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April 2nd, 2011, 00:17 Posted By: wraggster
Nintendo has said that the 3DS sold 113,000 units in its first two days on sale, and 303,000 units across Europe combined.
The figures are from Nintendo's own "sell-thru panel", not the independent Chart-Track data service, and fall short of the 140,000 pre-orders the company had detailed before launch.
Chart-Track's Dorian Bloch told GamesIndustry.biz shortly after the release of the figures that he would not comment on why Nintendo had rejected data from the official sales monitor and instead used internal stats.
However, the sales make it the fastest-selling Nintendo handheld to date. The DSi sold 92,000 units on release and the DS 87,000. Sony's PSP handheld, launched in 2005, sold 185,000 units.
The handheld launched last Friday in the UK with retailers and Nintendo putting on midnight events.
Software for the system filtered into the top ten on release, but only one game - Capcom's Street Fighter IV: 3D Edition - managed to break the top five.
Nintendo had originally predicted 4 million sales worldwide for the system by the end of March, but with these European numbers, under 800,000 Japanese sales and no detailed figures from the US, that target looks unlikely.
UPDATE: Nintendo of Germany has confirmed that the region accounted for 50,000 of the 303,000 unit total.
http://www.gamesindustry.biz/article...0-at-uk-launch
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April 3rd, 2011, 00:18 Posted By: wraggster
[David] recently wrote us to share the portable Nintendo 64 he constructed with the help of the friendly people over at the ModdedbyBacteria forums. We are no strangers to N64 portables, as you may have noticed, but this one was just too good to pass up.
Sheathed in a metallic blue case, this console is an instant standout among the other portable N64 mods we have seen. As you would expect, he trimmed down an N64 console board and some various controller bits in order to fit them into the case, finishing it off with a 5″ PSOne display panel. A small fan protrudes out of the back side of the device, which seemed out of place at first. However, it not only keeps the console cool, but it can serve as a bit of a “kickstand” as well, if the console is placed on a flat surface. [David] also added a dongle for the bottom of the console, which allows him to use an external N64 controller if he so desires.
To be honest, one of our favorite features is that the game cartridges do not stick up from the back of the case when inserted. He included just enough room to allow the game to be completely hidden while playing. Nice job!
Continue reading to see a video build log and demonstration of his portable N64.
http://hackaday.com/2011/04/01/aweso...-out-of-sight/
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April 3rd, 2011, 16:24 Posted By: wraggster
Swiss aims to be the ultimate utility Gamecube homebrew application.
New in svn revision 39:
- No need to navigate to the "Boot" button anymore, just press A on a file
- Cheat file loading from browser on any device (.QCH format)
- Reset SD Gecko on mount
- Fix the pre-patcher detection
- Motor Stopping is not allowed on pre-patched games
- Added Qoob Flash file browsing support (DOL loading from it)
- Changed the device selection screen to allow for more devices to come
- Attempt to fix black/green screen for users who have Swiss in 480p and then try booting a game
http://code.google.com/p/swiss-gc/
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April 3rd, 2011, 16:30 Posted By: wraggster
This is a port of Genesis Plus, an open-source & portable Sega Mega Drive / Genesis emulator, originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
This project was initially based on Genesis Plus 1.2 source code but, with respect to initial code design, the original core has been slightly modified, improving emulator accuracy & compatibility, as well as implementing new features and adding support for lot of peripherals & extra cartridge hardware.
The result is that Genesis Plus GX is now extremely faithful to the “real thing”, can run 100% of the Genesis / Mega Drive game library (including all unlicensed & pirate available dumps) but also the majority of Master System games (compatibility is the same as Power Base Converter) and, last but not least, comes with plenty of exciting features that have nothing to envy to your most favorite PC emulators.
The generic (multi-platform) code is maintained through the SVN repository so that other Genesis Plus ports can take advantage of it, as I sincerely hope this emulator can become a reference for open-source and accurate Genesis emulation. If you want to port this emulator to other platforms or have any questions about Genesis emulation, feel free to contact me.
Please read the Wiki or the included User Manual for more informations.
What's New ?
[Core/VDP]
---------------
* added support for Master System compatibility mode (Z80 ports access mode), incl. Mode 5 rendering.
* added Mode 4 rendering for both Genesis & Master System modes.
* added alternate BG planes rendering functions (should be faster on PPC architectures).
[Core/IO]
---------------
* added support for Master System compatibility mode (Z80 ports access mode).
* added Master System peripherals emulation (Control Pad, Paddle, Sports Pad & Light Phaser).
* added XE-1AP (analog controller) emulation.
* added Activator emulation.
[Core/Extra]
---------------
* added support for all known Master System cartridge mappers.
* added copy-protection hardware emulation for a few MD unlicensed games: fixes 777 Casino (crash when talking to bunny girls).
(NB: most of those unlicensed games seem to have been already patched by ROM dumpers, main purpose is documenting them)
* added support for Top Shooter arcade board controller. (A=Shoot, B=Bet, C/RIGHT=Coins, START=Start, hold UP on startup to enter service mode)
* improved King of Fighters 98 mapper emulation (registers address decoding is now 100% accurate)
* fixed Game Genie when several codes affect same ROM address.
* fixed EEPROM types for Brian Lara Cricket & NBA Jam TE (verified on real cartridges)
[Core/General]
---------------
* added Master System compatibility mode emulation (automatically enabled when loading ROM file with .sms extension).
* improved savestate stability & compatibility (support for old 1.4.x savestates is preserved)
* various code cleanup & comments.
[Gamecube/Wii]
---------------
* fixed cheat codes handling when several codes affect same ROM address.
* improved input controller detection on menu exit.
* improved key remapping dialog box to match emulated device
* changed Menu key for Gamecube controller to allow MODE button mapping
* fixed DVD not being unmounted on swap (memory leak)
[Wii only]
---------------
* added USB mouse support for Sega Mouse emulation
* compiled with latest libogc: improves USB compatibility & fixes stability issues with Wiimotes.
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April 3rd, 2011, 18:20 Posted By: mat_dizzy
Hey Guys! Long time no speak, I think about four years now! I was thinking, how cool would it be to make what I made on the PSP a few years back, on the 3DS, but wait for it... in 3D!
This would be beyond my knowledge, and too early on in the 3DS life span to achieve it at the moment. However, hear me out before you start shouting 'noob' at me.
People have talked about the likely hood of a 3D internet browser, which to me, would be sites such as Youtube and Facebook. (in an ideal world) But imagine webcam streams in 3D, how cool would that be!
Anyway, 3D or not 3D, I will have to inspect the browser, and what it can be capable of in the future. My goal is to keep it going without the need to install exploit software on the DS, cause that seems to be a lot more illegal now than when I was last about back in 2007
Anyway, I would love to hear back from people, and if anyone wants to join me in throwing ideas in, then please do! Will look forward to hearing from you!
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April 4th, 2011, 12:31 Posted By: wraggster
New milestone for DS games following record film figures; Merchandise revealed
Pokémon Black and White have sold 3m copies in the US and Europe within their first two weeks on sale.
By mid-March the two new Nintendo DS games had sold 1m copies in Europe alone. They have become the fastest-selling games in the series, bringing Europe’s total install base for Pokémon titles up past 35m units.
The news comes as The Pokémon Company enters into an agreement with Universal Pictures to distribute the latest Pokémon DVD, Zoroark: Master of Illusions, across Europe in late spring.
France Télévisions Distribution and Magna Home Entertainment will distribute the French and Australian versions of the film respectively, which has already received record ratings with 500,000 viewers on French TV network Gulli. In Spain it was one of the most viewed programmes across all channels.
In September Bandai Europe will launch a new Pokémon toy range to tie in with the upcoming TV series. A trading card game also based on the Pokémon Black and White games will arrive this month in Europe, as well as an online version of the game.
The Pokémon Black and White animated TV series has already attracted more than 600,000 viewers aged four to ten years old in France, over 250,000 in Italy and 123,000 in the Netherlands. It launches across all other European territories later this year.
“The global buzz created by Pokémon’s record-breaking video games, Pokémon Black and White, and brand new animation inspired by the new Unova region is truly remarkable,” said The Pokémon Company’s director of consumer marketing J.C. Smith.
“There’s more excitement to come and we look forward to working with existing and new partners to provide superior entertainment to our millions of fans around the world.
http://www.mcvuk.com/news/43794/Pokm...e-hit-3m-sales
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April 4th, 2011, 12:39 Posted By: wraggster
X-Factor stars to promote Black and White in new TV campaign
Nintendo has signed a deal with One Direction which will see the popular boy band feature in a TV campaign for Pokemon Black and Pokemon White.
The X-Factor finalists will also be acting as Pokemon ‘brand ambassadors’ - appearing at a series of special events and meeting fans.
The first TV ad to feature the band will air on Monday, April 11th, and they made their first public appearance on behalf of the brand at the games’ official launch in London’s Leicester Square.
The tie-up continues Nintendo’s strong association with X-Factor, the manufacturer has previously enlisted stars such as Olly Murs, JLS, Alexandra Burke and Jedward for promotional duties.
The band’s Liam Payne claimed they are all huge fans of the franchise: “Zayn and I played it loads when we were younger, but Harry had never really played before we introduced him to it. We all started playing the new version during rehearsal breaks whilst on tour and now we can’t put our consoles down.”
http://www.mcvuk.com/news/43801/Nint...-new-Direction
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April 4th, 2011, 19:37 Posted By: wraggster
Accessories firm Gaming Zap offer "instant relief from headaches and dizziness"
Always quick to jump on any possible sales opportunity, the accessories sector has outdone itself once again by latching onto the 3DS dizziness debate.
Online accessories retailer GamingZap is currently taking pre-orders on what is called the 'Hed Saver'. Effectively it's a cooling patch that sits on a user's forehead and is designed to help prolong the gaming sessions of those left with a fuzzy head after staring at Nintendo's 3D screen.
The patches, which come in a double pack, work straight out of the box.
"Despite how great it is, the 3D display (as with all 3D displays) has been known to cause dizziness and headaches amongst some users," the site's blurb reads.
"This can be extremely uncomfortable meaning that you have to actually take a break from playing on the new 3DS! GamingZap has now come to the rescue with the Hed Saver Cooling Patch, specifically designed to relieve you from the headaches and dizziness that can be caused by the 3DS.
"With a special blend of materials designed to get you feeling refreshed and focused again, the 3DS Hed Saver is just what you need to go with your Nintendo 3DS. It will bring you back to full health, ready to game again."
We know what you're thinking. We're thinking it too. A late April Fools, right? Must be. Definitely. But you can order the things right now on the website...
http://www.mcvuk.com/news/43813/Intr...-3DS-Hed-Saver
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April 4th, 2011, 21:10 Posted By: wraggster
News via http://www.64scener.com/
Marshallh of 64drive fame has released a demo for the N64 which as he put it in his own words "The first demo I've released. Running on a plain stock N64 with expansion pak."
The demo was released as a tribute to the MGC 2011.
Unfortunately this ting won't run on an emulator (laugh), you need the real deal to run this demo. Fortunately you emu owners a video is at least available.
But for backup owners, the actual demo is available below :-)
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April 4th, 2011, 21:45 Posted By: wraggster
If you haven't already seen our demo of the 3DS' rather impressive bag of augmented reality tricks, then let us take this opportunity to show you -- once again -- why we're excited about the thing's AR capabilities. The folks over at software development firm Refactr have done some tinkering and found that all you need to make your very own 3DS AR card is a white board, some dry erase markers, and a projector. By tracing the outlines of that mysterious question mark card on to a shiny white surface, they found that conjuring the device's AR interface is actually quite simple, and mostly a matter of contrast. Going big, in this case anyway, not only makes for a good time -- as evidenced by the video below -- but it should also put to rest any questions about whether or not these things are sprinkled with pixie dust, Juju powder, or some other magical substance.
http://www.engadget.com/2011/04/04/r...oves-bigger-i/
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April 4th, 2011, 21:47 Posted By: wraggster
Now that your Wii Balance Board is safely tucked underneath the couch and you've long ago discovered that every standard Nintendo title can be played with the flick of a wrist, you might be wondering how you'll ever convince yourself to exercise again. Well, there are certainly a few dangling-carrot solutionsto your problem, and here's one that actually makes sense -- the Blaze U-Move, a Nunchuk replacement (with built-in pedometer) that effectively locks your joystick in place. The idea is that unless you're moving, your avatar can't move, and when you do, it can -- each time you jog in place, you're building up virtual momentum. That certainly sounds like a much more graceful and practical solution than others we've seen, which turn off the entire controller or (Miyamoto forbid) cut power to your entire game machine. This way, you can stop running when you need to do some precision aiming, and set your mind at ease regarding your save game. Yours for £20, or about $32 in US currency.
http://www.engadget.com/2011/04/04/b...play-effectiv/
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April 4th, 2011, 21:51 Posted By: wraggster
Before there was a Super Mario Bros. 2 (in the US), and before there was a Doki Doki Panic, Nintendo was messing around with the idea of vertical platforming. "The idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend," Donkey Kong Country Returns producer and Super Mario Bros. 2 director Kensuke Tanabe, who worked on the prototype, told Game|Life. "The game was mocked up (so that) when the player climbed about two-thirds of the way up the screen, it would scroll so that the player was pushed further down."
The technology was cool, but there was a problem: the prototype wasn't actually any fun. Shigeru Miyamoto suggested adding some more traditional Mario-style side-scrolling, and the weird concept that eventually became Mario 2 began to take shape. "Picking up blocks was the same thing as pulling out vegetables from the ground," Tanabe said. This concept was first released as Yume Kojo: Doki Doki Panic; while it was in development, Fuji Television made a deal with Nintendo to release a game featuring characters for the Yume Kojo technology expo.
Then when it was converted from Famicom Disk System format to a cartridge for Western release, Nintendo took the chance to make a couple of other changes -- like putting the Mario characters in. "We knew these Fuji TV characters wouldn't be popular in America," Tanabe said, "but what would be attractive in America would be the Mario characters."
http://www.joystiq.com/2011/04/03/th...-mario-bros-2/
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April 5th, 2011, 00:03 Posted By: wraggster
News via http://gbatemp.net/t287142-nesds-0-47b
nesDS, the open source NES emulator currently being maintained by huiminghao, has been updated to 0.47b. See the change log for what's new, and join the on-going discussion linked below for more information about this project.
QUOTE(Change Log 04/03/11)- sound update.
- L+UP to show NES on top screen when playing.
- L+DOWN for bottom screen.
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April 5th, 2011, 00:06 Posted By: wraggster
News via http://gbatemp.net/t287145-mythos-rpg-ds-v3-5
Mythos RPG, the DS homebrew game by Paleface has been updated to version 3.5. For information on what's new in this release, see the change log below.
QUOTE(04/02/11)- Although I started this whole ish in PAlib... i decided to change to Nightfox Lib -> it's cool and it's DSI compatible and Nightfox is such a nice guy always active at the #palib channel... so who knows...
I still like palib -> but I really would love to use DSI mode..
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April 5th, 2011, 00:08 Posted By: wraggster
News via http://gbatemp.net/t287153-moon-books-project
After a long hiatus, The Moon Books Project is back up and running. The site is home to lots of public domain books, movies, and comics geared for use on the DS.
QUOTE(03/04/11)- The Moon Books Project has re-launched, with an exciting new interface and all of our exciting old content intact!
Thats right NDS homebrew enthusiasts, head on over and download all of your favorite homebrew games and applications (homebrew and application section under construction. You can also download all of the comics, books and movies (over 150 movies!) from our comic, book and movie download section (also under construction, but fully functional).
Moon Books Homepage
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April 6th, 2011, 01:17 Posted By: wraggster
Tabloid reports of "record return levels" for the 3DS, which have "left thousands with dizziness and headaches", have been denied by all parties following a report today in The Sun.
The British tabloid used the personal testimony of an alleged 3DS owner and claimed that retailers HMV and GAME had been inundated with demands for refunds.
GamesIndustry.biz sister site Eurogamer contacted the three companies named in the report and according to Nintendo, "The number of calls and emails with queries on Nintendo 3DS is in fact well below the rate experienced during past hardware launches and having spoken with our retail partners there are only a handful of people who have actually gone into stores to request a refund."
We've had less than five people complain that they feel sick and want to return [the 3DS].
GAME
Retailer GAME confirmed that, "We've had less than five people complain that they feel sick and want to return [the 3DS]."
Chain store HMV has suggested that The Sun may have become confused over figures for trade-ins for games and hardware, which many retailers have used as a promotion to reduce the cost of the new 3DS.
HMV specifically denied The Sun's claim that it was "refunding fully", with the retailer commenting that, "that we are not aware of any manufacturing fault with the 3DS console - which we have seen huge demand for, and that we have not issued any refunds for it.
On Friday Nintendo announced record-breaking weekend sales of 113,000 units for the 3DS in the UK, out of a European total of 303,000.
http://www.gamesindustry.biz/article...ds-scare-story
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April 6th, 2011, 01:32 Posted By: wraggster
A report this morning by The Sunnewspaper claiming the 3DS "has left thousands with dizziness and headaches", resulting in "record return levels", has been refuted to Eurogamer by Nintendo, HMV and GAME - the three companies the tabloid mentions.
"Recent reports are incorrect," Nintendo told Eurogamer. "The number of calls and emails with queries on Nintendo 3DS is in fact well below the rate experienced during past hardware launches and having spoken with our retail partners there are only a handful of people who have actually gone into stores to request a refund."
"Nintendo 3DS was designed with a 3D depth slider that lets users adjust the 3D effect so that everyone can still enjoy this product. When viewing any kind of 3D images, including movies and on TV, some people might experience minor discomfort.
"The effects are short term and have no lasting effect; most people can continue after taking a break."
GAME revealed that, "We've had less than five people complain that they feel sick and want to return [the 3DS]."
So where did The Sun pull "thousands" from, then? Overall trade-in numbers, HMV explained.
"We've had less than five people complain that they feel sick and want to return [the 3DS]."
GAME
"Contrary to a report in today's media, we would like to make clear that we are not aware of any manufacturing fault with the 3DS console - which we have seen huge demand for, and that we have not issued any refunds for it and nor are we doing," HMV told Eurogamer, also scotching the Sun's claim that HMV was "refunding fully".
HMV added: "A number of customers are, however, choosing to take us up on our pre-played games offer - which is a totally different thing, where they can trade-in previously purchased games products, including the 3DS if they so choose, against any other products that we stock in-store up to a pre-determined set value.
GAME went on to point out that under the Sale of Goods Act, refunds cannot be given for a device allegedly making someone feel ill. Refunds can only be offered, GAME explained, should a product be technically faulty.
Nintendo also highlighted that more than 430 GAME stores and 150 HMV stores have 3DS display units to show to the public before they buy the machine. Nintendo also knows of "a large number" of shops using their own 3DS stock to show to potential customers.
"Our advice for anyone concerned about potential side-effects or for anyone who just wants to take a look at a Nintendo 3DS is to ask to see and play one before they buy," said Nintendo. "Most stores will only be too happy to oblige."
The Sun used the personal testimony of Sundeep Tailor, 27, who claimed to have felt ill after three minutes of playing the 3DS with his son.
The 3DS was released at the end of March and has gone on to become the UK's fastest selling piece of Nintendo hardware ever - notching 113,000 sales during opening weekend.
http://www.eurogamer.net/articles/20...eadaches-story
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April 6th, 2011, 15:46 Posted By: wraggster
The likelihood of Final Fantasy creator Hironobu Sakaguchi's The Last Story releasing in the west might have been boosted after Nintendo of America was found to have registered a domain for Mistwalker's Wii RPG.
Spotted by Gamekyo (via Destructoid), the web domain was actually registered early last year, but it still suggests the company isn't ruling out the possibility - it gives us some hope, at least.
The Last Story debuted atop the Japanese software chart following its release in January.
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April 6th, 2011, 16:02 Posted By: wraggster
A Wii version of EA survival horror sequel Dead Space 2 was at one point in time in existence, according to newly unearthed developer CVs.
A Tweet by Supererogatary that was spotted byDestructoid points towards two LinkedIn profiles - one from EA employee Gerry Sakkas who claims to have been lead QA on the cancelled title, and one from freelancer Matt Spriggens who claims to have been a level designer.
EA attempted to get the franchise up and running on Wii in 2009 with on-rails spin-off Dead Space: Extraction but it met with poor sales despite positive reviews.
Spriggens' resume also lists design work on a "Simpsons 2 prototype", presumably a follow-up to EA's middling 2007 effort The Simpsons Game.
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April 6th, 2011, 16:04 Posted By: wraggster
Rag-tag X-Factor boy band One Direction have become the face of Pokemon Black and White.
The boys - Liam, Louis, Niall, Harry and Zayn - are to star in a series of television adverts, a bit like previous boy band de jour JLS.
