks like there was a lot of “crap” on it at one point. Purely by looking for fakesigned tickets and TMDs, I found one each for 1-250 (IOS250) and 1-0 (“IOS0″ — this is a bogus ticket used to gain group 0 access, Waninkoko’s old FS dumper used this and I think that AnyTitle Deleter may as well). Something that I found that Nintendo didn’t was a bunch of crap left over from a Preloader install — extra files in 1-2’s data directory, as well as some extra files in /shared2.
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April 25th, 2010, 20:11 Posted By: wraggster
MPlayer CE r574 released by Extrems and rodries
MPlayer CE is a homebrew media player for the Nintendo Wii. It was initially created as a fork of Team Twiizers' port of MPlayer, combining elements of MPlayerWii, GeeXboX and other great homebrew contributions.
Changelog
Upstream sync. [MPlayer r31057 / FFmpeg r22945]
Improved performance and quality.
Added support for mono audio output.
Added Dolby Surround mixing on any 4/5.1 channels sources.
Added disc light VU meter.
Any synchronized Wiimote or connected GameCube controller can now be used.
Added support for USB keyboards.
Added hardware analog volume control.
Added blip.tv playlists.
Extracted DVD encryption keys are now cached on the local storage device.
Added support for AMR narrowband and wideband audio using opencore-amr.
Wiimote timeout now depends on the battery level.
Improved resume accuracy.
Improved video scaling.
New VI initialization.
Added support for the title element of some playlist formats.
Added support for international text encodings on file systems.
Cache and memory information have been moved to a new OSD level.
MPlayer's messages are now available over USB Gecko.
Removed Nintendo Channel content.
Deprecated gx_zoom, hor_pos, vert_pos and horizontal_stretch.
Fixed crash when stopping while using libdvdnav.
Fixed crash when stopping while a scaled DVD subtitle is displayed.
Fixed crash related to text subtitles.
Many more bugs fixed.
http://wiibrew.org/wiki/MPlayer_CE
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April 25th, 2010, 20:13 Posted By: wraggster
Achtung Wii Kurve 1.3 released by Profetylen
Achtung Wii Kurve is a clone of the computer game Achtung Die Kurve (http://en.wikipedia.org/wiki/Achtung_die_kurve). It differs in that it has a lot of customization- and control options and actually includes music, sounds and an AI. The game supports up to 12 players.
The objective of the game is to survive as long as you can by making sure your curve doesn't hit a wall or another curve. As you move you leave a trace behind you which noone can pass through except at tiny holes that regularly appears in the curve.
The controls are displayed in the game.
v1.3 - 23 April 2010
Updated to GRRLIB 4.2.0.
Changed background music format from .ogg to .mp3
Added possibility to pause.
Now sorting players by score after a game.
Various minor fixes and changes.
http://wiibrew.org/wiki/Achtung_Wii_Kurve
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April 25th, 2010, 20:20 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...69-t19681.html
DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania
The R154 is the first official release!
To see if your games work, see Compatibility List
You must put your ROMS in. Kts in x: / DS / ROMS
The backups are going in x: / DS / SAVES /
If you want to use a BIOS put it in x: / DS / BIOS / appointed and biosnds9.rom biosnds7.rom
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April 25th, 2010, 20:29 Posted By: wraggster
Pate has released a new version of his Dos emulator for the Nintendo DS:
Heres whats new:
This version includes the major changes mentioned in the previous blog post, and also various other improvements and fixes. Here is a list of the changes:
Mouse emulation using the touchpad. If you have not mapped the SELECT key to a PC key, it works as a toggle to swap the screens so that you can use the stylys as a mouse directly on the emulated PC screen.
EMS memory increased to 1.5MB. Problems in the EMS memory access have not been fixed yet, so this version might run certain games (for example Wing Commander 2) worse than the previous version.
Proper DOS "System File Table" handling. This was needed for the file handle duplication functions, and this is also a requirement for improved DOS device handling (including console I/O) in upcoming versions. This also fixes problems with the 4DOS @select function.
Preliminary support for EGA mode 0x0E (640x200x16). Not properly tested, but some games might work in this mode.
Fixed a bug in Mode-X MOVSB opcode (MOO).
Fixed a bug in DOS CONSOLE INPUT function (Ultima V).
Fixed DUNE 2 save game problem.
Added opcode "repe scasw" down (for real this time!)
Ignore port 0xB8B I/O (GOBLINS, MOO INSTALL).