"We're all huge Pokémon fans now," said the intense stare of Liam. "Zayn and I played it loads when we were younger, but Harry had never really played before we introduced him too it.
"We all started playing the new version during rehearsal breaks whilst on tour and now we can't put our consoles down.
"Niall even takes his to the toilet!"
The first One Direction Pokemon advert will air on 11th April.
One Direction finished third in the 2010 series of X-Factor. The group was cobbled together from solo boys that would have otherwise been sent home.
http://www.eurogamer.net/articles/20...e-pokemon-face
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April 6th, 2011, 23:57 Posted By: wraggster
Level-5 has already started work on a sixth Professor Layton game, CEO Akihiro Hino has revealed.
But his tweet, translated by andriasang, didn't mention a platform.
Four Professor Layton games have been released on DS: Curious Village, Pandora's box, Lost Future and Specter's Flute.
But the most recent Professor Layton game, Mask of Miracle, was a Japanese 3DS launch title.
Will Level-5 opt to stick with the new Nintendo technology?
Earlier this year, Level-5 announced that the four DS Professor Layton games had shipped 11 million copies worldwide between them. Professor Layton and the Miracle Mask has sold nearly 250,000 copies in Japan to date, according to Media Create figures.
Professor Layton and the Lost Future - the most recent European release - triumphed on Eurogamer, earning a gargantuan 9/10 from reviewer John Teti.
Professor Layton games released:- Professor Layton and the Curious Village - Japan 2007, Europe 2008
- Professor Layton and Pandora's Box - Japan 2009 (Diabolical Box), Europe 2009
- Professor Layton and the Lost Future - Japan 2008 (Unwound Future), Europe 2010
- Professor Layton and the Specter's Flute - Japan 2009, Europe TBC
- Professor Layton and the Mask of Miracle - February 2011, Japan - Europe TBC
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April 7th, 2011, 00:04 Posted By: wraggster
There are console mods and there are console mods... and then there's this -- a completely custom Nintendo Wii built from steel and cooled by two liquid-filled containers that would look more at home in a mad scientist's laboratory. Not surprisingly, this mod took a long time to complete. Bit-tech forum member Angel OD began the so-called "UNLimited Edition" project way back in December, 2009 and, after a few diversions, finally finished it this past weekend. Be sure to hit up the links below for a look at the complete build process, and a few more shots of the finished product.
http://www.engadget.com/2011/04/06/l...ulous-extreme/
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April 7th, 2011, 00:21 Posted By: wraggster
Now this sounds familiar. Majesco just announced that it's publishing an augmented-reality game for a Nintendo handheld, to be released around Halloween, that allows you to search for ghostly phenomena in your environment using the system's camera.
No, it's not the DSi game Ghostwire, whose developer is still seeking a publisher after splitting with Majesco. The new game is The Hidden, created by 1st Playable Productions, and coming this October to 3DS.
The Hidden puts the player in the role of a member of the Ghostly Entity Investigation and Strike Team (G.E.I.S.T.), hunting around the real world to find spectral creatures, and then "using a full arsenal of high tech tools and upgradeable weapons, including the Plasmatic Disruptor, Ectoplasm Sensor and Spectral Shield" to defeat them.
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April 7th, 2011, 00:23 Posted By: wraggster
In late January, Nintendo of Japan launched a teaser site for "Pandora's Tower," a (total) mystery Wii game said to be near completion -- no kidding! The site was updated today with a trailer (which has also been released on the Wii's "Everyone's Nintendo Channel" in Japan), revealing a release date of May 26, 2011. See for yourself after the break.
So, what is Pandora's Tower? According to a preview in the latest issue of Weekly Famitsu(via Andriasang), this straightforward-looking if not melodramatic action RPG assigns the young hero, Ende, with the absolutely morbid task of de-fleshing enough beasts to end a curse suffered by the lovely singer Ceres -- who's supposed to be gracing the harvest festival! Ende must butcher these foul creatures (in a colorful cartoon-style suitable for ages 15 and up) throughout a series of twelve towers before the curse consumes Ceres.
Pandora's Tower has been developed by Ganbarion, best known for its pair of Jump StarsDS fighting games in Japan
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April 7th, 2011, 00:24 Posted By: wraggster
Series creator Yuji Horii announced Dragon Quest X, in development for Wii, at a press conference in December 2008. And that was the last anyone heard about it until the April 2011 issue of Nintendo Power. The subject came up in an interview feature about "Dragon Quest through the Ages," when Horii stated that it's nearing completion.
"All we can say is that development is going well and we're on the last parts of the game," Horii said. "We can't really share much else at this point, but by the end of this year we should be able to announce something regarding it."
Horii explained that the move to Wii was motivated by his feeling that "some users will want to play Dragon Quest on the big screen," noting that the choice of platform, including the decision to put a particular game on a handheld system, is "really a case-by-case basis." He also said that the team hears "that players want a new Dragon Quest that follows the same system of Dragon Quest VIII, so that's something else we're taking into consideration while in development of a Dragon Quest for Wii."
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April 7th, 2011, 00:26 Posted By: wraggster
Namco Bandai sent out new screenshots of the two new games in Pac-Man & Galaga Dimensions: "Pac-Man Tilt" and "Galaga 3D Impact." We've placed the screens in separate galleries in case, for some reason, you have trouble distinguishing Pac-Man from Galaga.
The 3DS collection, which also includes the original Pac-Man and Galaga arcade games, along with Championship Edition and Galaga Legions, will be released this summer in North America. You have plenty of time to stare at these screenshots and decide whether these two games look interesting enough for you to risk being seen waving your 3DS around like an idiot.
http://www.joystiq.com/2011/04/06/pa...es-in-screens/
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April 7th, 2011, 00:32 Posted By: wraggster
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_hash.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)
If you have any further questions, suggestions or anything then please contact us at the google code SVN page, #priiloader on efnet.org or dacotaco's forum on http://forum.dacotaco.com
Changelog
0.7 : God's Goodbye(04 april 2011)
- fixed SM update bug
- fixed title launching on some wii's(part 2, fully working now. patch was passed on to libogc)
- fixed listing of binaries when there is no apps folder
- refuse to load binaries that wont load anyway
- do dvd shutdowns async to increase booting time of dol's & titles
- ANOTHER attempt to fix the installer, this time it reloads ios so it kills all ahbprot issues from before. (see http://forum.dacotaco.com/viewtopic....=71&p=325#p325 )
- moved hacks_hash / hacks.ini access back to fat:/apps/priiloader just like preloader
http://www.dacotaco.com/dlpriiloader.php?ver=0_7
http://wiibrew.org/wiki/Priiloader
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April 7th, 2011, 00:51 Posted By: wraggster
News via http://www.emulation64.com/view/2059/bZSNES-v151/
byuu released his newest emulation project: a ZSNES emulator, named bZSNES. You can see the full feature list, some screenshots, and download the first release on the project page and discuss it here.
About
bZSNES is a portable ZSNES emulator for Windows, OS X and Linux; written in C++. It is licensed under the GNU GPLv2.
Features
• bZSNES emulates almost all of the major features of ZSNES:
• VRAM can be written at any time, even while screen is rendering
• OAM and CGRAM can also be written at any time
• DSP echo buffer writes do not interfere with APURAM
• DRAM does not need to be periodically refreshed
• H/DMA synchronization does not steal CPU time
• auto joypad polling results can be read immediately
• CPU multiplication and division register results can be read immediately
• mid-scanline writes to PPU registers do not interfere with video output
• PPU background and sprite layers can be individually toggled on and off
• DSP voice channels can be individually toggled on and off
• CPU speed can be adjusted from its official frequency
... and more!
Compatibility
bZSNES is sure to be highly compatible with software made for ZSNES, such as:
• BS Zelda [English translation]
• Bahamut Lagoon [English translation]
• Sailor Moon: Another Story [English translation]
• Super Mario World [Addmusic hacks]
... and much more!
Look & Feel
But it doesn´t stop there! bZSNES also emulates the look and feel of ZSNES. You can even theme bZSNES with your own colors and fonts!
Project Page
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April 7th, 2011, 00:52 Posted By: wraggster
News via http://www.emulation64.com/view/2060/1964mod-v143/
The great N64 emulator fork 1964mod, which is based on the last released 1964 1.1 source, has been updated!
Core Changes & Fixes
During language switching, several bugs surface :
• "ROM Name" column can shrink to very small width (fixed)
• "Exit" menu option may disappear (fixed)
• "Recent ROMs" & "Recent ROM Folders" menu option text may not be translated or duplicated menu options or not deleted when it is unchecked or a combination of the above (fixed)
• "Help" menu & its submenu text are not translated (fixed)
• To complement the bugfixing and translation effort of the Language feature, several enhancements are considered.
• Add support for lgm extension for language files and drop support for 1964 lng extension as per MasterPhW request (enhanced)
• Revamp the "About 1964mod" box layout to cater to the lengthy translation text and updated english.lgm with updated infos and comments for translation purpose (enhanced)
• Language files translation is currently in progress and the following are completed:
- Deutsch by MasterPhW
- French by Siskoo
- Spanish by OverLordChaos
The existing 1964 Boxart feature has several bugs and need some enhancements as well.
• MasterPhW reported a bug for same BoxArt image duplication over different roms in the romlist display window (fixed)
• In Boxart display, press "Ctrl+S" or right click on a rom icon display will change its icon image to be the same as the 1st rom icon image (fixed)
• In Boxart display, open "ROM Properties" causes Boxart column info to be cleared except for the game name and it will be restored after a refresh or emu restart (fixed)
• Speedup Boxart display and reduce screen flickers by combining multiple refresh command requests (enhanced)
Minor speedup to romlist window display by removing duplicate refresh codes with reload especially Boxart display (enhanced)
• Replaced existing N64logo and 1964 icon with MasterPhW customized ones (enhanced)
• Some closely named roms can pickup the same boxart image (fixed)
• Remove token codes which is no longer useful and buggy.
Fix compiled error for LogPIFData and remove C:/ hardcoding (fixed)
Plugin Changes & Fixes
• Remove the MyGlideHQ subdirectory from game dump folder when dumping game textures (enhanced)
• Fix color banding in MyGlideHQ when starting game in hi-res ("Rice" format) with texture compression (regression fixed)
• Fix game direct launch to fullscreen bug when emulator starts with MyGlide64 to pickup correct fullscreen resolution (fixed)
• Enhance the "filtering of duplicate Fullscreen Resolution entries" fix to pickup correct resolution by the MyGlitch64 wrapper (enhanced/fixed)
• Free up memory after game loading hi-res textures is closed for MyGlide64 plugin (fixed)
• Fix 1964Audio not remembering "ReverseStereo" last checked status when emu starts (fixed)
• Revert "Sync Game to Audio" as default "ON" because the bug for not remembering last checked status is fixed
• Incorporate official Glide64 fixes r218, r220, r224, r225, r230 & r231 into MyGlide64 and replace my working fix with the official Glide64 fix r219 & r228
Homepage
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April 7th, 2011, 01:43 Posted By: wraggster
After 3 months of finding data and modifying it for the hack, I have brought to you my first completed hack ever; Super Soccer Euro Edition. Most things are changed, including the player’s stats, the team’s stats, the team’s music and the palettes to suit each team.
You can play from 16 teams, starting with the highest ranked: Spain, Holland, Germany, Italy, Portugal, Ukraine, Croatia, Slovenia, England, Serbia, France, Sweden, Greece, Denmark, Switzerland and finally Luxembourg.
After you beat those teams, you will go against one more team which is tougher than Nintendo to become the top champion.
Relevant Link: (http://www.romhacking.net/hacks/737/)
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April 7th, 2011, 01:54 Posted By: wraggster
blitter has released a real-time dithering library for the Virtual Boy.
Quote:This is a column-based rendering library that uses a fast algorithm for real-time dithering using a predefined table of patterns.
It relies on drawing directly to the framebuffer using the movbsu instruction. As such, it does not run well on older/abandoned emulators such as Red Dragon or ViBE.
More information, downloads and discussion can be found in our forum in this thread.
http://www.planetvb.com/modules/news...hp?storyid=319
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April 7th, 2011, 02:11 Posted By: wraggster
Lavalit have released a new SVN build of Openbor for the Dreamcast, Wii, Wiz, GP2X, Dingoo, PC, Linux and PSP
OpenBOR
----------------------
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
r3330 | damon_caskey | 2011-04-05 16:54:55 -0400 (Tue, 05 Apr 2011) | 3 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/openborscript.c
M /engine/resources/Info.plist
M /engine/resources/meta.xml
M /engine/version.h
~Guardpoints, Icon, Jugglepoints, Sight and Stealth arrays moved to structs.
~Flash, Icon, and Staydown property script access enumerated.
~Opebor_getentityproperty() property case statement reordered alphabetically.
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April 7th, 2011, 02:14 Posted By: wraggster
[Tijmen Verhulsdonck] built his own version of a Wii remote-controlled balancing robot. He drew his inspiration from the SegWii, which was built by [Ara Kourchians].
The body is built using one of our preferred fabrication methods; threaded rod makes up a rail system, with three sheets of hard board serving as a mounting structure for the motors, electronics, and battery. This does away with the 9V batteries used on the original SegWii, opting for a very powerful lithium battery perched on the highest part of the assembly. It uses an Arduino as the main microcontroller. That detects roll, pitch, and tilt of the body by reading data from a Sparkfun IMU 5 board (we’re pretty sure it’s this one). Check out the videos after the break. The first demonstrates the robot balancing on its own, then a Wii remote is connected via Bluetooth and [Tijmen] drives it around the room by tilting the controller. The second video covers the components that went into the build.
This is impressive work for a 17-year-old. [Tijmen] lists his material cost at $800 but since he’s Dutch this might not be a USD currency.
http://hackaday.com/2011/04/05/retak...lancing-robot/
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April 7th, 2011, 02:18 Posted By: wraggster
News via http://gbatemp.net/t284145-homebrew-bounty-2011
The GBATemp Homebrew Bounty is well under way. There is more than $5,000 up for grabs. The only requirement is that the project must either be completely new, or come in a new version that presents significant updates. The final submission deadline is May 31st. Users can still contribute to the bounty in the form of Paypal donations to filetrip/at/gmail/dot/com.
Please pass on information related to the bounty to any developer that you know, or Web site that hosts Homebrew news! The more we get the word out the greater potential we have for new and significantly updated Homebrew projects.
QUOTE(Break Down)- DSi Homebrew: 2,785 US Dollars. The bounty will be broken down to 5 winners.
- DS Homebrew: 1,135 US Dollars. 3 winners
- DSTWO Homebrew: 300 US Dollars (updated!). 3 winners
- Wii Homebrew: 533 US Dollars. 3 winners
- GBAtemp Special Prize: 543 US Dollars. 1 winner
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April 7th, 2011, 02:22 Posted By: wraggster
News via http://gbatemp.net/t287361-falloutds-v0-5
FalloutDS, the Fallout-themed game for NDS uses resized and optimized graphics from the original Fallout 1 and 2 games. This update fixes the camera and inventory bugs amongst other fixes and additions. See the full changelog below.
QUOTE(Changelog)- The shooting animation now follows stylus movement
- Moving diagonally up now works normally
- Camera no longer goes ape in Running Mode
- The targeting cross-hair can no longer leave the area currently displayed
- Some inventory bug-fixes
- Icon changed
Download Here
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April 7th, 2011, 02:26 Posted By: wraggster
News via http://gbatemp.net/t287278-nesds-r51
nesDS, the open source NES emulator currently being maintained by huiminghao, has been updated to 0.47b r51. See the change log for what's new, and join the on-going discussion linked below for more information about this project.
QUOTE(Change Log 04/04/11)- added the sound update that was missing from 0.47b
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April 7th, 2011, 02:33 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
This is not version 0.26, but version 0.30! I decided to jump the version number, as this version has such a major change. This version emulates a 80286 processor, instead of the 80186 processor that all previous versions have emulated. The list of changes in this version is as follows:
80286 protected mode support! This means that Windows 3.00a can run in Standard Mode, having over 800KB of RAM (in DS Lite mode) or over 8MB of RAM (in DSi mode) available. DSx86 is one of the GBATemp Homebrew Bounty entries in the DSi category, and this version is the "significant update" that in my opinion fulfills the competition requirements.
Improved the MCGA Smooth scaling mode efficiency, based on the ideas described in the Quick Colour Averaging article by Thiadmer Riemersma.
Implemented preliminary Smooth scaling option for 640x200 EGA mode. This mode is used by the Silpheed game, for example.
Here below are some screen copies from the latest version, showing the Windows 3.00a About dialog in DS Lite and DSi mode, and two screen copies showing the result of the EGA 640x200 mode Smooth scaling.
Please test this new DSx86 version, as I might have broken some games with the extensive internal changes I had to do for protected mode support. Also feel free to test various 16-bit Windows games, many of those should now run (as long as they don't try to use some 386 processor features).
Next, I think I will get back to working on DS2x86. I would like to get started on the proper audio support for DS2x86 in the near future, so I'll probably look into that, along with trying to fix some bugs and test some misbehaving games. Thanks again for your continued interest in DSx86 and DS2x86!
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April 7th, 2011, 02:46 Posted By: wraggster
News via AEP
SharpBoy is a new Nintendo Game Boy and Game Boy Color emulator for windows by xdaniel written in C# using SlimDX. SlimDX End User Runtimes (click "Install .NET 4.0") required, latest .NET Framework 4 and DirectX recommended!.
Quote:
v0.2 (April 03rd 2011)
- GBC DMA emulation fixed, transfer length wasn´t being calculated correctly; fixes incorrect and missing graphics in some games
- LCDC emulation improved, fixes flickering and slowdown in certain games and demos
- MBC5 ROM bank select fixed; many more Game Boy Color games now start and/or run further
- Timing of screen drawing improved, which results in less graphical glitches with ex. flickering sprites for pseudo-transparency
- Temporary hack added to allow the Zelda: Oracle games to boot correctly, coupled with the above fixes they now go in-game
- DMG and CGB bootstrap ROMs now supported; have to be named DMG_ROM.bin and CGB_ROM.bin and enabled via the menu
- Manual system type selection implemented, emulator can now be forced to run in GB or GBC mode (not complete yet)
- Controls can be changed via the GUI
- Other minor GUI and usability improvements (ex. path to last ROM image run is saved to config.xml)
v0.1a (March 30th 2011)
- Bugfix release, fixed possible crashes at startup
:: Homepage
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April 7th, 2011, 03:06 Posted By: wraggster
News via AEP
The NES emulator HalfNES has been updated.
Quote:
0.031 (4/3/2011)
Rewrote PPU to draw only 1 scanline at a time, instead of 8 scanlines like before.
(should fix various glitchy raster effects and status bars in various games)
Performance should actually be increased for most games.
removed the old tile caching system as it is no longer necessary.
Fixed the sprite priorities
improved VRC6 audio
made the VRC6 expansion audio work for the games other than Castlevania 3
:: Homepage
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April 7th, 2011, 14:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
Ced-le-Penguin completion of version 0.5 beta 1 "Micro Lua DS Simulator" that could qualify emulator Mr projects in lua code with Micro Lua DS. Indeed, Micro Lua DS Simulator allow to launch projects on PC Simulating Micro Lua Lua interpreter DS.
=== 6 avril 2011 - version 0.5 beta 1 ===
Hello,
The first draft of version 0.5 of MLS is (finally) Release Very Happy
Warning, if you're interested, the file mls.ini now has 3 options +, so please take a look at one supplied with the new version. What's new 1, 3 and 4 below using these options.
Here are the changes compared to the 0.4 final:
added configuration option fake_root, which emulates the root of the SD card of a linker, replacing the initial slash into absolute paths by "fake root" specified in the config file. By default, this folder. / Sdcard at the root of MLS
in addition to the above option, paths starting with "fat: /" are now supported (even if they seem used in ancient scripts)
it is now possible to disable the "libs emulation" in the config file, ie to make unavailable certain booksellers and functions in ML are actually provided by the shell or libs. This allows to test the shell with MLS, and also to write and test its own shell
opportunity to choose a startup script (= shell) that will start automatically if you do not specify any command line script. The default is / lua / libs / libs.lua, as in ML, but you need to uncomment the corresponding line in the config file and also copy the libs / shell in the right place. If you use the fake_root cited above, the path will be <fake root> / lua / libs / libs.lua (=. / sdcard / lua / libs / libs.lua if you have not changed the root SD default)
Sprite: start / stop / resetAnimation () are implemented (finally)
Image: behavior mirrorH () and mirrorV () was incorrect
Canvas: X2 and Y2 were misused in most functions
OpenGL clipping in screen.drawGradientRect () was incorrect
OpenGL: le clipping dans screen.drawTextBox() était buggé
OpenGL: fixed several problems with transparency
OpenGL: Canvas.newPoint () no longer crashes
OpenGL: ScrollMap is faster (at least when setTile () is not used)
wx: ScrollMap.draw () did not repeat the map
wx: Canvas.newPoint () not working on the bottom screen
wx: screen.drawGradientRect () does not work if x0> x1 or y0> y1
wx: screen.drawGradientRect () crashed with some color settings
System: listDirectory () now returns "." and ".." before other items
reload a script from disk crashed sometimes
log messages and error containing long file paths are now more legible
Boolean options in the config file were sometimes misread
http://microlua.xooit.fr/t179-Micro-Lua-Simulator.htm
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April 7th, 2011, 14:21 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
Ant512 offers version 1.2 of " Woopsi "GUI library for creating homebrew for the Nintendo DS on the model window of the Amiga OS .
Woopsi 1.2 is out now!
http://woopsi.org
There are more changes in this release than I expected. Most of them are bug fixes. There's a fair amount of refactoring, and there are a few new features. Note that this release includes breaking changes, but they aren't difficult to fix.
The full changelog follows...
Fixes:
- Screen flipping/ordering does not occur if only one screen is visible.
- Removed ability to set font draw colour/monochrome from font classes; replaced with explicit "colour" parameter to all draw methods.
- Removed height member from FontBase and transplanted all methods to PackedFontBase, making FontBase data free.
- Minor tidying in gadget.cpp.
- Removed width and height members from BitmapBase and transplanted to BitmapWrapper, FrameBuffer and Bitmap.
- Removed constructor from FontBase.
- Gadget::checkCollision(Gadget*) will ignore collisions with hidden gadgets.
- Gadget::checkCollision(Gadget*) now accepts a const Gadget*.
- Replaced Gadget::swapGadgetDepth() with Gadget::changeGadgetDepth().
- Rewrote Gadget::swapDepth() to be more intelligent.
- The index to which Gadget::swapDepth() moves the gadget is now determined by swapDepth() instead of the parent's swapGadgetDepth() method.
- Clicking the depth button in an AmigaWindow no longer results in graphical corruption.
- Removed Screen::swapGadgetDepth().
- Removed Woopsi::swapGadgetDepth().
- Minor tidying and optimisations.
- Gadget::_decorationCount is an s32 instead of a u8.
- Fixed array index confusion in RectCache::markRectDamaged().
- Fixed bugs in Graphics::floodFill().
- Stack methods in Graphics class expect a reference to a stack as a parameter instead of pointer.
- Removed static variables from Woopsi class.
- Gadget::checkCollision(Gadget*) shortcuts if a gadget is being compared with itself.
- Removed unused Gadget::GADGET_NO_RAISE_EVENTS flag.
- Removed redundant Woopsi::goModal() method.
- Replaced AmigaScreen-specific flags with extra constructor parameters.
- Replaced AmigaWindow-specific flags with extra constructor parameters.
- Woopsi::handleClick() correctly interprets clicks on children of the context menu.
- Sliders choose a more appropriate size when max value == min value; fixes scrollbars in empty ScrollingListBoxes.
- AmigaScreen doesn't lose focus when depth gadget is clicked if it is not lowered to the bottom of the screen stack (ie. only one screen).
- Removed concept of "close type" from Gadget.
- ListBox: nClick() won't crash if the area clicked doesn't contain an option.
- Woopsi gadget passes its style object to the two background screens it creates.
- ProgressBar accepts a style object in its constructor.
- Removed GadgetFlagTypes from Gadget class.
- Removed flags from all gadget constructors.
- Changing label borderless state correctly repositions text.
- Gadget::setBorderless() is virtual.
- Label redraws minimal amount when text is changed.
- TextBox redraws minimal amount when cursor moves.
- Gadget::raiseGadgetToTop() parameter name in header file agrees with source file.
- Fixed consistency of Gadget method names:
- moveChildToDeleteQueue() renamed to moveGadgetToDeleteQueue().
- moveChildToShelvedList() renamed to moveGadgetToShelvedList().
- moveShelvedToChildList() renamed to moveShelvedToGadgetList().
- removeChild() renamed to removeGadget().
- getChild() renamed to getGadget().
- getChildCount() renamed to getGadgetCount().
- closeChild() renamed to closeGadget().
- shelveChild() renamed to shelveGadget().
New Features:
- Added Gadget::getHighestCollidingGadgetIndex().
- Added Gadget::getLowestCollidingGadgetIndex().
- Added text member to GadgetColours class - text colour can be defined individually.
- Added Gadget::getTextColor().
- Added Gadget::setTextColour().
- Added Gadget::setDecoration().
- Added Label:: setBorderless ().
- Added Label::markTextRectDamaged().
- Added Bitmap::setDimensions().
- Added Bitmap copy constructor.
Download Here
Source: forum.gbadev.org
Site Officiel : woopsi.org
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April 7th, 2011, 14:26 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
T-Craft offers version 0.0.3 of " 3DAlbum "PC utility that allows you to view your 3D photos taken with your Nintendo 3DS.
Overview
Nintendo 3DS 3D pictures can be viewed on a PC.
3D without special equipment, such as a monitor a 3D stereoscopic glasses and photos.
By using red-blue glasses, you can more easily experience the stereo.
Not who experienced guides show you stereo sound stereo, I could not recommend it to people.
file extension can be read DFO.
Since free software is available free of charge.
0.0.3 - 2010/04/04
red and blue glasses to display the phrase "anaglyph" changed.
Fixed a problem with high MPO was killed by opening the file. (Thanks to Shiva)
Download Here
Source: 3dalbum.tcraft.biz
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April 7th, 2011, 14:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
3DSaveTool can be used to find the XOR key used for encryption and use it to encrypt/decrypt EEPROM savefiles of 3DS games.
Change log :
v0.2b
fixed a bug in the 0xFF block detection
v0.2
de/encrypting now starts at 0x1000
fixed a few new line errors in the usage info
when de/encrypting only 512byte blocks of 0xFF are skipped now
fixed a bug which would not de/encrypt the last 0x2000 bytes
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April 7th, 2011, 14:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
crediar offers version 0.1 of " DSaveManager "utility for transferring files from a backup nintendo DS/3DS via a wireless LAN to PC.
Usage:
Setup WFC via a game
Change the IP in the dsm.ini to that of the PC running the DSM.exe (Leave a newline at the end of the IP)
Load the DSM.nds on your DS/DSLite, any method should work fine.
Follow the onscreen instructions!
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April 7th, 2011, 14:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
Owen offers us his version 1.77a 3D rail shooter for the Nintendo Wii, " Newo Shooter . "
Version 1.77a - April 05, 2011
Added 2 new levels. Total levels now 10.
Added support for NunChuck, Classic, and Gamecube controllers.
Added background music (Safe For Now by jmickle )
Added new sound effects created using sfxr ( sound effect generator by DrPetter )
Added options menu (in game press "+" or on title screen press "B" or "Start"):
BGM Volume - set background music volume
SE Volume - set sound effects volume
Invert Up - switch the flying controls to be able to press up to move the ship down or reverse.
HUD - hide the health meters and small text in game.
Rumble - disable the wiimote rumble feature.
Dual Stick - YES allows free control of the targeting cross-hair with the right stick ( classic / gamecube controllers)
Pointer - same as above but with Wiimote IR (default=YES). When this is NO the target cursor follows movement of the ship.
Quit/Exit - Leave the level or game.
Added settings.txt (sound volume options, game variables and current planet are saved between games, woot!)
Added new stardust effect "starhighway" (used in level 9 and 10).
Added Blue power-up which increase player's bomb radius by 25x.
Added ship pitch, ship yaw and banking effect to screen.
Added small font for menus.
Added new targeting system that follows the ship. (Set Pointer=NO in the options)
Updated score system, bigger numbers and multipliers
Added super awesomeness and fixed many little bugs in the game and levels.
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April 7th, 2011, 15:01 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?f=19&t=13170
BOBdotEXE propose la version 0.001 de "Phoenix DS", annoncé comme étant un Shoot Them Up Spatial pour la nintendo DS.
If your remember back in the good old days where Calculator games were 'IN' you may remember the game Phoenix! The Space Shooter! but unlike normal space shooters, this one had a store with upgrades, and Boss Battles! I am attempting to do a reBoot of this game in color for the DS!
ChangeLog:
---------------
1st Relese:
+movements
+walls
+1st enemy
+1 Boss (you can not kill yet)
+shooting
+boss follows you!
-No Sound
-no Scrolling BG
-No health
-Cash Pick up broken
-only 1 weapon (now, more to come)
-ugly Debug Text
-Sprites Look Terrible
http://dsgamemaker.com/dsgmforum/vie...1&p=4682#p4682
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April 7th, 2011, 15:05 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?f=19&t=13159
CSANecromancer offers us an excellent adaptation of Tetris for the Nintendo DS.
I hope this Is the right place to post it.
The Search Of The forum Responded No result to "Tetris" So I Thought I Might have
well post my sources for a simple Tetris Developed Which I did for a friend
tutorial.
Attached Are The useable nds file and all sources and resources of The Project.
Sorry folks, I'm German and so all comments in The Source are German, too. Goal I
Used English names for classes, variables, etc.. Perhaps so - Even Without
proper comments - the source Will Be Understand nevertheless.
Also all game texts are German.
Oh, right, The Technical Information:
Uses latest build and PAlib devkitARM RC32.
Tested it and DSi With Zero M3i M3 Real.
Notes about the project:
- Four different sets of tiles: Self made, Wii, Game Boy Color and Game Boy
- Different backgrounds Corresponding To The tile set.
- Four different tunes over the Original Game Boy highscore tune
- The DS has to Be tilted 90 degrees counterclockwise for playing.
- Uses C + + wrapper classes and.
- Uses maxmod for music and sound fx.
- The bricks are Displayed via custom tiles, the "text" Is Shown through sprites.
- No automated to "hand crafted" splash screen. I didn't Simply The leaflet
according PAlib function.
Have fun with it.
Download here
Source: www.palib-dev.com
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April 7th, 2011, 15:13 Posted By: wraggster
Newly released at Ishopvideogame
R4iDSN Card for DSi/DSiXL/ Nintendo 3DS + Sandisk Micro SDHC 8G bundles, Save Even More with Value Bundles! You get more for your money when you buy these popular R4 card alone with memory card together - at one low price.This bundles includes a R4iDSN card and a Sandisk Micro SDHC 8G.
Features
-Support WOOD R4
-Support the DSi Firmware V1.4.1
-Support the N3DS
-Compatible with all DS editions of different kinds of language
-Supports DSL / DSi / LL / XL
-Supports Action Replay cheat
-DLDI auto-patching
-Support SDHC (Micro SD 4G,8G,16G,32G)
-2nd generation storage device (no booting tool required)
-Uses MicroSD card, FAT16 or 32
-Supports any MicroSD card speed with no lag in game
-Supports Clean ROM, drag and drop. Works on any OS
-Automatically detect saver type
-Saving directly to MicroSD card, not to onboard chip
-Supports Moonshell and other homebrew.
-User friendly skinnable interface. Touchscreen or button operation
-Supports rumble pak and memory pak
-Supports the WiFi game, DS Rumble Pak, DS Browser
-Supports changes of the background of Operation Interface
-Supports 4-scale-lightness adjustment ( DS Lite only )
-Supports the Soft Reset.
-Moonshell 2.02 support Software Reset function( Press START key back to the R4i menu)
Sandisk Micro SDHC 8G
High Capacity Flash Memory Card! This SanDisk microSDHC (High Capacity) flash card stores up to 8 gigs of your favorite music, photos, videos and documents and is designed for use with mobile phones and other compatible microSDHC devices! It provides a Class 2 speed performance rating and is built to last, with an operating shock rating of 2,000G's, equivalent to a ten foot drop!
What is included
- 1 X R4iDSN Card for DSi/DSiXL/ Nintendo 3DS
- 1 X Sandisk MicroSDHC 8G
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April 8th, 2011, 01:47 Posted By: wraggster
A speculative piece at Kotaku looks at the release cycle of Nintendo games over the past 10 years, pointing out a current lull that's quite similar to the one near the launch of the Gamecube. They suggest this could be because first-party developers are busily working on games for the Wii 2. Quoting:"The spring of 2002 was the longest Nintendo game drought on record, and has a number of characteristics in common with the season we're entering now. Nintendo has launched a major piece of technology (the 3DS) and is initiating the gradual retirement of a console with a large and reliable installed base. While we entered into this data mining project with the presumption that we could recognize a pattern that presaged a new console release—the Wii 2, obviously—the last time there was a Nintendo game drought this pronounced was after the release of the Gamecube. Still, you can neatly overlay the release history of the Gamecube overtop the current release history of the Wii—they match that closely."http://games.slashdot.org/story/11/0...Indicate-Wii-2
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April 8th, 2011, 01:58 Posted By: wraggster
The launch of UFC Personal Trainer: The Ultimate Fitness System has been pushed back to June.
In November last year the publisher told us to expect a 1st April release. A pre-emptive April Fools?
UFC Personal Trainer is a fitness game for Kinect, Move and Wii.
It'll get you fit based on the advice of actual UFC coaches. You'll sweat to routines used by today's top fighters.
There are 70 exercises that span wrestling, kickboxing and Muay Thai martial disciplines. Apparently you'll punch and kick virtual objects (including the mitts of various UFC "personalities"), which sounds a bit weird.
The exercises are funnelled into 51 different routines, although Kinect owners get a further nine because they're special.
You'll be able to set goals and personalise routines, and tweak the workouts to be slightly easier or harder if you're absolutely mental. You can even opt to fulfil the 30-day or 60-day programs, which also offer healthy lifestyle tips.
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April 8th, 2011, 02:01 Posted By: wraggster
Modojo has made a Facebook app that makes sharing 3DS Friend Codes easier.
Just add the application, enter your Friend Code and you'll be presented with a list of your Facebook friends and their Friends Codes. Obviously your friends will need to be using the Modojo app as well.
That's it. Simple.
The 3DS Friend Code Finder by Modojo can be added on Facebook now.
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April 8th, 2011, 02:07 Posted By: wraggster
Harvest Moon: The Tale of Two Towns, the latest entry in Marvelous Entertainment's long-running farming franchise, is heading West.
According to publisher Natsume, the game will launch in the US simultaneously on DS and 3DS this summer.
A spokesperson confirmed to Eurogamer that the game will also come to Europe, though not through Natsume. Rising Star has traditionally handled the series on these shores, though its involvement hasn't been confirmed yet.
As an aspiring farmer, you'll have to choose from one of two feuding villages in which to ply your trade: Eastern-themed Konohana or European-themed Bluebell.
In traditional franchise fashion, you'll then have to build yourself a home, tend to your crops, make some friends and hopefully figure out how to heal the rift between the two settlements.
"We wanted to ensure that all of our loyal Harvest Moon fans would have a chance to play this game," said Natsume boss Hiro Maekawa of the decision to launch on Nintendo handhelds past and present.
"No matter which version they pick up, they're sure to love the great new cast of characters, the fun festivals, and the exciting new gameplay mechanics."
The last game in the series, Harvest Moon: Hero of Leaf Valley, took root on PSP back in November last year.
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April 9th, 2011, 11:16 Posted By: wraggster
A British paper is claiming that the Nintendo 3DS poses some kind of health risk. The claim sounds interesting, until you see how that conclusion was reached. 'On the 6th of April, the paper conducted a scientific experiment in which a 22-year-old member of the staff had his blood pressure and pulse taken after playing the 3DS in different situations – at rest, while walking, or while taking a ride in a car. The Sun came to the startling conclusion that the man’s pulse and blood pressure were higher while walking than while sitting down, yet concluded, apropos of nothing, “Children should not be left to play on it for hours.” The article neglects to point out that a raised blood pressure and pulse is perfectly normal, and you’re as likely to experience such a physical response while walking and reading a book as you are when playing the 3DS.'"Pocket Gamer posted a humorous follow-up, using the Sun's own methods against it.
http://games.slashdot.org/story/11/0...Bad-Journalism
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April 9th, 2011, 11:22 Posted By: wraggster
The Nintendo producer responsible for liaising with the platform holder's US-based studios has admitted that it's been tough finding suitable Western developers to partner with.
Speaking in an interview with Edge, Kensuke Tanabe, who supervised development of Donkey Kong Country Returns at Texas-based Retro Studios, explained that Nintendo saw Western developers as an important part of its set-up.
"I absolutely believe so. I work with other development partners, such as [Punch Out!! developer] Next Level Games in Vancouver and Monster Studios [of Pilotwings Resort] in Minneapolis.
"And they, much like Retro, really get our development philosophies. I want to find as many people as we can, as many great companies as we can to get involved with. I'm really looking for developers with a sense of craftsmanship."
He apparently then admitted suitable studios had proven difficult to track down.
"There's a real increase in the number of companies that look like they're really running a business for business' sake. There are many of those certainly within the midst of the gaming industry as a whole, or at least I feel that way."
Aside from the aforementioned trio of developers, Nintendo works with relatively few Western studios these days. Most recently, NST, based out of Redmond, Washington works on the Mario vs Donkey Kong series, while UK outfit Headstrong Games helped develop Art Academy for the DS.
Earlier this week a Capcom producer admitted to believing Western developers had a more casual work ethic than their Japanese counterparts.
http://www.eurogamer.net/articles/20...s-dev-partners
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April 9th, 2011, 23:02 Posted By: wraggster
When a new console launches you expect it to hit the ground with a big "thwomp" that knocks the competition aside. Nintendo's 3DS, however, has had something of a softer landing. It released in Japan on February 26th and had been positioned high and proud at the top of the sales charts. However, it's already been usurped by the humble PSP, which according to Media Create sold 58,075 units in the week of March 28th to April 3rd. The 3DS, meanwhile, sold 42,979. This is in large part thanks to PSP dating sim Amagami, an old PS2 game that's just been re-released for the portable. It seems nostalgia trumps 3D wizardry again, and with the PSP getting cheaper in Europe this week, the competition is even getting tougher.
http://www.engadget.com/2011/04/08/3...-a-dating-sim/
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April 11th, 2011, 17:12 Posted By: wraggster
US market watchers are expecting the Nintendo 3DS console to have sold up to 750,000 units during its 5 days on sale in the region during March.
Doug Creutz of Cowen and Company predicted the highest number during the month, suggesting the console will be a "stabilising factor" for the handheld market which continues to decline.
Wedbush Morgan's Michael Pachter put the sales figure at a lower 500,000 units - at the cost of the previous DS models which are likely to be "cut in half" by the new handheld release.
Creutz expects Pokemon Black & White to be the biggest seller for March in the US, shifting 3 million units combined, but Pachter estimates a more modest 1.4 million across both titles.
THQ's Homefront and EA's Crysis 2 are likely to be the biggest home console games of the month, with 800,000 and 500,000 units sold respectively, according to Creutz. Pachter's guess comes in at 100,000 less for both titles.
EA's Dragon Age II, Activision's Call of Duty: Black Ops and Ubisoft's Just Dance 2 are also likely to show success in March, when the NPD Group reveals sales data this Thursday, April 14.
http://www.gamesindustry.biz/article...ds-sales-in-us
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April 11th, 2011, 17:16 Posted By: wraggster
Nintendo's stock prices in America have fallen by 12 per cent since the beginning of April, as worries over demand for the 3DS and the effects of the Japanese earthquake upset investors.
Nintendo's ADR stock (American depositary receipt - a representation of shares in foreign companies) closed at $30.10 on Friday, the lowest figures since late 2009.
Prior to the 3DS launch in Japan stock stood at $38.29, but despite an apparently strong launch sales of the new portable have quickly dropped away in the console's homeland. As a result the 3DS was outsold by its aging rival the PSP last week in Japan.
Although Nintendo has portrayed the US and European launches as successful no sales figures have been released for the former - just an announcement that the 3DS broke the one-day sales record for a portable console.
In Europe the system sold 303,000 units in its first two days, with 113,000 in the UK and 50,000 in Germany.
The UK total is significantly below the 140,000 pre-order figure quoted prior to launch. 3DS titles have also made little impact in the UK charts, with no titles in the top 20 this week.
Nintendo had originally predicted 4 million sales worldwide for the system by the end of March, but this figure now looks in doubt. The goal of 1.5 million sales in Japan in the first month has already been missed.
The earthquake disaster in Japan appears not to be a factor, with no Nintendo factories damaged and no reports of stock problems for the console.
http://www.gamesindustry.biz/article...s-two-year-low
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April 11th, 2011, 21:21 Posted By: wraggster
Nintendo is teaming up with Namco Bandai to release DS RPG Solatorobo: Red the Hunter in Europe.
Due for release "later this year", it's developed by .hack studio CyberConnect 2 and a sequel of sorts to 1999 PSone adventure Tail Concerto.
The game sees you taking on the role of Red Savarin, an anthropomorphic dog with the ability to take on human form. You'll be scrapping it out with giant mechs on the mythical floating islands of the Shepherd Republic.