Support input from port 0x3CE (FD, MOO).
Added Mode-X opcodes LODSB and LODSW (MOO).
Several new EGA opcodes supported (BL, CARRIER, START, WARET, SH, WC1, B2, CALGAMES).
Support DOS functions 0x45 and 0x46 (DUP - DUPLICATE FILE HANDLE) (4DOS).
Support DOS functions 0x27 and 0x28 (RANDOM BLOCK I/O FROM FCB FILE) (Ultima II).
There are still a lot of issue in my TODO list which I did not have time to fix for this version, so I will continue working on these. Please send me again log files for this version for games that have issues!
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April 25th, 2010, 20:35 Posted By: wraggster
News/release from benjifs
I havent been around here in years and there certainly have been some chances. Even my account got deleted.
Well anyways I originally developed DexterDS a little over a year ago and stopped working on it for several reasons. Now with a new pokemon game I figured I'd go back to it and give it a major overhaul. Here is the result:
It is now PokeDexterDS, a pokedex for the nintendo DS.
Features:
- All 493 Pokemon
- Description, base stats and evolution chains
- "Scanning" feature to show random pokemon
- Touch friendly
Keys:
In pokedex:
- Up-Down: Change Pokemons
- Left-Right: Switch info
- X: Same as pressing scanning button
- B: Return to menu
Possible updates:
- Better font
- Better keyboard
- Sound
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April 25th, 2010, 20:38 Posted By: wraggster
News/release from Satnav
This is the first 'proper' release of my Rubik's Cube game for the DS. Although it is currently a little way from completion, it is intended to be a fairly fully-featured Rubik's Cube simulator with saving and loading, scrambling, painting and solving features. You can download the rom here.
Working as of this release:
* Saving and loading
* Scrambling
* Palette editing
* Painting
Still to do:
* Step-through solving
* Background decoration (colours, wallpapers)
Any and all feedback is appreciated, and for those interested, the full source can be found here
Cheers,
Mark.
_________________
Cube-DS: A Kick-Ass Rubik's Cube Game for DS
http://cube-ds.googlecode.com
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April 25th, 2010, 20:41 Posted By: wraggster
News/release from jfoc2009
Due to the difficulty of those who do not speak portuguese (almost all of this forum), it became difficult for some users to have a position to assess or even test this software.
So I did an English version, where each screen has a brief spoken introduction (robotic voice) in order to help you understands best what it is each room.
I have found difficulties in converting RAW files to MP3 and also hit the correct format of MP3.
The sequence of screens is the same as the previous version. Therefore, they can use the little manual from the previous post.
I wait your comments.
P.S. This version was very well tested on my DSi. Please, do not use it on emulator cause will not work.
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April 25th, 2010, 20:44 Posted By: wraggster
News/release from gggame118
I hope this works I made a basket ball game but i'm not that good at this coding stuff so it is basic.
Press A to bounce the ball and then hold R to aim an let R go to shoot.
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April 25th, 2010, 20:46 Posted By: wraggster
News via http://fincs.drunkencoders.com/2010/...rt-for-the-ds/
I’ve decided to make my own DS port of Lua because:
DSLua was abandoned (and uses PAlib).
Micro Lua DS was abandoned by the original developer.
Apparently noone noticed Lua defaults to the double floating point type (which is ridiculously slow on the DS due to its lack of a fp unit).
Lua is easy to learn and can be a friendly introduction to Nintendo DS homebrew programming.
Compiling an integer-only version of Lua for DS was really easy, and I got key and stylus support in a couple of minutes. Division and module operations are done using the hardware registers for performance. Here are some pictures:
(EDIT: There’s something wrong in the main page, please click on “Read more”. Can a mod fix this?)
Cute, isn’t it? Well, it still lacks support for almost everything, but something is better than nothing. Here is a list of planned things:
libnds lua bindings for background/sprite/VRAM functions
maxmod lua bindings
sleek object-based sockets API
good ol’ POKE and PEEK functions
memory buffers for use with the functions above
file loading to memory buffers
luaballs (archives containing Lua scripts and resources) with compression support
preparsed Lua scripts support in order to speed up the loading process
shell entirely written in Lua (with minimal C bootstrapping)
debugging over Wifi via the DBGp protocol
runtime version for converting Lua programs into standalone .nds files
PC runtime emulation layer for quick testing and easier debug
Don’t forget to post your thoughts here!