First released by Namco Bandai in Japan in October last year, Nintendo will be responsible for sales, marketing and distribution throughout Europe, Russia, Turkey, South Africa, Australia and New Zealand. There's no mention of a US release.
Check out the rather lovely Japanese trailer below.
Looks like there's a little bit of life left in the DS yet, following the launch of the 3DS last month.
Late last year, Nintendo suggested that it planned to keep the system alive by localising successful Japan-only titles - a banner that Solatorobo would certainly fall under.
When quizzed further on its future plans for the system, a Nintendo spokesperson recently told Eurogamer "we still very much plan to continue to range and sell Nintendo DSi and Nintendo DSi XL as long as retail and consumer demand exists for both products."
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April 11th, 2011, 21:22 Posted By: wraggster
Ace Attorney Investigations 2, the latest entry in Capcom's much-loved DS detective franchise, isn't getting a European or US release, according to comments from the publisher.
When, during a recent Ask Capcom video, he was asked if there were plans to localise the game, VP of strategic planning and business development Christian Svensson, replied "The answer is 'no.' Sorry about that."
He later clarified his statement to Siliconera, offering a sliver of hope for fans of the franchise.
"Regarding the question, plans change all the time so I would probably rather use the 'There are no plans for a Western release at this time for AAI2.'"
Its predecessor, Ace Attorney Investigations: Miles Edgeworth, launched on the DS last year, scoring8/10 from Eurogamer's John Walker.
Level-5 recently revealed that it was borrowing Phoenix Wright, the star of the original Ace Attorney game, for a spin-off featuring its own Professor Layton.
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April 11th, 2011, 22:22 Posted By: wraggster
On the official Facebook page for BloodRayne: Betrayal, the upcoming downloadable spinoffof Majesco's dormant last-gen action series, a commenter asked about BloodRayne: The Shroud for 3DS. The mysterious title made its first and only appearance on a list of in-development 3DS games, which was released by Nintendo during E3 last year. Nonetheless,The Shroud's brief unveiling had made enough of a lasting impression on one fan to warrant a question about the game's status some ten months later.
"The 3DS title is currently on hold," responded the administrator of the BloodRayne Facebook page. "We'll be sure to share any news when it's available." A representative for Majesco confirmed with Joystiq that "BloodRayne 3DS is currently on hold for now," but did not provide further information about the game.
Following a pair of BloodRayne titles from developer Terminal Reality for last-gen consoles and a Playboy cover spread, the franchise has stumbled along in a trilogy of Uwe Boll films. A PSP sequel was announced in 2005, but eventually abandoned by Majesco. Betrayal, scheduled to launch on PlayStation Network and Xbox Live Arcade this summer, would be the first BloodRayne game released since the 2005 PC port of BloodRayne 2.
http://www.joystiq.com/2011/04/11/bl...r-3ds-on-hold/
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April 11th, 2011, 22:39 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13216&f=19
relminator offers us the version 0.8.4 beta " Space Impakto DS ", resumed its technical demo engine Shoot Em Up to be a game
Changes:
v 0.8.4b (04/09/11)
Finalized Boss sequence
Added a lot of enemies
Enemy sequence test
boss timer to remove "boss milking"
Bugfixes
v 0.8.3b (04/04/11)
Boss Sequence Test
Bugfix
v 0.8.2b (03/30/11)
HighScore Table
Name Entry
v 0.8.1b (03/29/11)
Replay System (Just 32 KB. Yay!)
Key Config (Cearn's Idea)
Plasma BGs (I went for the symmetry this time)
Sub BG renderer
v 0.8.0b (03/23/11)
Sexy Menu and GUI
Plasma Fonts
Under rederer BG
Warp FX
Fonts
v 0.7.2b (02/25/11)
Updated the source for libnds 1.5.0 (took me hours!)
Ditched stencil effects(glAssignTexture() is kinda slow)
Fx3D() singleton
Added some memory handler/feedback (2mb+ free memory still to use. yay!)
v 0.7.1b (01/19/11)
Centipede enemy
Bombs
"Engine-ized" the game
v 0.7b (01/16/11)
Added a second player (the R9)
Missiles
More enemies
v 0.6b (01/11/11)
Decided that the current engine sucks and needs an overhaul
Recoded everything using the system I used in Bubble Fight EX
Site Officiel: rel.betterwebber
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April 11th, 2011, 22:50 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13210&f=19
MoDmwew8 we present the first version of Gaia DS , an RPG style SNES (Super Nintendo Entertainment System). There is only one level, but the author tells us that y 'will be a lot more in the next version.
Change log (Valpha 1):
There is not really much to show right now, but i'm going to update it as often possible. At the moment the message-box, movement system and the collision detection is functional.
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April 11th, 2011, 23:56 Posted By: wraggster
News via AEP
A new version of the Game Boy emulator BGB has been released.
Quote:
v1.3.2
more accurate SGB color scheme. improved detection of non-working vsync.
fixed: bootroms don´t load if read only.
fixed: "load rom dialog on startup" not working.
fixed: "game controller works only if focus" not working.
fixed: setting borderless window, and switching to fullscreen, if using directdraw, the "window" can still move, and cause graphical glitches and crash.
fixed: GBC accurate initial WRAM values as left by bootrom (fixes the menu in baby felix - halloween).
fixed: a sprite on X = 0 uses more time in mode 3, too.
fixed: inconsistent timing if resetting in the debugger.
:: Homepage
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April 12th, 2011, 00:28 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS:
This is mostly a small bug fix version, as the 0.30 version had a couple of annoying bugs caused by the new HIMEM.SYS emulation. I also added the Smooth scaling option to some new graphics modes. The main changes in this version are the following:
Implemented Page Fault handling to protected mode RETF opcode. This allows the start up of Windows Setup from within Windows 3.00a, and fixes some other Windows programs as well.
Implemented a couple of new XMS INT calls, to allow Commander Keen 4 to run again. The same problem occurred in some other games as well.
Implemented Mode-X Smooth scaling for 320x200 and 320x240 resolutions. This is not very well tested, and the other Mode-X resolutions (320x400, 32x480, 360x240 etc) will not work yet.
Implemented preliminary Smooth scaling for EGA 320x200 mode. Note that the smooth vertical panning is not supported in the Smooth scaling mode yet, so you will get jerky horizontal motion in games that use that.
Thanks for the bug reports for 0.30 that brought the first two problems to my attention! I hope this version will run the Windows programs better, and does not cause so many problems in the games that used to run in the previous versions.
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April 12th, 2011, 00:40 Posted By: wraggster
News via http://gbatemp.net/t288153-back-from-ashes-v1-1
Back From Ashes is a homebrew for the DS made by mindwave. Successor to 15th Floor, this Homebrew Bounty entry is an interactive novel adventure inspired by the Hotel Dusk type genre. For more information about this WIP project, please join the on-going discussion linked below.
QUOTE- Back From Ashes (WIP) is a sequel to The Fifteenth Floor. It takes place one year after the events of TFF. Ever since the incident at Small Valley Inn, Jacob Fazi stays reclusive inside of his small apartment. But when a mysterious package arrives at his door, he soon finds out his misfortunes are closer to home.
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April 13th, 2011, 01:05 Posted By: wraggster
2D fighting game Super Street Fighter IV: 3D Edition has become the first 3DS title to ship one million units worldwide, with the title already the top-selling launch game in the UK.
Although the currently Japanese-only Professor Layton and the Mask of Miracle from Level-5 has been the best-selling 3DS title in Japan, Super Street Fighter IV is expected to be the best-seller in the US when sales figures are released later this week.
The game's success marks only the second time the most successful launch title for a new Nintendo console has not been a first party title, following Star Wars: Rogue Leader for the GameCube. Although, like many DS titles before it, Super Street Fighter IV is distributed by Nintendo rather than Capcom in Europe.
Although primarily a port of the existing HD console versions the game has been praised by reviewers and makes extensive use of the 3DS' in-built features, including StreetPass. It is also the only launch title to feature an online mode.
Capcom has committed heavily to the 3DS format, with titles such as Resident Evil: The Mercenaries 3D, Mega Man Legends 3, and Resident Evil Revelations already announced.
"As always, we at Capcom will continue to pursue our 'single content multiple usage' strategy by making advancements on new hardware to maximise sales while leveraging our brands to bring maximum satisfaction to as many of our users as possible," said the company in a statement.
The Street Fighter brand has shipped over 31 million units on home consoles worldwide, returning to prominence with 2009's Street Fighter IV.
Recently producer Yoshinori Ono hinted that an entry in the franchise is being planned for Facebook, saying in a CVG interview: "I think the framework of social networking and fighting games, or the amalgamation of fighting games, have already started so when I say something will happen I'm just going to add a little bit more on top of the framework we have now and once that is done I think we will get there."
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April 13th, 2011, 01:08 Posted By: wraggster
Sales of the Nintendo 3DS have "slowed considerably" since the initial launch, according to analysts, with predictions suggesting the new portable will not match the success of the DS.
"Based on our recent checks, we believe that sales of the 3DS have slowed considerably since the initial launch window, although the Easter holiday could provide a near-term boost," said Lazazrd Capital Markets' Colin Sebastian, according to IndustryGamers.
A new report from research firm Screen Digest suggests that the 3DS will see "rapid adoption" in 2011, with a healthy 11.6 million sales by the end of the year. However, it cites competition from tablets and smartphones as reasons why the 3DS is unlikely to equal the sales of the DS.
By 2015 Screen Digest estimates 70 million unit sales for the 3DS, compared to 91 million for the Nintendo DS and DS Lite over the same period.
The Nintendo DS family of consoles has currently sold upwards of 145 million units worldwide, putting it on course to become the most successful video game format of all time - beating even the PlayStation 2 on 150 million.
The 3DS has been launched in a very different market to that of the DS in 2004 though, with recent estimates placing US launch figures at 750,000. This compares to 303,000 in Europe, including, 113,000 in the UK and 50,000 in Germany.
With Nintendo reticent to reveal even those launch figures the only country to provide regular weekly hardware updates is Japan, where the 3DS has sold only 800,000 units in its first month compared to its target of 1.5 million.
As a result of the latter Nintendo ADR shares reached a two year low at the end of last week, over increasing uncertainty over the format's future sales potential.
http://www.gamesindustry.biz/article...claim-analysts
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April 13th, 2011, 01:18 Posted By: wraggster
Nintendo has announced a sequel for mini-game collection Wii Play.
The original title went on to sell a staggering 27 million copies, largely due to the inclusion of a free Wii Remote. Although the cow-racing mode was fun.
This time around gamers get a Wii Remote Plus, which has the Wii's upgrading Motion Plus attachment built in. There are also 12 new mini-games, including frisbee throwing, whack-a-mole, and what looks like some Mary Poppins-style umbrella flying.
North American gamers will get the game and a black Wii Remote Plus to slip their wrist-straps around from 13th June, although European enthusiasts of Julie Andrews will have to wait a little longer. Despite the promise of a red Wii Remote Plus for your troubles, Nintendo is yet to date the game at all during the Q2 period.
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April 13th, 2011, 01:19 Posted By: wraggster
The 3DS remake of N64 classic The Legend of Zelda: Ocarina of Time launches in Europe on 17th June, Nintendo has announced.
It also revealed dates for a number of other titles across all its platforms. Other 3DS highlights include Puzzle Bobble Universe on 21st April, Steel Diver on 6th May and Dead or Alive: Dimensions on 20th May.
There's a handful of interesting titles on their way to its creaky, last-gen counterpart too, including Plants vs Zombies on 6th May and a remake of Dragon Quest VI: Realms of Reverie on 20th May.
Things are rather thin over on the Wii – your top picks there are SEGA's FPS sequel The Conduit 2 on 22nd April, Virtua Tennis 4 on 29th April and LEGO Pirates of the Caribbean on 13th May.
Looking further afield, Nintendo also confirmed that Wii Play: Motion, Xenoblade Chronicles and The Legend of Zelda: Skyward Sword would all be in stores before the end of 2011.
Here's the full release slate:
3DS- 21st April: Puzzle Bobble Universe (Square Enix)
- 6th May: Steel Diver (Nintendo)
- 13th May: LEGO Pirates of the Caribbean: The Video Game (Disney Interactive Studios)
- 20th May: Dead or Alive: Dimensions (Nintendo)
- 26th May: Sudoku: The Puzzle Game Collection (Hudson Soft)
- 2nd June: Sports Island 3D (Hudson Soft)
- 17th June: The Legend of Zelda: Ocarina of Time 3D (Nintendo)
- 17th June: Naruto Shippuden 3D The New Era (505 Games)
- Q2: Pac-Man and Galaga Dimensions (Namco Bandai)
DS- 22nd April: Valet Parking 1989 (DSiWare - Zordix)
- 29th April: Thor: God of Thunder (SEGA)
- April: Cradle of Rome / Cradle of Egypt Double Pack (Mastertronic/Advantage Distribution)
- 6th May: Plants vs. Zombies (Mastertronic Games Ltd.)
- 13th May: LEGO Pirates of the Caribbean: The Video Game (Disney Interactive Studios)
- 20th May: Dragon Quest VI: Realms of Reverie (Nintendo)
- May: Pucca Power Up (Rising Star Games)
- 17th June: Challenge Me: Brain Puzzles 2 (O-Games)
- Q2: Zhu Zhu Classic (Activision Publishing)
- Q2: Kung Zhu (Activision Publishing)
- Q2: Miffy's World (Pan Vision)
- 1st July: Solatorobo: Red the Hunter (Nintendo)
Wii- 15th April: Spongebob Squigglepants (THQ) (uDraw compatible)
- 22nd April: Conduit 2 (SEGA)
- 28th April: DanceDanceRevolution hottest party 4 (Konami)
- 29th April: Virtua Tennis 4 (SEGA)
- April: National Geographic Challenge! (Black Bean Games)
- 6th May: Greg Hastings Paintball 2 (505 Games)
- 6th May: Cabela's Dangerous Hunts 2011 (Activision Publishing)
- 13th May: LEGO Pirates of the Caribbean: The Video Game (Disney Interactive Studios)
- May: Let's Dance with Mel B (Black Bean Games)
- May: We Dance (Nordic Games)
- May: FAST - Racing League (WiiWare - Shin'en Multimedia)
- May-June: Champion Jockey (Tecmo Koei)
- 10th June: Green Lantern: Rise of the Manhunters (Warner Bros Interactive Entertainment)
- 17th June: Challenge Me: Brain Puzzles 2 (O-Games)
- June: MotoHeroz (WiiWare - RedLynx)
- Q2: Karaoke Revolution Glee: Volume 2 (Konami)
- Q2: Attack at the Movies (505 Games)
- Q2: Dance Sensation (505 Games)
- Q2: ExerBeat (Namco Bandai)
- Q2: Chrono Trigger (Virtual Console – Square Enix)
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April 13th, 2011, 23:53 Posted By: wraggster
The 3DS has broken more launch records, this time upon its release in Australia - where it has become the fastest-selling handheld in the country's history.
The new Nintendo portable sold 31,000 units on its debut, according to website Vooks This fell just short of the home console record set by the Wii with 32,000. However, the Wii record was set during a full week at retail and the 3DS figure is after only four days.
With a population around a third that of the UK, the figures compare to a two-day total in Britain of 113,000 and in Germany of 50,000. The 3DS costs 349 Australian dollars - the equivalent of around £225 and not much more than the price in Europe.
The 3DS has broken handheld records in all major territories so far, but concerns have been raised that sales are already slowing down - particularly in Japan.
Yesterday US analysts suggested that sales had "slowed considerably" in recent weeks, although Screen Digest estimated that the console was still likely to sell a healthy 11.6 million by the end of the year.
http://www.gamesindustry.biz/article...breaks-records
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April 13th, 2011, 23:56 Posted By: wraggster
Nintendo could be set to cut the price of the Wii home console this May, according to a new report.
Engadget suggests May 15 will see the console drop to $150 in the US, although it points out the move would be only weeks before the annual E3 games show, where big price announcements are usually made.
If true, a price drop would fuel speculation of a successor to the Wii, which has been on the market since 2006 and boasts lifetime sales of more than 85 million units.
The console currently retails for $199 in North America.
Update: Go Nintendo has posted what it claims is an internal price sheet from retailer Kmart, also suggesting a reduced price for the system of $149.99.
http://www.gamesindustry.biz/article...ut-set-for-may
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April 14th, 2011, 00:10 Posted By: wraggster
The first details have emerged of a new Kirby game for the DS.
Due out in Japan before the end of the year, Atsumete! Kirby – which, according to 1Up, translates as Gather! Kirby – sees Nintendo's pink mascot head in a new direction following this year's relatively straightforward Wii effort Kirby's Epic Yarn.
While it's still a side-scrolling platformer, this time around you'll be controlling up to 10 Kirbies at once, depending on how many items of fruit you've collected in a given stage.
You'll control your puffy pink herd by tapping on the screen with the stylus, or double tapping to make them run.
Using this control scheme you'll navigate your way around traditional side-scrolling levels, while sticking the boot into various evil critters. Should one of your Kirbies kick the bucket, you can direct any survivors to grab their spirit before it ascends to the heavens.
There's no word on whether the game will head West, though it's a rare Kirby title that doesn't make it to these shores at some point.
This isn't the only outing on the horizon for the pink blob. Nintendo also showed off a trailer for a new Wii platformer earlier this year during an investor report.
http://www.eurogamer.net/articles/20...-game-detailed
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April 14th, 2011, 00:26 Posted By: wraggster
After finalizing the Japanese release date for Dead or Alive Dimensions, Tecmo Koei has provided a specific release date for the 3DS fighter in North America. You can start counterattacking busty ninjas in Ridley's lair, collecting player profiles over StreetPass, and unlocking figurines that you can pose and photograph, on May 24 -- the exact same dayBlazBlue: Continuum Shift 2 arrives on 3DS.
As in Japan, Tecmo Koei is offering 34 costumes through SpotPass, and giving you two opportunities to get each. One costume will be released every day from May 24 through June 26, and again from June 28 through July 31.
http://www.joystiq.com/2011/04/13/de...merica-may-24/
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April 14th, 2011, 00:43 Posted By: wraggster
AnyTitle Deleter MOD v7.1 released by Red Squirrel.
AnyTitle Deleter MOD is an unofficial mod by Red Squirrel of tona's AnyTitle Deleter, which allows you to completely delete (almost) any title on your Wii. This is useful as a space-freeing application, an informative application, and a paranoia tool.
It keeps all original tona's AnyTitle Deleter functions but it allows the program to show the real names of titles instead of just ID numbers, making it easier to select which ones you actually want to delete.
From MOD v3 it has also many new features, as a installed titles backupper, IOS chooser, display modes or the possibility to exit rebooting the Wii.
MOD v7.1: - After several requests, I reintroduced the function to get titles names from database.txt for all categories.
Now the program first tries to obtain title's name from internal NAND and on failure reads it from database.txt.
http://wiibrew.org/wiki/AnyTitle_Deleter_MOD
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April 14th, 2011, 23:42 Posted By: wraggster
Following speculative comments from analystsreported earlier today, Game Informer has stepped up citing 'multiple sources' that claim Nintendo will indeed announce a new console this summer.
According to these anonymous sources, Nintendo is preparing to make the announcement at E3 in June 'if not sooner'. They also claim it will be a HD console comparable in power to Xbox 360 and PS3, although GI notes that it's unclear if it'll surpass or fall short of those consoles in terms of processing power.
According to the report, the system is headed for a late 2012 release, but Nintendo is already showing the console to third-party firms in an extra effort to drum up interest and offer plenty of time for development of launch games.
"Nintendo is doing this one right," GI quotes one source as saying, in regards to its support of third party firms on the new machine after being criticised for its lacking support of third parties with Wii and DS.
"[It's] not a gimmick like the Wii," they also added, although they shared no further information on any other features - whether it will be backwards compatible with Wii games, how it will support online and, crucially, how its controller will work.
Elsewhere, Kotaku says it's "heard" the new Nintendo console will be more powerful than the current-gen systems.
Nintendo has issued 'no comment' statements in regards to the rumours, although it apparently signed off an email to GI with "Stay tuned".
http://www.computerandvideogames.com...VG-General-RSS
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April 15th, 2011, 00:12 Posted By: wraggster
Mario & Sonic at the 2012 London Olympics is on the way, if leaked art is to be believed.
Two placeholder sleeves dug up at Sonic Stadiumshow logos for a new Olympics game and something called Sonic Generations – most likely the game that SEGA posted a teaser trailer for earlier this week.
If legitimate, it wouldn't come as too much of a surprise - a new Olympics title was hinted at last year by a Spanish SEGA rep.
When contacted by Eurogamer for a confirm/denial, a SEGA spokesperson replied "No comment I'm afraid."
This would be the third sports spin-off for the former platforming rivals, after getting involved at the Beijing games in 2007 and the Vancouver Winter Olympics in 2009. The former managed around 10 million sales while the latter netted a still-impressive six million.
http://www.eurogamer.net/articles/20...ympics-sighted
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April 15th, 2011, 00:19 Posted By: wraggster
A 2012 launch for Nintendo's next home console could already be too late, so says industry analyst Michael Pachter.
Following reports today that Nintendo is planning to take the wraps off a successor to the Wii at E3 in June, ahead of a late 2012 launch, a number of industry experts have given Eurogamer their verdict on what we might expect from the system and the challenges that the platform holder will face.
Wedbush Morgan's Michael Pachter kicked things off, insisting that Nintendo has left it too long to jump into the HD space.
"I think the right time for the console was in front of Kinect and Move, and think that Nintendo has forever lost one customer for each Kinect and Move unit sold," he said.
"That means they should have launched the Wii 2 in Fall 2009, and at the latest in Fall 2010, so a launch in 2011 is late.
"With that said, it's never 'too' late, since they can retain the lion's share of the market by inducing current Wii owners to upgrade, and by capturing undecided consumers who have either not yet purchased a console or who have not yet bought Kinect or Move.
"It's highly likely that there is a Wii 2 reveal at E3," he added. "If they don't do it this year, then it might be too late next year."
M2 Research analyst Billy Pidgeon agreed that Nintendo needs to act fast.
"Nintendo needs to launch first in the next generation, as Wii is somewhat saturated and the console's low resolution graphics lag in the current generation," he explained. "I expect the next Nintendo console in 2012 at the latest, so a 2011 E3 launch announcement is a strong possibility.
"There will be some risk for Nintendo in the next generation - Wii has a huge installed base and Nintendo should work to keep that base active as long as possible.
"Nintendo has successfully straddled handheld generations, but console succession is far trickier. 'Wii 2' will need to be backwards compatible, as Nintendo is likely to support Wii with software until the next console gains sufficient penetration."
Pidgeon went on to speculate that the new console would pack in better motion control and possibly even a Kinect-esque tracking camera.
"The next Nintendo console is likely to have improved motion control and to include video camera tech, but I'd be disappointed if it didn't have some off-the-wall innovation that pushes the medium forward in an unforeseen direction.
He also argued that if it hoped to prosper against the PlayStation 3 and Xbox 360, the machine would need to feature a hugely improved online set-up over the Wii's much maligned efforts.
"With Wii and with handhelds, Nintendo doesn't compete with other vendors on hardware. In fact, Nintendo leads with hardware control and user interface.
"However, Nintendo must step up and compete in the online console marketplace and multiplayer experience, where Microsoft and Sony are performing strongly. Connected devices' online experience should lead, rather than follow, the hardware's capabilities."
EEDAR VP Jesse Divnich was more cautious with his predictions but agreed that a late 2012 launch was likely.
"Unfortunately I cannot speculate on what a Wii 2 will have. I literally have no information on it, so anything I speculate will surely be wrong.
"But I can say this. Nintendo doesn't go with the flow, they never have, and gamers can expect Nintendo to continue to be original and offer up an experience that simply cannot be found or matched on other platforms.
"But if you want to use some historical information. Nintendo announced the Revolution, later renamed the Wii, at their 2005 E3 press conference, a full year and half from its official release. So a Wii 2 announcement certainly wouldn't be a shocker if they plan for a 2012 holiday release."
http://www.eurogamer.net/articles/20...aunch-too-late
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April 15th, 2011, 00:29 Posted By: wraggster
Marvelous's new 3DS game, Senran Kagura, is a side-scrolling action platformer starring a group of five ninja school students battling evil mercenary ninjas. You can juggle enemies in aerial combos, double-jump and dash around the screen. Sounds awesome, right?
Oh, by the way, all the characters are young women, "ranked" by bust size. During the game, their clothes tear off, and occasionally the screen will zoom in and display their decreasingly covered bodies in 3D.
...
Senran Kagura will be out in Japan this summer.
http://www.joystiq.com/2011/04/14/se...ction-and-tot/
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April 15th, 2011, 00:37 Posted By: wraggster
Hyperkin, who sells third-party gaming accessories and various retro game devices (like theRetroN3, a combination NES/SNES/Genesis) announced its next product at the Midwest Gaming Classic last month: the SupaBoy, a portable SNES console that works with real SNES cartridges. It's shaped like a controller, but it also has two controller ports, so you can play while you play.
According to CVG's report on the device, it has a 3.5" screen, a rechargeable battery that runs for about five-and-a-half hours, and AV out for use on real TVs. It's due for launch in America this summer. It might look a bit silly with the huge cartridge sticking out, but Sega got away with pretty much the same thing. Officially.
http://www.joystiq.com/2011/04/13/su...mes-on-the-go/
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April 15th, 2011, 00:38 Posted By: wraggster
It's looking to be a fairly delightful summer for folks waiting on pins and needles for renovated versions of Nintendo 64 classics on the 3DS. Just one day after announcing The Legend of Zelda: Ocarina of Time's June 19 release date, Nintendo's uploaded a Japanese launch date for Star Fox 64 3D to the game's official site: The bestial flight combat simulator is scheduled to hit Japanese store shelves July 14.
We've got our fingers crossed that Star Fox's journey to North America will be as speedy asOcarina of Time's (which is coming out in Japan just three days before releasing in the U.S.). Is that wishful thinking? Perhaps. But hey, if we've gotta wish on something, we may as well wish upon a Star!
http://www.joystiq.com/2011/04/13/st...japan-july-14/
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April 15th, 2011, 23:00 Posted By: wraggster
'New controller has in-built sensor bar, features 6" touch-screen', report claims
Nintendo’s successor to the Wii is built with a “custom IBM PowerPC with three cores”, an ATI-built GPU, and at least 512MB in memory, according to new unconfirmed reports.
Nintendo has declined to comment on the validity of widespread hearsay regarding a successor to its home console.
Information on Wii 2 from several independent sources has been fed to various news sites, it is believed.
Now French technology publication 01.net has published more unconfirmed details on the device, including its rumoured internal codename, ‘Project Cafe'.
The article adds that Project Cafe will have “similar architecture” to the Xbox 360 and could support GameCube and Wii games.
A reading of the French article, from a NeoGaf forum post, suggests that Project Cafe will “support all Wii peripherals”
The post added: “CPU is custom IBM PowerPC with three cores, GPU should be an ATI from the R700 family, with a shader unit at version 4.1. Ram should be at least 512 MB.
In more far-reaching speculation, the article goes on to suggest Project Cafe will feature a touch tablet controller, with moderate graphic output, its own 6-inch single touch screen, a front camera.
01.net says the controller itself will have an in-built sensor bar,, along with sundries such as d-pad, bumpers and triggers.
INTENSIFYING SPECULATION
The games news media has been awash with details on the new device, of which games site VG247 has collated.
News outlet Game Informer last night suggested the new Wii console supports HD resolutions, citing multiple sources.
Games blog Kotaku, claiming to have information from separate informants, said the new console appears to be comparable in hardware specs to both Xbox 360 and PS3.
UK-based website CVG, citing industry sources, has claimed the device will feature a new controller.
Entertainment site IGN said the new controller will feature touch-capabilities.
http://www.develop-online.net/news/3...n-Project-Cafe
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April 15th, 2011, 23:04 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime has been discussing early US 3DS sales following the publication of last night's NPD results.
Asked why there had been no sell-outs - 3DS shifted just under 400,000 units in North America in its first week - he told USA Today:
"I would characterise it as a launch where we learned significant lessons from the launch of Wii and we made sure to have not only ample supply in the marketplace, but we staged supply so it would not sell out.
"We had product going direct to store and we also had product in retailers' (distribution centres), so they could easily replenish when they had stores running low on inventory.
"That strategy is why you didn't see massive sell-outs on Nintendo 3DS. Obviously, a sell-through of 400,000 units in one week is exceptional. And the fact that we achieved that without people being worried about massive stockouts and shortages just underscored how we properly executed our supply chain."
USA Today obviously didn't pick up the Wii 2 news that drowned out the NPD sales results last night, otherwise you'd think they'd have asked the big man about the new console, even just to get a 'no comment'.
http://www.computerandvideogames.com...VG-General-RSS
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April 15th, 2011, 23:14 Posted By: wraggster
Various analysts have been discussing the possibility of a new Nintendo console being announced at E3 in June, with the consensus being that a reveal at the LA show is very likely.
Speaking to Eurogamer, analysts Michael Pachter, Jesse Divinch and Billy Pidgeon all said that leaving the announcement of a successor to the Wii any later would be a mistake for the publisher - with Pachter even suggesting that the optimal window has already passed.
"I think the right time for the console was in front of Kinect and Move, and think that Nintendo has forever lost one customer for each Kinect and Move unit sold," explained the Wedbush analyst.
"That means they should have launched the Wii 2 in Fall 2009, and at the latest in Fall 2010, so a launch in 2011 is late.
"With that said, it's never 'too' late, since they can retain the lion's share of the market by inducing current Wii owners to upgrade, and by capturing undecided consumers who have either not yet purchased a console or who have not yet bought Kinect or Move.
Nintendo has forever lost one customer for each Kinect and Move unit sold.
Michael Pachter, Wedbush.
"It's highly likely that there is a Wii 2 reveal at E3," he concluded. "If they don't do it this year, then it might be too late next year."
Eedar's Divinch was more guarded in his speculation, but agreed that E3 is a likely venue for an announcement.
"Unfortunately I cannot speculate on what a Wii 2 will have. I literally have no information on it, so anything I speculate will surely be wrong.
"But I can say this. Nintendo doesn't go with the flow, they never have, and gamers can expect Nintendo to continue to be original and offer up an experience that simply cannot be found or matched on other platforms.
"But if you want to use some historical information. Nintendo announced the Revolution, later renamed the Wii, at their 2005 E3 press conference, a full year and half from its official release. So a Wii 2 announcement certainly wouldn't be a shocker if they plan for a 2012 holiday release."
Billy Pidgeon, of research firm M2, pointed out that, as well as needing to come soon, the new platform will need to improve on some of the Wii's shortcomings if it's to compete.
"Nintendo needs to launch first in the next generation, as Wii is somewhat saturated and the console's low resolution graphics lag in the current generation," he explained. "I expect the next Nintendo console in 2012 at the latest, so a 2011 E3 launch announcement is a strong possibility.
"There will be some risk for Nintendo in the next generation - Wii has a huge installed base and Nintendo should work to keep that base active as long as possible.
"Nintendo has successfully straddled handheld generations, but console succession is far trickier. 'Wii 2' will need to be backwards compatible, as Nintendo is likely to support Wii with software until the next console gains sufficient penetration."
"The next Nintendo console is likely to have improved motion control and to include video camera tech, but I'd be disappointed if it didn't have some off-the-wall innovation that pushes the medium forward in an unforeseen direction.
"With Wii and with handhelds, Nintendo doesn't compete with other vendors on hardware. In fact, Nintendo leads with hardware control and user interface.
"However, Nintendo must step up and compete in the online console marketplace and multiplayer experience, where Microsoft and Sony are performing strongly. Connected devices' online experience should lead, rather than follow, the hardware's capabilities."
Speculation over a new console being unveiled has been rife since the announcement of a price drop for the Wii and reports in Game Informer and on IGN that new technology is coming.
Nintendo has yet to officially comment on the rumours.
http://www.gamesindustry.biz/article...tendo-platform
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April 15th, 2011, 23:21 Posted By: wraggster
The 3DS handheld sold under 400,000 units during its US debut, according to Nintendo of America president Reggie Fils-Aime.
Speaking to USA Today, Fils-Aime said he was pleased with the opening sales for the system which launched on March 27.
However, the new console was outsold by the original DS systems, including the DSi and DSiXL, which shifted 460,000 units during the month, thanks in part to the launch of Pokemon Black and White - titles with combined sales of 2.5 million.
Analyst Cowen & Company had predicted the system would shift around 750,000 units in the US, and the system sold less than the more conservative 500,000 prediction of Wedbush Morgan.
"We staged supply so it would not sell out," said Fils-Aime. "We had product going direct to store and we also had product in retailers (distribution centers), so they could easily replenish when they had stores running low on inventory.
"That strategy is why you didn't see massive sellouts on Nintendo 3DS. Obviously, a sell-through of 400,000 units in one week is exceptional. And the fact that we achieved that without people being worried about massive stockouts and shortages just underscored how we properly executed our supply chain."
European sales of the 3DS came in at 303,000 units in its opening month, including 113,000 in the UK and 50,000 in Germany.
http://www.gamesindustry.biz/article...00-in-us-debut
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April 16th, 2011, 14:55 Posted By: wraggster
Nintendo's next home console will use Blu-ray, a new report has claimed.
Sources close to Blu-ray.com suggest Nintendo will integrate Sony's tech into its new console.
According to yesterday's flurry of reports, Nintendo's new console will be "significantly more powerful than the PlayStation 3" and Nintendo intends to "recapture the hardcore market".
It has also been reported that the machine, pegged for a late 2012 launch, will be backwards compatible.
Would the universe collapse in on itself if Sony hardware was implanted into its rival's new machine? Would Nintendo fans stand for the sight of the next Mario disc being gobbled up by a darkly glinting Sony slot?
The inclusion of a Blu-ray drive may not necessarily mean Nintendo's next console will play Blu-ray movies. The Wii uses standard DVD discs for games but the ability to play DVD movies is locked - despite homebrew developers discovering the ability is there.
Other reports suggest changes to the system's controller too. IGN has word it will include a touch-capable screen. Will it work instead of buttons? As well as buttons? Or will you plug your 3DS in somehow? The mind boggles.
http://www.eurogamer.net/articles/20...to-use-blu-ray
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April 16th, 2011, 14:59 Posted By: wraggster
The £99.98 price of a Black Wii console bundle at GAME has nothing to do with Nintendo clearing stock ahead of a Wii 2 announcement, Eurogamer has been told.
GAME further reduced the £129.99 Wii price to £99.98 as part of an on-going Easter sale. But the deal won't last forever.
Incidentally, that Black Wii comes with Wii Sports, Wii Sports Resort and a Wii Remote Plus.
"Just to confirm that the Wii price of £99.98 is part of the on-going Easter deals campaign we are running and not related to anticipated price-drops or any new hardware rumours," a spokesperson for GAME clarified.
Giant online shop Amazon.co.uk offers the very same Black Wii bundle for the very same £99.98 price. However, Amazon hasn't returned Eurogamer's request for comment.
Overnight, rumours spread that Nintendo plans to announce a Wii 2 at E3 this summer. The console will apparently be "significantly more powerful" than both PS3 and Xbox 360, be backwards compatible, use Blu-ray and have a touch-screen on the controller.
Days earlier, reports claimed Nintendo will cut the price of Wii in May, bringing the US price of the console down to $150.
Coincidence?
http://www.eurogamer.net/articles/20...lated-to-wii-2
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April 16th, 2011, 15:10 Posted By: wraggster
Why wait to find out if there will be a Wii price drop on Monday? Best Buy is selling Wiis on its website for $169.99 right this second. Unfortunately, we can't really glean anything about the manufacturer price from this, as Best Buy has labeled its discount a "sale."
Functionally, though it works out the same either way, with you able to trade $170 for a Wii. It's available in white or black, both variants including Wii Sports, Wii Sports Resort, and a Wii Remote Plus. The older MotionPlus bundle is also available for the same price, if for some reason you'd prefer a bigger controller.
http://www.joystiq.com/2011/04/16/be...170-right-now/
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April 18th, 2011, 13:39 Posted By: wraggster
Resident Evil: The Mercenaries 3D's graphics are so good they "blur the line" between portable and home console visuals.
That's the verdict of Capcom producer Masachika Kawata, who is in charge of the Resident Evil franchise.
The Mercenaries 3D, due out this summer and based on the Resident Evil action mini-game of the same name, is built using Capcom's MT Framework Mobile engine.
"We're very proud of what we've been able to achieve with the hardware," Kawata told Eurogamer. "In our opinion it looks pretty impressive. It's getting to the point where the line between the portable systems and home systems is blurred."
The Mercenaries mini-game first appeared in Resident Evil 3 before popping up in third-person style in home console video games Resident Evil 4 and Resident Evil 5.
According to Kawata, when converting to the portable Nintendo 3DS Capcom was able to re-use some of the home console assets.
"When the engine team got the specs for the 3DS they asked, 'Can we make MT Framework move on this thing?'
"They laid the groundwork and got everything moving to the point where we were using some of the same assets from our home console games - and they were working on the 3DS.
"After they laid the groundwork we got the Mercenaries team on there, and they went wild with seeing how far we could go in making the game look great on the 3DS.
"We're very proud of how far we've come with it. It was definitely a big challenge."
Mercenaries 3D, which was playable at Capcom's April Captivate event, is perhaps the best-looking Nintendo 3DS game.
But Kawata said the Nintendo 3DS is capable of much more, hinting at great things from upcoming 3DS game Resident Evil: Revelations.
"We definitely are not using the full power of the 3DS or our engine at this point," he explained. "The engine team, their initial orders were to get it working specifically for Mercenaries.
"If we're talking about a different kind of title that has a different focus – maybe there needs to be more emphasis on graphics – we have every confidence we can implement that in the Framework and also on 3DS.
"You will see even better things coming out on the platform."
http://www.eurogamer.net/articles/20...console-assets
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April 18th, 2011, 13:46 Posted By: wraggster
Nintendo's kid-tested, researcher-approved Wii Balance Board has struck at the heart of the medical supply industry yet again -- this time, the Bluetooth-connected scale is being used to help physically challenged children at Shriners Hospital in Houston. Seniors at Rice University hand-machined a set of force-sensitive parallel bars and programmed a monster-shooting game called Equilibrium to get kids excited about improving their walking gait, where they can play and score points with each proper step they take. The game automatically ratchets up the difficulty as patients improve, and handrails will play a part too, with a custom three-axis sensor box able to detect how much patients rely on the parallel bars (and dock points accordingly) in an effort to improve their posture. Yep, that sounds just a wee bit more useful than the Balance Board lie detector or the Wii Fit Roomba. Video after the break.
http://www.engadget.com/2011/04/17/s...herapy-system/
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April 18th, 2011, 13:55 Posted By: wraggster
Sometimes emulators just don’t cut it when you want to play a vintage game. Like it or not, some people enjoy the nostalgia of playing old games on the actual hardware for which it was designed.
[Callan] wrote in to share a method he has been using to make some of his own NES game cartridges from ROM dumps in order to play them on an honest to goodness NES console.
He starts out with a 190 in 1 game cartridge, where he found a neat Famicom game never released in the US. He decided he would patch the ROM he found on the multicart in order to have an English menu, and then create his very own cartridge from the image. He discusses how to identify which EPROM chips you will need in order to construct your cartridge, as well as some helpful ways of finding a donor cart that has a similar enough board to house your components.
[Callan] also provides a quick walkthrough of erasing and burning your new EPROM chips, before discussing some post-soldering troubleshooting steps you might need to take before your game will work properly.
While we can’t comment on the legality of these game clones, we still think it’s pretty awesome.
Be sure to check out his site for a far more in-depth discussion of the process if this is something that interests you.
http://hackaday.com/2011/04/16/creat...rom-rom-dumps/
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April 18th, 2011, 17:30 Posted By: wraggster
ThemeShooterTk 0.08 released by HoKaze
ThemeShooterTk is a cross-platform, Python based clone of ThemeShooter made by HoKaze.
It can be run on Windows, Linux, Mac OS X and most modern Unix-like operating systems so long as the following requirements are met: - Python 2.x (Python 2.6 and 2.7 should work fine)
- Tkinter (should come with python)
- Python Imaging Library, PIL (Tends to be included with python)
- PIL: ImageTk Module (on Linux this tends to be kept separate, look for the "python-imaging-tk" package)
What started off as a quick and dirty clone of the original ThemeShooter has since grown and whilst it may be behind the original and ThemeShooterX, it should hopefully suffice for some basic "themeshots." I do intend on continuing to add to it on the rare occasion I have time. Please check the enclosed readme file for further information, bugs and what to look for in the future.
Features
As of version 0.08: - Dummy text (with alpha)
- Theme previews
- Screenshot generation
- Replaces missing images (apart from the background) with images from Classic theme, Dark Water v2 theme OR a custom theme of your choice
- Random bubble placement on both preview and screenshots
- Beginnings of an application database of sorts (possibly expanded later)
- Basic configuration file support for program settings (will be expanded later)
- Simple console output option, for debugging and rough speed checks
- Cross-platform! (Windows-specific bugs fixed)
- Less ugly buttons!
- Bugfixes!
Download
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterTk
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April 18th, 2011, 17:33 Posted By: wraggster
WiiMC 1.1.7 released by Tantric and rodries
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii.