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April 25th, 2010, 20:49 Posted By: wraggster
News via http://drunkencoders.com/2010/04/moo...lms-available/
What better way to celebrate a great actor like Jack Nicholson’s career than to make some of his early movies available for watching on the Nintendo DS!
Digging into our archives of public domain content, we have pulled out three Jack Nicholson films for your viewing enjoyment.
The Little Shop of Horrors – Albeit a small part as a masochistic dentist patient, the film itself is a classic.
The Terror – With such minds as Roger Corman and Francis Ford Coppola on this one it has to be good, right?
and
The Wild Ride – This one has the most Jack in it, as he has the main role, as a rebellious beatnik ne’er-do-well.
http://moonbooks.net/
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April 25th, 2010, 20:54 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
News/release from BlaBla
Hey everyone!
This is my new homebrew, Pokemon Battle!
DESCRIPTION:
Pokemon Battle is an RPG with Pokemon.
You can fight your Pokemon with a map.
Charizard, indivisible and JOLTEON are available.
INSTALLATION:
The installation has been simplified.
Just put the folder and lua myluads400.nds directly into the DS.
Start myluads400.nds.
Voila! The game starts!
NOTE: For those who would microlua, just take the file and launch.lua pokemon battle in lua / scripts and run launch.lua.
CHANGELOG:
VERSION 0.7
Multiplayer mode available.
Two Pokemon were added and the sprites for Pokemon Pearl / Diamond returned.
You should not encounter any errors in RAM.
The game has its own icon.
The WiFi support has been removed because it is buggy.
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April 26th, 2010, 17:09 Posted By: wraggster
Nintendo has renewed a licence agreement with graphics chipset firm S3 Graphics, allowing the Kyoto-headquartered giant to use new S3 Texture Compression (S3TC) technology.
S3 Graphics’ new texture compression technologies can achieve up to six-fold compression the group states, making the tool particularly useful for software written onto cartridges.
The partnership between Nintendo and S3 Graphics dates back to the N64 era, where such compression tech was used in the console’s cartridges.
It is believed, though not confirmed, that the new S3TC tech will be used for Nintendo’s range of handheld systems.
The company is set to unveil its new handheld, the 3DS, at E3 in June.
“This agreement furthers our dedication to providing our game developers with leading compression technology to enable them to deliver the best possible gaming experience," said Genyo Takeda, general manager at Nintendo's Integrated Research and Development Division.
“We look forward to continuing our licensing arrangement with S3 Graphics."
http://www.develop-online.net/news/3...mpression-firm
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April 26th, 2010, 19:36 Posted By: wraggster
In 1981, tiny Nintendo of America was getting ready to release Donkey Kong. When the company's landlord, Mario Segale, demanded back rent, Nintendo staffers named the game's barrel-jumping protagonist after him. Almost thirty years later, neither Nintendo — which continues to crank out Mario games — nor Segale — now a wealthy, secretive Washington State real estate developer — like to talk about how one of video games' iconic characters got his name and Italian heritage. Technologizer's Benj Edwards has researched the story for years and provides the most detailed account to date.
http://games.slashdot.org/story/10/0...o-Got-His-Name
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April 26th, 2010, 20:48 Posted By: wraggster
Nintendo UK has told Eurogamer that changes to US release dates for Metroid: Other M and Sin & Punishment 2 won't be felt in Europe.
"Currently this will have no impact on our plans," a spokesperson said today.
Metroid: Other M had been down for release on 27th June in the US but will now launch on 31st August. Sin & Punishment 2 was down for 7th June but will now be out over there on 27th June.
Metroid is currently listed as "Q3" in Europe while Sin & Punishment 2 is due out here on 7th May.
http://www.eurogamer.net/articles/me...ates-unchanged
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April 26th, 2010, 22:06 Posted By: wraggster
The Personal Mobility Robot (PMR) has a chair for a passenger and balances on two wheels like a Segway. Now the clever folks at the University of Tokyo have added Wii remote control to the platform in a full-sized version of the Segwii. We understand that adding Wiimote control to anything isn’t exactly groundbreaking at this point. That being said, if using stock hardware can increase the quality of the user interface on something like a wheelchair, while decreasing the production cost at the same time, we’re all for it.
http://hackaday.com/2010/04/25/wii-r...g-wheel-chair/
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April 26th, 2010, 23:53 Posted By: wraggster
News/release from Preussie:
White Dwarf is my second Homebrew project for the Nintendo DS. It is a small Arcade style shooter. You can move your ship over the map and kill everything that moves. After you wiped out all nasty enemies you advance to the next ( of cause ) more difficult level.
This game is not too complex, but you can have some fun flying around, shoot and kill…
via nmax
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April 27th, 2010, 21:33 Posted By: wraggster
Until we reach the time when tattoos make checking blood glucose levels cool, we're going to need another way to keep kids with diabetes healthy. And hey, kids love videogames, right? Bayer's Didget is based on the company's Contour glucose meter, but instead of connecting by USB it's shaped like a Game Boy cartridge, enabling it to slot into a Nintendo DS or DS Lite. When kids upload their scores to a custom game (the less than thrilling sounding Knock 'Em Downs: World Fair) they'll unlock new characters and items, but there's one fatal flaw in this plan: the system necessarily isn't compatible with the DSi (or its XL brother) and we're guessing the big cartridge slot isn't due for a comeback in the 3DS. In other words, this meter is on a fast-track to obsolescence.
http://www.engadget.com/2010/04/27/b...ouble-duty-as/
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April 27th, 2010, 21:44 Posted By: wraggster
The quest to build the perfect portable Nintendo 64 continues, but we imagine we'll stop seeing so many disparate designs soon. That's not because Bacteria's latest bulbous handheld has achieved perfection -- far from it -- but rather because he's provided a 2.5-hour, step-by-step video guide to help you build it from the ground up. And hey, the system isn't too shabby, either. The "iNto64" portable features integrated Controller, Rumble and Expansion Paks for complete N64 functionality, built-in speakers and a headphone jack, rechargeable batteries for up to three hours of play, even a video-out port if you get tired of staring at the ubiquitous 5-inch Sony PSone LCD. The only obvious oversight is controller ports for more inputs -- seems our buddy Bacteria wasn't a big fan of GoldenEye. See it play some of N64's other best games after the break, while we dust off our gamebit screwdriver. Obvious though it may seem, know what you're getting into before you do likewise; ripping up classic cart-based consoles isn't for the faint of heart.
http://www.engadget.com/2010/04/26/b...-how-to-guide/
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April 27th, 2010, 22:47 Posted By: wraggster
[Shu Uesugi] is filling a controller void that Nintendo has yet to address. He picked up a golf glove from Target and incorporated it into an air guitar interface. Give the video after the break a chance, you’ll start to see the full potential of this build about three and a half minutes into it. Using an Arduino, a Wii nun-chuck, and his flex-senor adorned glove [Shu] can play individual notes, strum cords, and play around with sound effects such as distortion.
So come on Nintendo, the Power Glove was one of your greatest ideas, where’s our 21st century version? I guess we’ll just have to make our own like [Shu] did. Perhaps we’ll even build our flex sensors from scratch.
http://hackaday.com/2010/04/27/the-wii-golf-glove/
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April 29th, 2010, 00:45 Posted By: wraggster
Best Buy arrives in the UK this Friday with the grand opening of its Thurrock store – and it has been confirmed that the retailer will be selling the black version of Nintendo’s Wii for just £99.99.
The price will run from April 30th to May 3rd.
Other offers include FIFA 10 and Aliens vs Predator for £24.99 each and DJ Hero for £49.99. There will also be an Xbox 360 Elite console bundle including Battlefield: Bad Company 2 and Splinter Cell: Conviction for just £199.99.
Non-gaming specials include Avatar on Blu-ray for £9.99 and £300 off the price of both a 32” Samsung 1080p LED HDTV and a 50” 1080p LG Plama.
MCV revealed earlier today that Best Buy will also be buying and selling pre-owned games in the UK.
http://www.mcvuk.com/news/38749/9999...ii-at-Best-Buy
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April 29th, 2010, 01:18 Posted By: wraggster
If you've been waiting for a chance to buy one of those lovely black Wii systems that every region in the world except for North America has, your chance may come soon. An image of a purported GameStop display ad acquired by Kotaku shows a bundle, containing a black Wii, a Wiimote and MotionPlus, and both Wii Sportses, for $200. Kotaku asserts that this ad was not to be placed in stores until May 4.