Features
- Attractive libwiigui-based interface, designed with the Wii in mind
- Picture viewer
- Music player
- On-line media support, including SHOUTcast, YouTube, and Navi-X
- FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
- Network playback via SMB, HTTP, and FTP
1.1.7 - April 16, 2011
- Fixed a bug that caused a crash if Aspect Ratio was not set to Auto
1.1.6 - April 14, 2011
- Synced to MPlayer r33122
- Fixed an issue with music playlist queuing
- Fixed an issue playing a music playlist with a picture slideshow
- Fixed a bug that caused some MMS streams not to work
- Fixed a bug that caused WiiMC to crash with a malformed restore_points file
- Added a setting to write a debug log to SD - set "debug" to "1"
- Video rendering corrections and optimizations
- Translation updates
http://www.wiimc.org/downloads/
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April 18th, 2011, 20:03 Posted By: wraggster
Well folks, it's not quite May 15 just yet, but it seems that big box retailers have already begun offering discounts on the Nintendo Wii, dropping the price from $200 to $170. It's not exactly a full-on, official price drop -- not yet, at least -- but it certainly looks like one is imminently approaching.
As indicated last week by a leak at Target and corroborated by listings on the websites ofGameStop, Toys 'R Us, and Best Buy, various versions of the Nintendo Wii console bundle are being offered for $170 as of today. Best Buy even got in on the action a bit early over this past weekend. However, if what we've heard about an official price drop in mid-May for the Nintendo Wii is true, then you may just want to wait another few weeks and save yourself a full $50.
http://www.joystiq.com/2011/04/18/ni...-us-retailers/
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April 18th, 2011, 21:46 Posted By: wraggster
via http://gbatemp.net/t288930-64drive-web-site-active
The newest Nintendo 64 flash cartridge is nearing release. Here is the official web site for the product. It has an estimated MSRP of $199 and no current ETA is available. Keep on lookout for this upcoming product. It has potential to be the ultimate Nintendo 64 flash cart solution with both the flash RAM and card reader built in. There will be no need to purchase other accessories besides one original Nintendo 64 cartridge to plug in and use its CIC protection chip and the CompactFlash memory card. It is recommended that the N64 cartridge, used as a hardware key, to have a 6105 CIC chip on its circuit board for full compatibility with the entire N64 library of games and homebrew.
64drive Official Web Page
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April 18th, 2011, 21:54 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator for Windows Vista/7 has been updated. Changes:
- Support for joystick axes and POV hats (e.g., Xbox 360 D-Pad). See nemulator.ini for configuration examples.
-New audio engine provides better audio rate/framerate synchronization
-Processor throttling is disabled by default as it interferes with nemulator's timing
-Fixed handling of RMW instructions by MMC1 (Bill and Ted's Excellent Video Game Adventure, AD&D Hillsfar, etc. work now)
-Turbo button support - press turbo button (by default, S for button A on joypad 1, A for button B) to enable/disable turbo mode. Hold down left shift while pressing button to decrease rate or right shift to increase rate.
-Added support for SKB opcode (fixes Puzznic glitches)
-Fixed scrolling bug in menu
-Added config option to run nemulator as high priority process
-Rewrite of cartridge/mapper interface
-Added support for the following mappers:
10 (MMC4) - Fire Emblem
19 - Final Lap, Splatter House, Mappy Kids
25 - Gradius 2
32 - Image Fight
33 - Bubble Bobble 2 (J)
34 - Mashou (J)
40 - SMB2J FDS conversion
68 - After Burner
75 - Tetsuwan Atom, Exciting Boxing
79 - Krazy Kreatures
80 - Minelvation Saga, Kyonshiizu 2
87 - City Connection (J)
88 - Quinty (J), Devil Man (J)
103 - Doki Doki Panic FDS conversion
112 - San Guo Zhi - Qun Xion Zheng Ba
152 - Arkanoid II (J)
228 - Action 52, Cheetamen II
News source: http://nemulator.com
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April 18th, 2011, 22:06 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
After I got DSx86 version 0.31 released, I went back to improving DS2x86. It has been on a small hiatus, so I first needed to remind myself at what state I left it when I began working on the DSx86 enhancements. First I changed the Scaled screen mode to use the same speed enhancements as DSx86, as that was a simple and straightforward change. Next, I went thru the debug logs that you have sent me for version 0.06, and implemented some simple still missing opcodes.
I also spent a couple of hours trying to get rid of the "stuck key" problem, that is, the intermittent problem where not all key presses/releases get recognized. I suspected that my use of the timer interrupt handler for performing the DSTwo SDK screen and audio refresh stuff might be the cause, so I hacked together a version where the timer interrupt only sets a variable to request a screen refresh, and the actual refresh routine is called in the main code. However, sadly this did not have any effect on the key problem, the keys still got stuck. But at least I found out that the timer interrupt does not cause this problem. The next thing I tested was changing the timer interrupt speed from the original 60Hz speed to 59Hz. Curiously, that seemed to help at least somewhat. It seems like the key reading issue is caused by some synchronization problem between the SDK timing and my internal timer. I think I will leave the timer interrupt running at 59Hz in the next version, and I'll let you test and report whether the "stuck keys" are still a problem.
The next step was to download some games that have some more difficult problems, like hanging, jumping to zero segment or BSOD exceptions. I found five games to test; Pinball Fantasies, Xargon, The Chaos Engine, Micro Machines and Zool 2. This is the current status with those test games: - Pinball Fantasies hung at the start. After some debugging I found out that it hangs in a routine where it tries to sync the timer interrupt to the screen horizontal blanking signal. I had emulated the screen vertical blanking signal with a reasonable accuracy, but the horizontal blanking was just a simple on/off toggle without any proper timing behind it. This seemed to overflow the variable that Pinball Fantasies used in an attempt to sync, and thus it never found a correct sync value and kept trying forever. I changed the horizontal blanking bit in VGA register 0x3DA to report something closer to the proper interval, and Pinball Fantasies progressed further. However, now it jumps to zero segment (null pointer), and I haven't yet figured out what causes that.
- Xargon was just missing one port input opcode, after which it went to the start menu and began a demo game. However, something is still wrong with it, as the timing seems to be seriously messed up. The main menu only displays for a fraction of a second before the demo game begins, and in the demo game the character moves extremely slowly. This issue still needs more study.
- The Chaos Engine begins loading the game, but then jumps to zero segment (null pointer). It looks like the pointer should contain the address of the XMS driver (HIMEM.SYS), but as DS2x86 does not yet have an XMS driver, the game gets a null pointer and then calls it. This should get fixed after I implement the HIMEM.SYS emulation, similar to what I did for DSx86.
- Micro Machines caused a BSOD. I checked the reported address from the map file, and found out that this happens when returning from a forked program when the stack pointer is not aligned. I changed my DOS emulation code to allow for unaligned stack pointer in this situation, and Micro Machines seems to run fine after that change.
- Zool 2 wanted to use an lss opcode in real mode, which I had not implemented yet. I implemented that, but my version of Zool 2 wants to run from a CD-ROM, so I could not test whether the game would work properly after that change.
Currently I am working on the Jazz Jackrabbit game, or more generally, the Borland RTM DOS extender support. I last worked on it during January, and it has not progressed further since that. I have now been debugging it for a few hours, and have determined that some data that it copies from the low memory to the extended memory does not contain the values that it should, but I haven't yet determined where the original data is loaded and why it is different in DS2x86 to what it contains in DOSBox.
During the next week I plan to continue working on Jazz Jackrabbit, and possibly implement the HIMEM.SYS emulation for DS2x86. There are also some opcodes whose implementation is still missing, so all these will keep me busy for the next week. After these fixes I think it is time to focus on the audio features. I hope to release a new version of DS2x86 during the next (Easter!) weekend.
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April 18th, 2011, 23:15 Posted By: wraggster
Nintendo US's list of new content has arrived and it's got a treat in store for retro Mega Man fans.
Mega Man X headlines this week's update with its arrival on Virtual Console. The game originally hit Super NES in Japan in 1993 (1994 in US) and introduced the more acrobatic X robot to the series.
Getting through the game was made both more fun and more manageable with his new ability to dash and perform wall-jumps which can get you out of trouble when you most need.
Here's the rest of the update list, although you won't want it once you've seen it:
Virtual Console
Mega Man X
Original platform: Super NES
Publisher: Capcom
Players: 1
ESRB Rating: E (Everyone) - Violence
Price: 800 Wii Points
Description: The future of Mega Man has arrived. Hundreds of years after his death, Dr. Light's final creation is discovered. Released from his capsule by Dr. Cain, X is born into a future world where robot rebellions are a thing of the past. But when Dr. Cain tries to implement Dr. Light's designs into a new series of Reploids, something goes horribly wrong. Now the future lies on the brink of destruction, and X must use all of his newfound powers and abilities to hunt down the maverick Reploids and their leader, Sigma, before the human race is wiped from the planet.
WiiWare
My Little Baby
Publisher: dtp young entertainment
Players: 1
ESRB Rating: E (Everyone)
Price: 600 Wii Points
Description: Have you always dreamed of having a cute little baby to lovingly care for? Now is your chance. Your little bundle of joy smiles at you gleefully, and you have to do everything you can to make sure it develops and grows in a healthy manner. Changing, bathing and feeding are as much a part of your duties as shopping, preparing meals, rocking your baby to sleep, playtime, dressing and teaching it to crawl and walk. But above all, what your little angel needs is your love and attention. All this, plus an enormous selection of toys, clothes and other objects, will make your little one the happiest baby in the whole wide world.
BIT.TRIP CORE (demo version)
Publisher: Aksys Games
Players: 1-2
ESRB Rating: E (Everyone)
Price: 0 Wii Points; full version available for 600 Wii Points
Description: BIT.TRIP CORE continues the BIT.TRIP saga in this retro-arcade-style game. BIT.TRIP CORE is an exciting action/rhythm game that's best played while zoning out on the tunes and letting the visuals swallow you whole. The experience is inspired by games from the '80s, but with a modern twist. The game play is entirely new to the series, leaving the single-axis controls of BIT.TRIP BEAT behind in favor of the ability to control two axes. If the difficulty gets you down, grab a friend and play cooperatively in two-player multiplayer mode. (Additional controllers are required for multiplayer features and are sold separately.)
Note: Some demo versions do not support all game features, and players cannot save their in-game progress in demo versions.
Nintendo DSiWare
GO Series Captain Sub
Publisher: Gamebridge
Players: 1
ESRB Rating: E (Everyone) - Mild Cartoon Violence
Price: 200 Nintendo DSi Points
Description: Search the depths of the sea for lost treasure in this charming underwater adventure. Take control of a yellow submarine equipped with a mechanical arm that can grab treasure off the sea floor. Explore an underwater labyrinth of caverns and caves littered with treasures but surrounded by deadly sea creatures. Fire missiles forward to attack creatures in front and launch missiles upward to fend off dangers from above. Keep an eye out for keys that can unlock doors to deeper caverns as you gradually make your way to the hidden chamber where the giant underwater boss awaits.
DodoGo! Robo
Publisher: Neko Entertainment
Players: 1
ESRB Rating: E (Everyone)
Price: 200 Nintendo DSi Points
Description: Entertaining and accessible to everyone, DodoGo! Robo is a puzzle game in which you have to use your head to avoid getting broken. There's no need to have any knowledge of previous games to explore this new installment in the DodoGo! series. Become the well-known Robo-Egg and collect the maximum number of icons scattered around new puzzle levels. Use the stylus to help your Robo progress, then click on the Play button to see the result. You can even change your route until your Robo picks up all the icons for the level you are playing.
Music on: Learning Piano Volume 2
Publisher: Abylight
Players: 1
ESRB Rating: E (Everyone)
Price: 200 Nintendo DSi Points
Description: The entire orchestra follows your performance of 15 great classics. By playing each day, your ability may increase. Earn the bronze, silver and gold medals for each song, completing all different levels. A simplified music score is shown on the upper screen and a full piano keyboard appears on the touch screen, guiding beginners note by note. Songs include classic compositions by Bach, Tchaikovsky and Chopin.
http://www.computerandvideogames.com...VG-General-RSS
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April 19th, 2011, 02:24 Posted By: wraggster
Look what some crazy modder has done, they took a wii console and basically added a screen,wii and gamecube controls to the front, heres the photos:
Looks neat, thats for sure
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April 20th, 2011, 00:45 Posted By: wraggster
A number of U.S. retailers have reduced the price of the Wii console from $199.99 to $169.99, as rumours continue to mount that Nintendo is planning an announcement on the system's successor.
Although an official price cut was expected in May the cuts made this month appear to be led by retailers rather than Nintendo itself. Chains such as Best Buy, GameStop, Target, Toys 'R' Us, and Amazon have all adopted the new price, although others such as K-mart and Sears have not.
At the same time Nintendo has announced that that the price of Wii Sports Resort and Wii Party will be reduced by $10 to a suggested $39.99 - although no other first party titles are affected.
Last week major UK retailer GAME also reduced the price of its black Wii console bundle to £99.98, from £129.99, just as the rumours of the Wii successor began to break. GAME quickly clarified that this was simply part of an Easter price deal.
Although possibly coincidental, the various price cuts have come as speculation continues to run rife regarding the Wii's successor. Rumours on the nature of the hardware, both in terms of its graphical power and special features, have become a hot topic across the Internet.
Many of these rumours have suggested that the new console could be released this year, although most analysts have refused to be drawn on that question. Most though agree that an unveiling at E3 in June is now "highly likely".
http://www.gamesindustry.biz/article...es-drop-in-u-s
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April 20th, 2011, 11:30 Posted By: wraggster
Centipede is the latest Atari arcade classic to hit the comeback trail, with the publisher today announcing an impending 3DS and Wii reboot.
Due for release in the Autumn, Centipede Infestation is a top-down shoot 'em up developed by Wayforward Technologies – the same team behind acclaimed Wii platformer A Boy & His Blob and Contra 4 on the DS.
According to USA Today, the game will be set in a mutant-infested, post-apocalyptic wasteland. You'll play as a young lad named Max who's tasked with shepherding a girl called Maisy around who boasts the power to restore life to the barren environment.
Judging by the trailer below, Wayforward isn't being hugely faithful to the primitive 1980 original.
Atari also has new takes on its ancient Warlords and Star Raiders coin-ops in the works.
http://www.eurogamer.net/articles/20...ed-for-3ds-wii
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April 20th, 2011, 11:33 Posted By: wraggster
Donkey Kong Country Returns developer Retro Studios is making a game for Nintendo's next home console, according to an online report.
Sources within the US studio told The Paul Gale Network the unannounced game is "a project everyone wants us to do".
Gale speculates that the game could be a first-person shooter. Retro Studios has pedigree in this area – it created the superb Metroid Prime Trilogyfor the GameCube and the Wii. Could a new Metroid game be in the works?
Nintendo's next home console, codenamed Project Café and due out next year, is said to have high definition visuals and graphical power on a similar level to the PlayStation 3 and Xbox 360.
Its controller is rumoured to feature a touch-screen that enables the streaming of games played on the console.
According to a report by French website 01.net (translated for Eurogamer by Eurogamer.fr), Nintendo is courting Grand Theft Auto maker Rockstar in the hope that it may make a game – possibly Grand Theft Auto V - for the system.
Nintendo is expected to announce its new console at this year's E3 game show in June.
http://www.eurogamer.net/articles/20...ing-wii-2-game
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April 20th, 2011, 14:40 Posted By: wraggster
Development kit has been delivered to the Wii-friendly developer, report claims
Rockstar Games is the latest firm to commit to developing on the unconfirmed Wii 2 console, according to rumours.
The speculation comes again from French tech website 01.net – a publication that is betting its long-term credibility on a series of explosive claims regarding the console.
The website is now claiming Rockstar has among its studios a Wii 2 game development kit.
http://www.mcvuk.com/news/44022/Rock...on-Wii-2-title
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April 21st, 2011, 00:35 Posted By: wraggster
The Legend of Zelda: Ocarina of Time 3D may not possess a boundless cornucopia of new features over its Nintendo 64 predecessor, but Nintendo revealed one neat gameplay mode ina press release published earlier today. After reaching a certain point in the game, players will access the "Boss Challenge" mode, which will "provide players with the opportunity to face any of the previous Bosses they have defeated once again, or, the option to face and confront them one-by-one, all in a continuous battle."
Oh, you mean we'd have to pummel Queen Gohma, King Dodongo, Barinade, Shadow Ganondorf, Volvagia, Morpha, Bongo Bongo, Twinrova, Ganondorf and Ganon all in one sitting? That's a whole lot of weak points to exploit, but we're pretty confident that we can handle it.
http://www.joystiq.com/2011/04/19/oc...hallenge-mode/
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April 21st, 2011, 23:41 Posted By: wraggster
Another day, another Wii 2 rumour. Today's report, though, offers some rather interesting details on Nintendo's new controller for the console.
Adding to CVG's report that the controller will feature a high-res touch screen, Kotaku says the controller will also have two analogue sticks (yes!), a camera and eight buttons. We imagine that would include four face buttons and four shoulder buttons/triggers, although the site's 'sources who are familiar with Nintendo's plans' aren't that specific.
Apparently the screen will measure a massive 6.2 inches, but what's interesting is that it claims this will be one of at least two control options for the new console.
Rather than replacing the Wii Remote-style controller, Kotaku says the screen-enabled controller will be one option for some games, while the machine will also support "Wii Remote-style controllers". It's unclear if this means it'll use actual Wii Remotes or an entirely new Remote that's more accurate, but we'd guess the latter considering previous reports that the console's motion control will be "better than [Sony's] Move".
Speaking hypothetically, it suggests games like Wii Sports would be controlled with the remote, while players would use the screen controller for games like Zelda. Some games would give you the choice.
The screen can be used - as you'd imagine - to display inventories or maps in some games, or as a viewfinder. It can also be used to take pictures of your face to import into games, it claims.
Nintendo's Wii 2 has reportedly been named 'Project Cafe' behind-the-scenes, and features a custom IBM PowerPC CPU with three cores, a GPU from the ATI R700 family with a shader unit at version 4.1, and at least 512Mb of RAM.
CVG's sources have told us that the system will come with a controller that houses its own HD touch-screen. We expect an E3 reveal in June.
http://www.computerandvideogames.com...VG-General-RSS
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April 21st, 2011, 23:57 Posted By: wraggster
SEGA has announced Mario & Sonic at the London 2012 Olympic Games for the Wii and Nintendo 3DS.
It is the latest in a series that has shifted 19 million copies.
New events for the Wii version include football and equestrian, which feature alongside traditional athletics, aquatics and table tennis events.
There's a new roster of Dream events, too, set in the Mario and Sonic universes.
The Nintendo 3DS version includes over 50 events, playable in single-player and multiplayer.
Mario & Sonic at the London 2012 Olympic Games IS developed by SEGA Japan. SEGA will announce a release date later in the year.
http://www.eurogamer.net/articles/20...game-announced
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April 21st, 2011, 23:59 Posted By: wraggster
Shigeru Miyamoto has admitted work on a successor to the Wii is underway, but suggested not all the rumours doing the rounds about what Nintendo has planned for the machine are true.
While speaking at an event in London today, Nintendo's creative mastermind was inevitably questioned about recent speculation that the platform holder was planning an imminent reveal of a new home console – dubbed Project Café.
"Don't ask!" he said, as reported by Edge. "Even when the Wii launched we were developing new hardware, work on 3DS had already started. It's a matter of when we announce it."
He declined to discuss any specific details as to what Nintendo had planned for the device. When asked whether it would be unveiled at E3, he added, "Please wait. Be patient until we decide."
In a separate interview, Miyamoto also discussed the purported new hardware with French siteGameblog.fr, admitting there is "no smoke without fire".
"Yes, I have read rumours about Café," he said. "I want to say it's normal. You know, for Nintendo, as with the other platform holders, our job is to create new hardware.
"We think it takes five years to do interesting R&D. So, I confess there isn't smoke without fire. We always build consoles. You'll never see some of them.
"But you don't have to trust all the stuff you read," he added.
http://www.eurogamer.net/articles/20...t-cafe-rumours
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April 22nd, 2011, 00:00 Posted By: wraggster
The forthcoming 3DS Super Mario title is a cross between Super Mario Galaxy and Super Mario 64, so says creator Shigeru Miyamoto.
While discussing the title with Edge today, Miyamoto promised that the game was "completely original" and would be released this year.
"It's a combination of Super Mario Galaxy and Super Mario on N64," he explained.
"It won't convey the message if I talk to you today, but if you play it at E3 that will give you more understanding of what I'm talking about."
He also insisted that the handheld's 3D effect would help players better judge distances between platforms, and confirmed speculation that the game would see Super Mario Bros. 3's fan-favourite raccoon suit return.
"It's what you think it is," said Miyamoto, referring to a the much-discussed 'tail' on the game's logo. "You probably know what's going to happen using that character."