Earlier rumors suggest that the black Wii would be released in the U.S. on May 9 and in Canada on May 23, a timeline that roughly fits in with the supposed timing of the GameStop ad. When we spoke to Nintendo yesterday about those rumors, the company told us only that it "does not comment on rumors or speculation." Additionally, an Amazon rep told Joystiq, "There has been no official announcement from Nintendo" about the black system's release date in North America.
http://www.joystiq.com/2010/04/28/ru...ck-wii-bundle/
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April 29th, 2010, 01:20 Posted By: wraggster
Sometimes, we wonder what it would be like if versions of ourselves from the past could be magically transported to today and have their minds blown by all the technological advances in video gaming technology. We have a feeling that they'd be disinterested in our "movement controllers" and "big definition graphicals," and would instead become entranced by a new Flash game by Exploding Rabbit that's sweeping the nation at terrifying velocities: Super Mario Crossover.
The premise of the game is simple: It is the original Super Mario Bros., only your choice of playable characters isn't just limited to squat, Italian plumbers. You can also wreck Goombas while playing as Link, Mega Man, Samus, Simon Belmont or Bill (you know, from Contra). You could also just be Mario, but why would you do that, when you could be Bill from Contra? Stop being so silly.
http://www.joystiq.com/2010/04/28/su...ed-us-in-1989/
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April 29th, 2010, 01:21 Posted By: wraggster
Square Enix producer Shinji Hashimoto was in the question-answering mood yesterday, responding to a handful of queries thrown his way via the Square Enix Partners Twitter account. After explaining to his curious followers that the company is "undecided" about downloadable ports of Seiken Densetsu 3 and mobile RPG Ever Heart Odyssey, Hashimoto addressed the possibility of DS remakes for Final Fantasy V and VI, stating (according to Andriasang's translation), "for FF5 and 6, there are technical issues as well, so at present these are also undecided."
We're not quite sure what that means. The only technical issue we can see in this situation is that Square Enix could put the original versions of both games on a single DS cart, and we would still pay $40 for it, making us technically insane.
http://www.joystiq.com/2010/04/28/sq...f6-ds-remakes/
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April 29th, 2010, 01:27 Posted By: wraggster
Super Mario Galaxy 2 has at least two brand new suits: Rock Mario and Cloud Mario. The rock suit lets Mario roll over his enemies.
What exactly does Cloud Mario do? He can create a mini-staircase out of happy clouds. Cloud Mario can make up to three cloud platforms.
Mario also has a planet turned spaceship, Starship Mario, which is unlocked after completing the first level. Once you jump into Starship Mario you can fly around a map, that takes inspiration from classic Mario games. As you play through Super Mario Galaxy 2, Starship Mario gains new features and picks up inhabitants.
A Luma is one friend that follows Mario around. When a friend picks up a remote they can control the Luma in Co-Star mode. Luma can grab enemies, stun nuisances with a spin move, and pick up coins. That’s a lot more than the star shooting second player option in the previous game.
http://www.siliconera.com/2010/04/27...wers-detailed/
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April 29th, 2010, 17:59 Posted By: wraggster
Nintendo has published an official translation of its "Iwata Asks" feature about Sin & Punishment 2, in which president Satoru Iwata and men from Treasure discuss how bats*** difficult it was to make anything work on the N64.
"That was because Nintendo 64 drastically changed how things were made up through the Super NES system," Iwata explained in the piece, reminiscing about his time at HAL Laboratory. "We ran up against how to make the best use of 3D graphics, and the team had quite a hard time."
Overall it was worth it, he told an assembled group of Nintendo and Treasure staff brought together for the feature. "Nintendo 64 had a number of restrictions, but it truly was a full-blown 3D machine. Nonetheless, the limits it had were such that, unless you used it right, it wouldn't run well."
And on he went. "With the Nintendo 64, the size of textures was severely limited. If you didn't contrive something clever when making the data, the processing speed would drop dramatically."
He wasn't the only one who struggled with Nintendo's last cartridge-based home console though, as his conversation with Atsutomo Nakagawa later on reached the point where he remarked: "It seems your experience developing Sin & Punishment for N64 was so painful it still causes you to sigh loudly."
The original Sin & Punishment was a headache for Treasure to make for a number of reasons, apparently, one of which was its unorthodox use of the N64's three-pronged controller. But another difficulty was the, er, difficulty.
"When I said, 'It's too difficult. I can't do it,' they responded, 'Then you're not good enough to be in charge of this project,'" Nintendo's Hitoshi Yamagami explained. "When I said, 'But normal people can't do this!' they said, 'Everyone in our company can do it. Anyone who can't do this can't be on our team.'"
Treasure president Masato Maegawa replied: "We wouldn't be worth much if we crumbled just because we were ordered to do something.
"If you do something just because you're told to, even though you don't agree, the game will fall apart. But Yamagami-san was persistent in continually hammering away at our staff."
"If I had really laid on them," Yamagami continued, "we probably could have brought the game out before 2000, but I told them I wouldn't order them to make it easier. I kept saying, 'I won't order you to do it until you understand. I'll keep talking to you until you understand.' If I hadn't, there would have been no point in working with them."
Iwata went on to quiz the developers about Sin & Punishment: Successor of the Skies, which is due out in Europe on 7th May for Wii. Look out for our European review of that soon.
http://www.eurogamer.net/articles/iw...dev-challenges
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April 29th, 2010, 18:00 Posted By: wraggster
Nintendo has announced this week's line-up of Wii and DSi digital downloads due Friday.
Top of the list is WarioWare D.I.Y. Showcase, a WiiWare accompaniment to the DS make-your-own-microgame game which also hits Europe Friday. The WiiWare Showcase will allow players to download show off various DSi microgame creations on the big screen. This costs 800 Wii Points (£5.60/€8).
Also hitting WiiWare on Friday are Mega Man 10 DLC - Endless Attack mode (300 Wii Points - £2.10/€3) and Special Stage 2 & 3 (100 Wii Points - £0.70/€1 each), and Nordcurrent's imaginatively titled budget release 5 Arcade Gems (700 Wii Points - £4.90/€7).
DSiWare downloaders get a bevy of releases this week. Electronic Arts' Surviving High School (800 DSi Points - £7.20/€8) - an education-themed mini-game collection that promises to let you "cause all the drama!" - seems the most potentially interesting of the bunch.
Also available are touch-screen controlled VT Tennis (500 DSi Points - £4.50/€5), dinosaur adventure game DodoGo! (800 DSi Points - £7.20/€8), environmentally-themed puzzler Save the Turtles (500 DSi Points - £4.50/€5) and Simply Solitaire (200 DSi Points - £1.80/€2), which we sure hope provides just what it says on the tin.
Classic fighting game fans can also enjoy a Virtual Console version of SNK's The King of Fighters '95 for 900 Wii Points (£6.30/€9) this week.
http://www.eurogamer.net/articles/wa...endo-downloads
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April 29th, 2010, 18:03 Posted By: wraggster
As jaded as we are, we just can't bring ourselves to criticize this. Produced by CTA Digital, authors of other questionable gaming accessories, the Puppet Pouch acts as a superfurry (and annoyingly cute) case for your Nintendo portable console. Coming with a felt interior and elastic straps to keep your Ninty nice and minty, it also offers a zipped compartment for storing games and accessories, as well as "puppet functionality." That last bit means you can shove your hand inside it and use the little fella as part of your awesome ventriloquist act. Priced at $19.99, it's available now, but we've just got one oustanding question -- what animal is this supposed to be?
http://www.engadget.com/2010/04/29/p...peoples-faces/
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April 29th, 2010, 18:05 Posted By: wraggster
If using the Wii Remote and MotionPlus to control a sword sounds like the sword of thing you'd be into, you should consider Majesco's new game Swords -- because that's basically the whole game.
Swords, developed by Panic Button, is a time-traveling arena combat game in which you fight sword practitioners from different cultures and time periods, including a Viking and Sir Lancelot. Then, having sufficiently disrupted the timeline, you take a new sword from your defeated opponent Mega Man-style, using its new abilities against your next historical adversary. When not hacking away at people, you can train with your sensei or perform drills -- like fighting zombies.
If the idea of a MotionPlus-based lightsaber dueling game excites you, this seems like a pretty close substitute. Plus, it's got the most hilariously straightforward title in recent memory. Swords will be thrust into stores this September.
http://www.joystiq.com/2010/04/29/sw...-about-swords/
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April 29th, 2010, 19:15 Posted By: wraggster
Alekmaul has released a new version of his Amstard CPC emulator for Nintendo DS
Changes:
- updated DevKit and libnds;
- updated emulator's engine;
- minor interface changes.
Source emurussia
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April 29th, 2010, 19:20 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=299
The second Planet Virtual Boy Coding Competition will start in three days. It will then run for exactly 6 months, after which a secret PVB community vote will find the winners.