The game is being developed by the same internal team responsible for both Super Mario Galaxy and last year's stupidly brilliant sequel.
http://www.eurogamer.net/articles/20...axy-meets-sm64
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April 24th, 2011, 22:19 Posted By: wraggster
Nintendo's rumoured Wii successor, thought to be codenamed Project Café, will run off AMD's R700 GPU architecture, according to a new report.
Anonymous sources told IGN that, on that basis, the system will out-perform the PlayStation 3's NVIDIA 7800GTX-based processor.
Its CPU will apparently be a custom-built triple-core IBM PowerPC chipset similar to that of the Xbox 360 but with faster clocking speeds.
According to the sources, the console will output at 1080p with possible, but as yet unconfirmed, support for stereoscopic 3D as well.
It's also claimed that the console will be roughly the same size as the original Xbox 360 and resemble a modern take on the classic SNES' form.
The report claims it'll be manufactured by the Taiwanese Foxconn plant and be ready to ship this October, though Nintendo may hold back the release to build up stock and give developers more time to finish software.
A potential price tag of between $350 (£212) and $400 (£242) is suggested.
Earlier today, Nintendo's Shigeru Miyamoto refused to confirm the system's existence, though admitted "there's no smoke without fire."
http://www.eurogamer.net/articles/20...-leaked-report
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April 24th, 2011, 22:28 Posted By: wraggster
We caught wind of an internal GameStop memo this morning announcing the discontinuation ofNintendo's DS Lite. The memo (pictured above) asks employees to remove displays of Crimson, Black, and Metallic Rose models, once they've burned through their stock -- we've since confirmed the fact with an employee of the gaming chain. Not a huge shocker, of course, given the fact that the five-year-old system has since been eclipsed by 2009's DSi and, more recently, the company's glasses-free 3D portable, the 3DS. We have reached out to Nintendo for comment on the matter and will update this post with official word once received.
http://www.engadget.com/2011/04/22/d...d-at-gamestop/
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April 24th, 2011, 22:29 Posted By: wraggster
E3 is getting close, just two months away now. As such the next-gen Wii console rumors have heated to a boil. One of the most interesting bits of tattle originates from Kotaku. The gaming site's sources claim (with impressive specificity) that the new 8-button controller features a screen pushing a whopping 6.2 inches, two analog sticks, and a camera. The new Wii console (sometimes called the Wii 2, Wii HD, or simply "Project Cafe") is said to support the new controller in addition to Wii Remote-style controllers for backward compatibility with existing Wii games -- at the moment, however, it's not clear if that implies support for existing Wiimotes. But why the giant display? Here's Kotaku's take:The 6.2-inch screen will receive data wirelessly from the Nintendo console and presents an array of options, from putting the player's inventory or map on the controller screen, to allowing players to combine it with the controller's camera to snap photos that could be imported into a game or even turning it into some sort of glorified viewfinder (we're unclear about whether the camera on the controller points at the player or can be outward-facing; we've heard both - maybe it swivels?).
In other words, you can think of the new contoller-plus-console combination as a modern Dreamcast system or "glorified mega-DS," as Kotaku puts it, where the TV is the top screen and the handheld controller is the lower touchscreen. If true then we'll likely hear the official first word at E3 which kicks off on June 7th.
http://www.engadget.com/2011/04/22/n...-display-turn/
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April 24th, 2011, 22:35 Posted By: wraggster
We're getting so many images, movies and epic poems that purport to depict Nintendo's rumored new HD console, which goes by the (also rumored) codename of Project Café, that we figured it's time to start throwing them at the wall and seeing what sticks. Today's artifact has popped up on several forums and blogs (we saw it on Destructoid, but you may have caught it elsewhere).
It's a slide from something that reads "Project Café is simply the most developer friendly SDK the industry has ever seen. Deliver unparalleled next generation performance at current generation costs. It doesn't get any easier than this." Also, there's a picture of a box. Is it the Wii 2? Probably not.
If pressed, we'd give it a ... 5/10 for believability. The form factor seems like an evolved Wii, so that's about right, but the wording off the slide feels ... off. What do you think?
http://www.joystiq.com/2011/04/22/pr...on-reinvented/
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April 25th, 2011, 01:28 Posted By: wraggster
Descent 1.0 released by tueidj
Descent was originally released by Parallax Software in 1995. It was the first game featuring a full 3D environment (before Quake) as well as gameplay that allowed six degrees of freedom and multiplayer networking that allowed players to join and leave at any time.
Game Setup
The resource files from a registered copy of Descent (updated to v1.5) are required. The required files are called DESCENT.PIG and DESCENT.HOG and must be placed in the /apps/descent/ directory. The resource files from the shareware version or the "Destination Saturn" release are not suitable. The game will perform checksum verification at startup to make sure they are correct. If you purchase "The Descent 1 and 2 Collection" from Good Old Games you can be sure the files will be correct (and you get Descent2 as well, which may come in useful at a later time...).
Download Here
http://wiibrew.org/wiki/Descent
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April 25th, 2011, 01:32 Posted By: wraggster
Bolt Thrower 0.47 released by Titmouse
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress & hopefully a new version will be release once every 2 to 4 weeks. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. Basically a XML configuration file is used rather than hard coded data that’s locked into the code - that would just be plain silly. Please submit your ideas, bug reports or anything else via the discussion page if you wish to help in some way.
Version 0.47 of Bolt Thrower is now released - see change list - Don't forgot you can use arrow down to drop mines For this version I was hoping to use more 3D models in game - I had spend a long time modifying a Viper space craft I had found from 68980 polygons / 73793 points to something more usable for computer game, I ended up with a count of 6903 polygons / 3961 points . The original had used planar mapping which I updated to use UV textures instead and obviously the polygon count was way too high as the model was well designed and extremely detailed – shame I had to downgrade it. This whole process took me ages, especially the UV mapping.
Changelog
Ver 0.47 - 23/04/2011
- Added enemy gunships - just noticed I forgot to add these to the radar, my bad
- Added bigger mine explosions
- Added a controls menu screen - (will add more later to pick other control methods)
- Updated main menu - now shows a 3D WiiMote in the background
- Updated Credits - now shows a 3D Viper (MK2) in the background
- Reduced amount of enemies
- Updated enemies movement logic - speedy enemies now find it harder to lock-on
- Update Intro screen - camera view glides in 3D space
- Added Camera catch-up the player's craft - the player craft will now drift away from the centre
- Added some new 3D models - Viper (MK2) & Wiimote
- Updated 3D object code to use all the layers in a Lightwave object (lwo)
- Bit of code refactoring (reworking internal design), hopefully everything will still work the same
Download Here
http://www.dcemu.co.uk/downloads.php?do=file&id=395
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April 25th, 2011, 10:42 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the DS Console:
Sorry for the one day delay to my normal Sunday updates, but as this was a long Easter weekend I wanted to use the one extra day to work on DS2x86 and get as many fixes implemented as possible.
DS2x86 0.07 release info
Okay, this new version has the following fixes: - There is now (finally) a blinking cursor in the text modes, most importantly in the 4DOS command prompt.
- HIMEM.SYS emulation added. This allows Chaos Engine to run, and will enable support for Windows 3.00a in Standard Mode in the future.
- Fixed a serious total crash problem in 32-bit string opcodes. This happened in games like Abuse, Ascendancy and Carmageddon. Those games still don't work properly, but they don't hang the system completely any more so I have a chance of debugging and improving them further.
- Fixed a stack alignment problem that could cause "Exception 4" BSOD errors. This fixes at least Micro Machines.
- Improved the BSOD reporting. Now the printed data includes a stack trace, so I can better determine the location of the problem.
- Improved horizontal blank reporting, this might solve hanging problems in some games, like Pinball Fantasy.
- Improved Mode-X graphics blitting code to handle wrap-around properly.
- Changed the screen refresh interrupt interval from 60Hz to 59Hz. This might help with the intermittent "stuck key" problem in some games.
- Direct file read to EGA memory is now supported (for example in Heimdall).
- Implemented a number of previously missing opcodes.
DS2x86 0.07 background information
After the previous blog post I worked on Jazz Jackrabbit for a while, but could not get any notable progress with it. It still needs a lot of debugging to determine the problem, and so I decided to move on to some other issues that might be faster to solve.
First, I decided to add HIMEM.SYS emulation, as I could simply port the code from the most recent DSx86 version. This in itself didn't take long, although I ran into a very strange problem where the whole DS2x86 hung immediately when launching any game. It loaded 4DOS.COM fine, and I could give internal commands like "dir" or "memory", but immediately after launching any game it hung totally. I then began commenting out the new HIMEM.SYS stuff, until the only things remaining were a couple of static integer variables in the new C++ module! Commenting these variables out got rid of the problem, but when I added these static variables back, the problem came back. One of the variables had an initial value based on the addresses of two other variables, which seemed to cause the problem. I switched to using a #define, and the problem was solved, but I still don't quite understand how a static variable initialization can break the whole software.
After the HIMEM.SYS emulation started working, Chaos Engine began to ran otherwise fine, except that the display had a moving line of black pixels, and scrolling the zoomed screen did not work properly. The game wraps the display around the A000 segment while scrolling (similarly to what Commander Keen 4 does in EGA mode), and this feature was not yet supported in my Mode-X screen blitting code. I took some time to make this work correctly in both Zoom and Scale screen modes, and now this type of wrap-around should cause no more visual glitches. This is what Chaos Engine now looks like, with a wrap around in the middle of the screen (but not showing :-).
After the HIMEM.SYS emulation in place, I wanted to see whether Windows 3.00a would run in Standard Mode. I had several problems with it, all due to various bugs in my protected mode implementation which I had to fix. There is still a problem with the Global Descriptor Table handling, as Windows uses a segment selector 0x0101 when returning from protected mode to real mode, but in DS2x86 the GDT entry points to a data segment, while in DSx86 and DOSBox it points correctly to a code segment. So, no Windows 3.00a in Standard Mode yet in this version, but I'll try to fix this problem in the near future.
Next, I was looking whether I had Hexen on my SD card. I didn't find it, but as there was Heimdall, I decided to test how it runs. It started fine, but when talking to a character I got a BSOD reporting an invalid store address of 0x600CE030. In this same situation DSx86 shows garbage on the screen, so I thought that this might be a chance to find out what exactly is wrong in my emulation code. I checked the address reported by the BSOD, but it pointed to inside the C library memcpy() function. Obviously, memcpy is used all around the code, so that was not of much help. I needed to find out what code it was that called the memcpy, so I implemented a simple stack traversal routine into my exception handler code. It attempts to find return addresses pointing to my own DS2x86 code by traversing the stack above the exception handler stack frame. When I ran Heimdall again, I got a stack trace that (after converting the hex addresses to function names using the dump file) displayed the following call hierarchy: run() -> INTHandler() -> int21h() -> DOSRead() -> fat_fread() -> memcpy().
So, the problem was that the DOS int21 handler used an invalid memory address to store the data read from disk. However, since the address is calculated from the DSX registers, which can only point to the real mode memory within the first megabyte of DOS RAM, it should not be possible for the address to point outside the emulated DOS RAM area. Except, that I have mapped the graphics memory segment A000 differently, in order to trap accesses to graphics memory. It had not occurred to me that a game would read data from disk DIRECTLY to graphics memory, so I hadn't trapped the graphics memory address inside the DOS file routines. And, as it turned out, Heimdall loads data directly to EGA VRAM from disk, so trapping the address in the DOSRead routine fixed this problem. This is obviously also the reason why Heimdall in DSx86 displays garbage on the screen, it just does not crash like DS2x86 did. I'll fix this problem into DSx86 also for the next DSx86 version.
At this point it was already Saturday evening, so I decided to work on the text mode cursor emulation on Sunday. I had tried to implement the cursor emulation earlier, but at that point it made the "stuck key" problem much worse (most likely because the text mode screen then needed to update much faster. I use a dirty buffer approach with the text mode handling, so that I don't need to convert those fonts to graphics where the character has not changed). But now with the 60Hz -> 59Hz screen refresh rate change, I thought I could try to add the cursor emulation again. It took me most of the Sunday to implement, as I had an unexpected bug in the dirty buffer handling. It had caused no symptoms until I implemented the cursor, so it took me a while to look into the correct routine for the bug. In any case, by Sunday afternoon I got the cursor emulation working.
On Sunday evening I then continued debugging Ascendancy, which hung DS2x86 completely (its is just one of many DOS4GW games that seem to exhibit similar behaviour). I had already a couple of days earlier found the high-level call that causes the hang, so now I just burrowed through to the lower level calls. Finally I found out that it was a simple and common REP MOVSW opcode that caused the hang. This was a bit strange, as this opcode is called thousands of times in all games, why does it hang in this case? The addresses and counts looked fine, it tried to move 512 bytes from high memory to the beginning of a segment in low memory. I had to go through my helper macros one by one until I finally found the problem. In the code that tests whether the output offset wraps around the segment, the 32-bit routine (where the segment size can be a full 4GB), a temporary variable caused an overflow when the input offset was zero. It is rare for the 32-bit input offset to be zero, as usually the protected mode programs use flat segments starting at the beginning of the RAM. Since the beginning of the DOS RAM contains real mode interrupt vectors, the protected mode offsets normally do not start from zero. In this case the segment did not start at the beginning of the RAM, so a zero offset was OK. After fixing the helper macro I got rid of this hang, so in the future I can debug these games properly.
So, that's about the amount of work I managed to do for this version. I also added many missing opcodes from the debug logs you have sent, thanks again for sending me those! I think pretty much all the opcode errors in the logs have now been implemented, except for some obscure problems that are most likely caused by the program executing data. These I will continue working on.
Download Here
http://dsx86.patrickaalto.com/DSblog.html
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April 25th, 2011, 10:44 Posted By: wraggster
Nintendo has announced its plan to launch a Wii successor system next year.
In a note published today alongside its 2011 financial statement, the company confirmed the console, currently codenamed Project Cafe, will launch in 2012.
It also confirmed plans to show a playable model of the new system, and announce further details, at the E3 game show in June.
Nintendo's next home console is said to have high definition visuals and graphical power on a similar level to the PlayStation 3 and Xbox 360.
Its controller is rumoured to feature a 6.2 inch touch-screen that enables the streaming of games played on the console.
http://www.eurogamer.net/articles/20...w-home-console
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April 25th, 2011, 10:45 Posted By: wraggster
Nintendo has sold just over 3.6 million 3DS units to date.
The company said the handheld was off to a "smooth start".
1.06 million have been sold in Japan, 1.32 million in the Americas, and 1.23 million in "other", which includes Europe.
That makes for a global total of 3.61 million units.
9.43 million Nintendo 3DS games have been sold.
Nintendo released its end of financial year sales data today, and confirmed plans to launch a Wii successor in 2012.
In the 12 month period to the end of March 2011, Nintendo sold 17.52 million DS consoles and 15.08 million Wiis.
It pointed to strong sales of the special edition red versions of Nintendo DSi XL and Wii, and the Super Mario All-Stars Limited Edition.
Sales of Pokemon Black and Pokemon White were described as "robust in and out of Japan". Nintendo enjoyed "strong" sales of Super Mario Galaxy 2, Wii Party, Donkey Kong Country Returns, New Super Mario. Bros Wii and Wii Fit Plus.
However, Nintendo noted that sales for both hardware and software were down compared to the previous financial year. It blamed tough comparisons – December 2009 in the US was a record month.
Despite the launch of the 3DS and, next year, its Wii successor, Nintendo pledged to sell more DS and Wiis to those who don't already have them, highlighting the release of The Legend of Zelda: Skyward Sword and the Wii's "long-selling evergreen titles".
http://www.eurogamer.net/articles/20...a-smooth-start
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April 25th, 2011, 22:16 Posted By: wraggster
Nintendo is getting ready to introduce a new home console because its current hardware has lost the power to surprise, CEO Satoru Iwata has revealed.
Speaking at a press conference in Japan earlier today in which he confirmed that a new system was in development, Iwata said (as translated byAndriasang), "It became difficult for developers to surprise customers with the current Wii."
During the presentation Iwata also offered further clarification as to when the new console, thought to be codenamed Project Café, will hit the shelves.
Noting that Nintendo had not included sales of the Wii's successor in its forecast for the current fiscal year, which ends on 31st March 2012, Iwata confirmed that the system would not launch until after April 2012.
There's still no official word as to what the new platform might offer, but Digital Foundry has beenpicking through the rumours in search of answers.
http://www.eurogamer.net/articles/20...r-project-cafe
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April 25th, 2011, 22:18 Posted By: wraggster
Six weeks away from E3 and we now know that Nintendo will announce its high-definition successor to the Wii at the Los Angeles event. It's a new piece of hardware that the rumour mill tells us will not only offer a superior spec to the current crop of HD consoles, but will also change the way we play our games. Based on comments in Nintendo's recent announcement, the new hardware could be with us within a year.
We've been aware of various "Wii HD" rumours for a while now, and have some perspective on the various leaks that have appeared just recently. Photos of what appear to be Project Cafe presentation slides, stealthily snapped using a mobile telephone, have been hotly debated on the internet. Are they genuine? Are they fake? What of the increasing torrent of rumours describing power significantly in excess of the Xbox 360 and PlayStation 3?
One thing that appears to be self-evident is that, once again, the controller is the core of the next Nintendo experience. The Cafe hardware itself appears to operate either as a conventional console tethered to a TV, or else as a lounge-based hub, beaming out gameplay to gamers effectively playing on handheld units with short-range links to the unit. Almost like an entirely home-based OnLive, if you will.
No longer will there be arguments over who's using the HDTV. If someone wants to watch TV, conceivably the player could simply switch over to gaming on Cafe's controller, with rumours suggesting a six-inch widescreen display with resolution in the EDTV-esque 800x480 area - the kind of display utilised by larger sat-navs. It's been described as "an iPad with buttons", but a large joypad with integrated touch-screen is more in line with what we've been hearing from our sources.
Obviously there are other benefits to this configuration. Streaming could be used to send player-specific information, or used to de-clutter the main display by moving HUD information across to the satellite screen. However, applications in this scenario would probably be quite limited. Most HUD info typically needs to be easily accessible to the player, and shifting focus between two screens is not a user-friendly experience.
Kudos to NeoGAF user Kard8p3 for managing to locate this Cafe-related imagery from Nintendo's developer support site.
Cafe's video streaming is a potentially very cool technology. The question is, how could it work and what transmission format could be used?
On the one hand, we already have a working example: PS3's Remote Play, where the framebuffer is shrunk down, encoded and beamed over WiFi to PSP. In theory, then, gameplay could be transmitted to anywhere in the house, and a Wireless-N connection could conceivably handle the bandwidth.
However, two issues here suggest this isn't such a good idea: latency would be introduced by encoding and decoding the video signal, plus there would be a significant degradation in image quality brought about by image compression. Bearing in mind how many Nintendo titles operate at 60Hz, gameplay would suffer a drop in quality were the platform holder to adopt this strategy. Nintendo wants technology to enhance the way we play games, not to detract from it.
The other solution would be something along the lines of WirelessHD, which offers a spec level essentially identical to HDMI beamed out from the console with enough bandwidth to support 1080p at 60Hz (and presumably, by extension, four remote screens on Cafe controllers). We've already seen this deployed on the latest iteration of Alienware's M17x laptop and it's said to offer zero latency and a ten-metre range. Nintendo is all about refactoring existing technology in an innovative fashion, and here we have a template that could be relatively easily adapted.
This is pretty advanced tech though and in concert with integrated touch-screens, we can expect additional Cafe controllers to be significantly more expensive than what we're used to - and we'd be hugely surprised if the unit shipped with more than one pad/tablet.
However, bearing in mind that at one point Orange was selling an Android-powered mobile phone with an 800x480 AMOLED touch-screen display for less than £100 (the Orange San Francisco/ZTE Blade), you can imagine that, with additional economies of scale, Nintendo should be able to make these far less complex controllers fairly cheaply, and still factor in a healthy profit margin.
Of course, a third option is that Cafe controllers could be wired, tethered to the console. Unwieldy and a retrograde step in many ways, but it would resolve the streaming issue in a cost-effective manner and it would also take care of another issue: running a touch-screen display on a wireless controller is going to require battery power way in excess of the requirements of the current-generation joypads and wands.
So what of the core hardware make-up of the machine? Rumours we have not been able to independently confirm are suggesting a triple-core PowerPC processor similar to the Xbox 360's, though we would like to believe that, in the five years since Xenon first shipped, refinements have been made to the design that would increase processing efficiency even if clock speed remains in the 3.2GHz territory.
Going for higher clockspeeds is an option, but would increase cooling costs and could impact on the unit's reliability. A smarter CPU design simply makes more sense, especially bearing in mind how key elements of Xenon's design are inefficient or lacking (onboard cache utilisation for example).
http://www.eurogamer.net/articles/di...umour-analysis
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April 25th, 2011, 22:21 Posted By: wraggster
Mario Kart 3DS goes on sale before the end of the year, Shigeru Miyamoto has confirmed.