First prize will be a FlashBoy plus a PVB shirt, second and third will get a PVB shirt. Plus the first 10 participants will receive a high quality printed A3 (297mm x 420mm) copy of the competition poster.
For detailed rules and more info, have a look at the Competition Forum.
There's a few rule changes this year:
- Supplemental tools are allowed for submission as well
- Entries have to be open source
Unleash the Power, gentlemen, November 1st is your deadline.
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April 29th, 2010, 19:26 Posted By: wraggster
RenderMii 2.0 released by mdbrim
This page is for describing how to use libmii to draw your Miis. The goal will be to eventually have instructions and directions for use with each of the popular graphics library and a raw example not requiring a library.
I'll also post the standard basic arrangement of each sprite so that users can easily create the commands for the graphics library of choice.
Any questions, comments, concerns, please email me (mdbrim) and let me know what i can do to help you out, fix something, make it better, etc.
NOTE: The below anchor points are based on the way GRRLIB handles scaling and rotation using anchor points... until further testing is done with your library, things may be different.
http://wiibrew.org/wiki/Libmii/Rendering_Miis
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April 29th, 2010, 23:45 Posted By: wraggster
Gijs] cracked open his Game Boy and added some parts to give him more sound synthesis control. He uses Little Sound Dj (LSDj), a popular Game Boy program used to pump out those classic 8-bit sounds. The unit seen above and heard in the clip after the break has an added potentiometer and circuit board. He’s got a few other hacked Game Boys on his site as well, including an Arduino generating random music on the handheld.
http://hackaday.com/2010/04/29/hacki...boy-for-sound/
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April 29th, 2010, 23:54 Posted By: wraggster
Capcom has revealed that the Mega Man Zero Collection for DS will hit its projected "early summer" release, despite its delay in Japan. Specifically, the publisher announced that the compilation of four Game Boy Advance side-scrollers will arrive in North America on June 8 for $30. That's just $7.50 per Zero! Additionally, a new trailer can be seen above, and the (lovely) box art has been added to our gallery.
New features in the collection include customizable controls, art gallery functionality (which displays art on the bottom screen and the game on the top screen, so you can look while you play), and a new "Easy Scenario" mode to help new players get through these difficult games.
http://www.joystiq.com/2010/04/29/me...-june-release/
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April 30th, 2010, 00:19 Posted By: wraggster
News/release from Sych
My first game Lost Marbles is based on the old Loose Your Marbles game for PC
Release Note:
V.0.2 - 28/4/2010
==========
- Improved graphics (that's a lot of work! )
- Improved playability
- The game now features a pretty decent AI (including Ultra Hard level!)
- Selectable timer
- "Pause" feature : pressing START when playing
- Features Bonus Ball : for each line of the bonus ball, adds 1 to the counter! Unleash the bonus ball by making a line of 5 balls and the opponent will take the amount of balls unleashed.
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April 30th, 2010, 00:27 Posted By: wraggster
News/release from oldowl
This is my interpretation of Mattel toys that I find rather stupid.
Fully realized with DSGM Pro, I've made in English, forgive my possible mistakes, thank you.
I give them. XDS and resources that might be interested.
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April 30th, 2010, 00:34 Posted By: wraggster
News/release from MasterD
Are you tired of losing your dice to your board games, well now alls you need is your ds.
P.S. i was trying make is sound like an infomercial
But seriously it took me like an hour to make this.
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April 30th, 2010, 00:39 Posted By: wraggster
Heres an updated release from Jan mulder
My new game is called BallyWally.
The intention is to get the Ball in the hole.
The only way to do that is to turn the rectangle.
In the Menu you can choose:
Full: Play the game and try to unlock new levels (last level is 5 for now).
Level: Choose a level to play (you first need to unlock them).
Save: Save the game (records and unlocked levels).
Records: Shows the records on the top screen.
After you pressed the touchscreen it should start counting...
If you're trying to use the "MAKE YOUR OWN"-level may be there are some bugs.
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April 30th, 2010, 00:43 Posted By: wraggster
News from Neoflash
NEO2-PRO is in stock now!
more info: http://www.neoflash.com/forum/index....ic,6136.0.html
* Run the GBA/NDS clean rom from SD/Mini-SD/TF directly,not need any extra patcher
* 100% GBA hardware save function
* Build in 3 set separate RTC
* Build in 16 bit DMA
* Build in 8Kb inner high-speed buffer
* Build in 4M sram
* Build in 32M flash menu
* Build in 256M Zip RAM,support compressed ROM
* Build in 512M-1024M flash memory
* NEO2-PRO support NDS and NDS-lite
* NEO2-PRO support NDS games and GBA games
* NEO2-PRO support MK 3/MD/32X/NES/SNES/N64 games through Neo Myth flash cart
* Menu upgradable,just run the new menu from TF then can upgrade
* Come with one driver CD
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April 30th, 2010, 00:56 Posted By: wraggster
source nmax
News via http://puyover.netau.net/
Good!
Had long since I updated, which is that I'm very busy with the university by the end, recoveries and all that. Because, now approaching the end of course dates and summer xD
Well I said a few days ago a friend from college, if he could carry this game the nds. And I said, good, that it would. For in one of those nights of boredom in which he had nothing to do, I was reminded of this and I got to it. On that night I had everything working, but was missing something ... music. To my surprise that libnds have added a library for dealing with modular music files (mod, xm, it ...).
I looked for some little songs free but found none to be. What I did find were several mp3 and wav free use (jamendo), but those files can not be converted to modular music format, so we were in them.
I asked in the subforum "Evidence" of EOL, if they had any idea of licensing files there for download http://modarchive.org/. The answers were that it would be best to contact the author of each song and ask permission for them: / It amused me the idea.
Then, the user (Berz) Told me that I could create my own music. So I did (or at least I tried xD). I looked manuals Tracker (Modplug, milky, mad, etc) until I got the idea of how they worked more or less. After that, I made my first steps creating music in this format (it was my first time, as they say xD) and well ... it has not been too bad and takes up very little, so I am satisfied.
And that's what I got, you've played the PC version, you will know how it works. Those who do not, I'll explain it briefly. You have to handle the red square with the stylus, without touching the other figures in blue, or black borders of the screen. Your aim is to endure as long as possible. The game is keeping the five best times in the consignment must tell you the playing time that you take without being defeated.
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April 30th, 2010, 00:58 Posted By: wraggster
source nmax
News via http://k94dev.blogspot.com/2010/04/lightds-095.html
After a bit of silence (almost two months) I decided to upload a new version of LightDS.
For those who had not tried yet, LightDS is (quote my old post)
LightDS Lights is simply the game (I think it is more known as "the play of lights" or "the play of lights) worn on the ds.
The goal is simple: we must turn off all lights, but the difficulty is that each button has no effect on the adjacent buttons.
The novelty in this release are not many, since for a long time I stopped actively interested in programming.
And as always here is the changelog:
When you start the lights are on / off randomly
Pressing START hours the match is restarted without any problem.
Some improvements to the code, which brings nothing to the end user
Other possible small changes that I forgot: p
The only real noticeable change is in the lights randomly at startup, or there will not be any lights on, but some lights are off (in random order at every boot / reset)
Although late, I would like to thank DJGG, the man who inspired this homebrew.
In fact, everything started from the memory of a software in VB6 created by his carrying this game on PC, then I am starting from this memory I brought Light on DS.
Lights for PC you can find it here: http://www.planet-source-code.com/vb...70803&lngWid=1
P.s. I finally discovered that you can win this game without cheating! I managed twice, while my friend only.
As with the previous version, this version of the code is available under Creative Commons Attribution-NonCommercial-ShareAlike.
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April 30th, 2010, 01:02 Posted By: wraggster
source nmax
News via http://microlua.xooit.fr/t553-BigInvading.htm#p7658
This time, it is a game whose principle is quite similar to that of a "Space Invaders" that I offer.
There are still some differences, starting with the fact that the gameplay is even more simple.
Anyway, I'll let you see the thing, having said everything there is to know (or not ) On the game in its menu.
On this, good fun!
PS: Beware, these groundbreaking graphics could offend sensitive souls.
Version 1.0 (Final): http://www.sendspace.com/file/03e0wx
Major improvements to the user:
-Corrections various menu (indications for changing keys, changing the description of the gameplay, etc. ...).
-Added two types of enemies, for a total of four.
-Now, the different types of enemies appear progressivemment (the family is full of monsters from level 4).
Abatement of 10 the number of monsters present by default because there was too much before.
-Loss of lag, which is probably due in large part to a decrease in the number of monsters.
-Added a creature bonus: if you kill, although it wrong, you'll have a surprise.
-Added the ability to teleport instantly in the edges of the screen, it happens less often than victory is physically impossible.
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