Nintendo's creative mastermind made the announcement at a French press event late last week, as reported by VG247.
Miyamoto didn't offer any more insight into what new features Nintendo is adding to the long-running racing franchise but did offer a few updates on a number of other 3DS titles.
He confirmed that the remake of Star Fox 64 is finished and has gyroscope support, which "gives a new dimension to the game."
Also confirmed was a 3DS version of DSiWare favourite Flipnote Studio. The DIY animation download will apparently be making an appearance on the eStore and, as with the original release, it will be free of charge.
Nintendo sure is lining up some heavy hitters for the 3DS following its relatively low profile launch line-up. Last week, Miyamoto confirmed that Super Mario 3DS would also be arriving before the year is out, while Ocarina of Time 3DS is due out in June.
http://www.eurogamer.net/articles/20...irmed-for-2011
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April 25th, 2011, 22:30 Posted By: wraggster
Platform holder encouraging consumers to embrace art using best-selling DS title
Nintendo’s latest sampling tour will use Art Academy to inspire the UK’s budding artists.
The platform holder’s Create Britain campaign kicks off on Thursday, May 19th to promote artistic pastimes to consumers via the 2010 DS release, which has sold more than 345,000 copies in the UK.
Nintendo reps at each event will show shoppers how easy it is to learn how to paint or draw using the title’s step-by-step tutorials.
“The aim is to get the UK to discover its artistic side through the use of Art Academy,” said Nintendo marketing assistant Rebecca Archer.
“Sampling will therefore be an integral part of this campaign, as the only way consumers will discover what Art Academy can teach them is through trying the software themselves.
“Many people view art as elitist and highbrow. We want to make it accessible to all by demonstrating that anyone, whatever their ability, can learn to paint and draw using Art Academy.”
The tour will visit some of the UK’s biggest retail locations, from London to Scotland (see ‘Sampling Tour Dates’ below).
“All of our sampling venues are large footfall shopping centres that have mass market appeal,” said Archer. “We have also been careful to select sampling venues across the country so that every consumer has an opportunity to come along.”
Nintendo will be promoting the tour with a three-week TV campaign, with spots running during family shows such as Coronation Street, Hollyoaks and Emmerdale.
There will also be online ads and a range of Create Britain POS in stores.
SAMPLING TOUR DATES
Brent Cross, North London – May 19th to 22nd
St Davids, Cardiff – May 26th to 29th
MetroCentre, Gateshead, Newcastle – June 2nd to 5th
Bullring, Birmingham – June 9th to 12th
Arndale Centre, Manchester – June 16th to 19th
Braehead, Scotland – June 23rd to 26th
http://www.mcvuk.com/news/44048/Get-...ademy-campaign
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April 25th, 2011, 22:36 Posted By: wraggster
Have you got any spare Nintendo Points sitting in your account. Well, that's where they'll be staying.
Unless you're a wannabe animator, in which case you might want to have a look at the Inchworm Animation app which lets you create your own mini films on your DSi.
Hopefully the 3DS' eShop will come to save us from the monotony.
The list:
Airport Mania: First Flight
Publisher: Lemon Games
Players: 1
ESRB Rating: E (Everyone)
Price: 200 Nintendo DSi Points
Description: Pack your bags for a trip through the skies in Airport Mania. Travel through eight amusing airports while you land a variety of planes, purchase upgrades and avoid delays. Stay on your toes, as some planes carry precious cargo and will need to land in a hurry, while others might need a trip to the repair shop. With good planning, you're sure to make it to the gate on time. With unique challenges and whimsical characters that will put a smile on your face, this is one flight you don't want to miss.
Inchworm Animation
Publisher: Flat Black Films
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Inchworm Animation is a full-featured paint and animation system for the Nintendo DSi system. Five years in the making, Inchworm Animation lets you create mind-blowing digital paintings and animations in the palm of your hand. Use the Nintendo DSi Camera application to record video, stop-motion animation and time-lapse photography. Paint with transparency and smooth anti-aliased brushes. Create images up to 9,999-by-9,999 pixels. An easy-to-use pattern editor lets you make cool repeating patterns. Other tools include onion skin, six-level zoom, cut/paste/rotate, undo and shape primitives. Inchworm Animation's sophisticated layer system allows you to create structured animated scenes. Each layer can have its own independent frame loop. You can even draw on your animation as it plays. Comprehensive tutorials will show you the ropes. Export your finished masterpieces to an SD card (sold separately) as Flash or BMP image sequences.
Ubongo
Publisher: Korner Entertainment
Players: 1-2
ESRB Rating: E (Everyone) - Mild Language
Price: 500 Nintendo DSi Points
Description: Ubongo's mechanics are very simple. Just solve as many puzzles as you can and get gems of the same color. The player who has more gems when time runs out will be the winner. Game modes include History Mode, Quick Game, Time Attack and Multiplayer Mode. The original board game is a blockbuster in many countries.
WiiWare
Word Searcher Deluxe
Publisher: Digital Leisure Inc.
Players: 1-4
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: You'll need a sharp eye and a quick mind to complete 100 themed word search puzzles. Word Searcher Deluxe contains fun words from multiple categories, including palindromes, pirates and painting. With a huge assortment of subjects to choose from, there are puzzles for everyone to enjoy. Test your vocabulary, memory and problem-solving skills with these challenging puzzles. Keep track of - and try to beat - your own play-through times again and again as words are scrambled every time you play.
Learning with the PooYoos: Episode 3 (demo version)
Publisher: Lexis Numérique
Players: 1
ESRB Rating: EC (Early Childhood)
Price: 0 Wii Points; full version available for 500 Wii Points
Description: Welcome to the first fun, poetic brain-trainer for children aged 3 to 6. With the PooYoos, a merry band of adorable baby animals, children will have fun while learning the basics for development, including numbers, letters, lateralization, shapes and colors. Children get to dance with their new friends and earn lovely interactive rewards. With two levels of interactivity, children of any age or level can play the activities based on plants and music. This game has been designed for use by children who have not yet grasped reading. The instructions are spoken in French, English or Spanish, depending on the language setting of your Wii console.
http://www.computerandvideogames.com...VG-General-RSS
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April 26th, 2011, 01:03 Posted By: wraggster
US retailer Best Buy has posted a listing for pre-paid 3DS Cash Cards on its site.
The cards, which are currently only listed for $20 values (as spotted by Destructoid), are up for pre-order now, although we don't see any point in pre-ordering infinitely-available Nintendo points. Unless you're so excited for next month's eShop update you can't help yourself.
There's no release date on the listing, and its 'Store Pick Up' option simply says "coming soon". But it does have a detailed product description:
Replenish your Nintendo 3DS eWallet with this Nintendo 3DS Cash Card. Get the full multimedia experience on your 3DS with downloadable games, add-on content, 3D video on demand and a new eShop. The new eShop features demos, game trailers, user ratings and previews. Use the funds in your wallet to purchase classic Gameboy and Gameboy Color titles and download them directly to your Nintendo 3DS for some on-the-go nostalgia.
Role on May.
http://www.computerandvideogames.com...VG-General-RSS
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April 26th, 2011, 01:13 Posted By: wraggster
Speaking at the 2011 National Association of Broadcasters conference, director James Cameron had a lot to say about 3D display technology. After announcing the founding of his own 3D tech company, the Cameron-Pace Group, Cameron talked about gaming's role in the industry's growth. In an interview with Yahoo, Cameron sung the praises of the 3DS, saying, "Video games are going to help propel the autostereoscopic (glasses-free) play because that's going to be the entry level for most people."
Cameron seems to think that the 3DS is a kind of gateway drug to harder 3D displays. He added, "These single-viewing devices that are engaging the person to play these video games will drive a lot of investment in autostereoscopic displays for that very reason." Wow, Mr. Cameron's just chock-full of good ideas! In fact, later in the interview, he said, "I'd love to do an MMORPG experience inside the Avatar universe and I would like to see it authored in 3D." Oh, no. Oh. No.
http://www.joystiq.com/2011/04/25/ja...y-video-games/
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April 26th, 2011, 01:14 Posted By: wraggster
Upon seeing these clear photographs of what appear to be a physical model of the "Project Cafe" console from this "Innovation Reinvented" slide, we could react in two ways. First, the photographs could lend credence to the slide, suggesting that all of this is real and the Wii successor truly has the listed features and design.
Conversely, we could conclude that someone either built or made a convincing 3D model of the device based on that slide, thinking that the hours of labor required would be worth it when someone was maybe kind of fooled. As this is the course of events that would best justify our constant cynicism, it should be no surprise that it's the one toward which we're leaning.
http://www.joystiq.com/2011/04/25/pr...nference-tabl/
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April 26th, 2011, 16:46 Posted By: wraggster
Retailer delighted that a new machine is on the way; Hopes it can replicate Wii's success
A new version of the Wii? Something completely new? Details about Nintendo's confirmed Wii successor are non-existent, but retailer GAME is already excited.
"The Nintendo Wii has been one of the most popular games consoles in recent years, and has transformed the gaming landscape," Neil Ashurst, Head of UK PR for GAME and Gamestation said.
"It brought gaming to a much wider audience and into the living room as an activity for all the family. There is going to be huge interest in what its successor will look like and what new features will be added – especially with the current trend for 3D and high-def gaming.
"Just like with the Wii before and more recently the 3DS, you know that Nintendo will be challenging the current gaming conventions."
http://www.mcvuk.com/news/44065/GAME...ge-conventions
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April 26th, 2011, 16:57 Posted By: wraggster
Nintendo's elusive Wii Vitality Sensor is still in development, according to reports out of its Japanese investor conference this morning.
The Vitality Sensor was announced back at E3 2009, in the form of a clip that clamps to the player's finger and detects their pulse.
Why? We still don't really know, but Nintendo boss Satoru Iwata thought at the time it had heaps of potential, with the possibility one day for the Vitality Sensor to help players sleep with special software.
"Everyone under pressure in our stressful society could use this to help us relax in a videogame. Videogames could be made for people to unwind or even fall asleep," he said in 2009.
According to more reports emanating from this morning's investor meeting, the reason for the delay is because the device only works for "80%" of people, and it's been "very difficult" to up that number to 99%.
http://www.computerandvideogames.com...VG-General-RSS
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April 26th, 2011, 17:03 Posted By: wraggster
Nintendo's Satoru Iwata has confirmed to investors that the company will not be releasing a planned successor to the Wii before the end of the current fiscal year dated April 2012.
According to a report by Andriasang, Iwata said the new hardware is necessary because "it became difficult for developers to surprise customers with the current Wii."
The company officially admitted yesterday to the existence of Project Cafe - the codename for a new home console, which it will demo for the first time at E3 in June.
It became difficult for developers to surprise customers with the current Wii.
Satoru Iwata, Nintendo
Nintendo revealed yesterday that profits for the financial year ended March 31 were down 66.1 per cent to ¥77.6 billion, while net sales were ¥1 trillion, down 29.3 per cent.
Wii sales now stand at 86 million units, with 15 million of those sold last year. The DS sold 17.52 million units over the past 12 months.
Discussing the newly released 3DS handheld, Iwata said Nintendo is targeting 16 million sales over the next year and it will also release the system in China and other developing markets.
During the last financial year, Nintendo sold 3.6 million 3DS units, just short of the 4 million predicted.
http://www.gamesindustry.biz/article...ore-april-2012
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April 26th, 2011, 19:46 Posted By: wraggster
Star Fox 64 re-make Star Fox 3DS offers tilt controls for the game's Arwing spaceship.
Nintendo president Satoru Iwata confirmed the new control scheme during an investors meeting this weekend.
Star Fox 3DS will be "a newly-arranged version of Star Fox 64, the most well-known game of all the 3D shooting games in the time of Nintendo 64, and in which we offer a new feature that uses a gyro sensor to control Arwing, who flies around the 3D space," Iwata said.
Will traditional button-based controls be available too? Will vigorous swerving of Andross affect the three-dimensional eye-tricking "sweet spot" players are required to hold the 3DS in? Can we tilt completely around and shoot croaky "friend" Slippy Toad in the face?
Nintendo has confirmed Star Fox 3DS will land in Europe this year. It heads to Japan in July.
Fellow Nintendo 64 re-make Zelda: Ocarina of Time has also been spruced up with tilt controls. That title now uses the 3DS gyro sensor for aiming Link's slingshot.
http://www.eurogamer.net/articles/20...-tilt-controls
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April 26th, 2011, 19:56 Posted By: wraggster
As it does after every earnings report, Nintendo sent out a "supplementary" release featuring all of the first-party games that sold a million copies or more in the last fiscal year. One 3DS game made the cut: Nintendogs + Cats, which sold 460,000 units in Japan and 1.25 million in the West. The odds were kind of stacked in favor of this game -- it was released in three different versions, it was the only first-party game at launch, and puppies are cute.
On Wii, Mario Sports Mix made it into the million-seller category, with a worldwide 1.54 million copies. And Super Mario All-Stars Limited Edition proved the viability (unfortunately) of selling an SNES game in a $30 box, by shifting 2.24 million units. On DS, Pokémon Black and White are up to a combined 11.51 million units, which, in our professional estimation, is an uncomfortably large number.
http://www.joystiq.com/2011/04/26/ni...illion-seller/
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April 26th, 2011, 19:57 Posted By: wraggster
When Nintendo finally flips the switch on the 3DSeShop, it's got a pretty solid plan for enticing users into the service. During an investor briefing, president Satoru Iwata announced that Nintendo plans to offer a free downloadable version ofExcitebike through the eShop, for a limited time starting at launch.
It won't just be Excitebike -- it'll be 3D Excitebike. This freebie will be 3DS owners' first experience with the "3D Classics" line, in which classic games are updated with new 3D effects. So when some anonymous racer knocks you off your bike, it'll be more ... exciting. Iwata didn't specify a region for this release, so there is a possibility that it might be restricted to Japan.
http://www.joystiq.com/2011/04/26/ex...-eshop-update/
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April 26th, 2011, 20:11 Posted By: Shrygue
via Reuters
Nintendo said on Tuesday that alliances with other companies may be necessary, a day after the game maker reported its second straight fall in annual profit and said it would launch a successor to its aging Wii console.
"I now regret that we didn't tie up with someone outside the company to market the Wii. If we had done that, the fate of the Wii might have been different," Chief Executive Satoru Iwata said at a conference for investors and analysts.
"Now I am aware that we should not rely too much on ourselves. You will see what I mean by this when we market the 3DS and the Wii in the future."
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April 26th, 2011, 21:42 Posted By: wraggster
Consumers know they want a 3DS but are delaying their purchase until a wider range of games is available, believes Nintendo CEO Satoru Iwata.
Speaking during an investor call transcribed onNintendo's official site, Iwata insisted that the new handheld was one of the most coveted machines the company had ever released, but many potential purchasers were biding their time before opening their wallets.
"It is clear from our market research that many people feel that they 'want' and 'want to buy' Nintendo 3DS, and the latest demand for this device is the largest in comparison with our previous new platforms at the time of their launches," he explained.
"But on the other hand, there is a big proposition that not that many people believe 'Now is the time to buy it!' The penetration will not gain speed without overcoming this challenge.
"After all, the way to solve this problem lies in how to communicate 'what kind of games can be played', as long as Nintendo 3DS is a gaming device.
"There might be consumers who are interested in Nintendo 3DS," he continued, "but they are unable to find software which they want to play, and they are in the 'wait-and-see mode'."
Iwata then went on to list off a formidable slate of titles due out in Japan before the end of 2011, including Dead or Alive: Dimensions, Resident Evil: The Mercenaries 3D, Zelda: Ocarina of Time 3D, Tales of the Abyss, Star Fox 3D, Kid Icarus: Uprising (due "after summer"), Super Mario 3DS and Mario Kart 3DS.
"Nintendo will be working with our full strength in order to spread Nintendo 3DS as a mainstream handheld device, along with the third party developers and with our sales partners," he concluded.
During the same event, Iwata revealed that the handheld, which launched last month in Europe and the US, had got off to a "smooth start" selling 3.6 million units.
http://www.eurogamer.net/articles/20...ut-are-waiting
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April 27th, 2011, 02:27 Posted By: wraggster
If speculation sparked by new blurry magazine scans turn out to be true, Pokémon fans may be disappointed with the new Pokémon game reportedly set for reveal next month.
According to an unverified report, Japan's Dengeki Nintendo DS magazine is teasing a Pokémon game reveal for its next issue expected out on May 21, leaving the type of game it will be and it destined platform a mystery.
New scans from an unspecified Japanese magazine today, however, appear to show what looks GameCube game Pokémon XD: Gale of Darkness running a 3DS.
As Kotaku points out, the character shown on the scans is Michael -the main character from the GC quest - and the upper screen of a 3DS appears to be displaying the map screen of Agate Village from Gale of Darkness.
While the original game was fairly decent, a remake of a so-so GameCube spin-off probably won't have the Pokémon community grabbing their Pokeballs in excitement.
http://www.computerandvideogames.com...VG-General-RSS
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April 27th, 2011, 19:46 Posted By: wraggster
As expected Nintendo has revealed that the 3DS portable has missed its initial sales targets worldwide, with the company planning to reposition its marketing approach as a result.
Prior to the launch of the 3DS, Nintendo predicted 4 million sales by the end of the year. Although the portable console saw strong first week sales in all territories these quickly tailed off in subsequent weeks - as initially reported by third party analysts.
As a result the shipped total reached only 3.61 million by the end of the month.
Although the shortfall does not appear to be as large as some feared, assuming the sales total is similar to the shipped figure, Nintendo president Satoru Iwata has been quick to acknowledge the problems.
It has become clear that we need to do a lot more to convey the value to consumers.
Satoru Iwata, Nintendo
Speaking at an investor presentation following the company's recent financial results, Iwata claimed that the earthquake disaster in Japan had been a primary cause of low sales but that it could not explain similar drop-offs in Europe and North America.
"The initial sales were healthy," said Iwata of the Japanese launch in February. "However, the sales speed slowed down from the third week after its launch which is not what we had expected for the start-up transition."
"We originally expected that the value of 3D images without the need for special glasses would be automatically spread to some extent by many consumers experiencing the device by themselves and then playing with the pre-installed software like Nintendo 3DS Camera, AR Games and Face Raiders together with people around them," he continued.
"However, as a result of analysis of the situation after the launch, it has become clear that we need to do a lot more to convey the value to consumers," admitted Iwata.
Iwata highlighted that even shop demonstrations of the 3D effect were proving ineffective, where users did not adjust the 3D Slider to suit their eyes. He also suggested that new marketing efforts needed to be concentrated on emphasising the StreetPass and SpotPass features, as well as built-in software such as Face Raiders and AR Games.
The upcoming May firmware update, which will include the eShop and other online features, was also described as a key focus for future marketing.
A lack of choice amongst the initial line-up of games, which has suffered particular criticism in the West, was also identified as a key issue - with Iwata highlighting the upcoming release of titles such as Steel Diver, Zelda: Ocarina Of Time, and Resident Evil: The Mercenaries 3D in Japan.
"Nintendo will be working with our full strength in order to spread Nintendo 3DS as a mainstream handheld device, along with the third party developers and with our sales partners," he concluded.
http://www.gamesindustry.biz/article...disappointment
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April 28th, 2011, 23:55 Posted By: wraggster
Party game sequel Wii Play: Motion will launch across Europe on 24th June.
Nintendo's new set of mini-games makes use of the Wii Motion Plus add-on. Wii Play: Motion comes bundled with a Wii Remote Plus, which has the add-on built in.
The original Wii Play is one of the best-selling games of all time. What the heck? It's true - the original included a Wii Remote for free. This time around Europeans get a red flavoured Wii Remote Plus. North American gamers have the title a week earlier and are gifted a black coloured remote instead.
There are 12 tasks on offer, including "Wind Runner", which dubiously combines roller skates and running around a windy race track holding an umbrella. Angling the Wii Remote Plus controls speed and direction.
Other activities see players winching up deep-sea pirate booty in "Treasure Twirl", balancing scoops of ice cream atop a cone in "Cone Zone", and skimming stones across a lake in "Skip Skimmer".
The original Wii Play attracted droves of gamers in the Wii's heyday with the offer of an ever-useful extra Wii Remote. Five years later and considering a comparatively slim amount of titles that make use of Motion Plus, Wii Play: Motion may be a much harder sell.
The Legend of Zelda: Skyward Sword launches later this year and has Motion Plus controls as standard. Maybe it's time to upgrade early?
http://www.eurogamer.net/articles/20...ii-play-motion
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April 29th, 2011, 00:03 Posted By: wraggster
Driver: San Francisco leaves the garage on 2nd September for PC, PlayStation 3, Wii and Xbox 360, publisher Ubisoft has announced.
That's a few days after its 30th August US launch.
First announced back in June last year, the game has been delayed a number of times. However, it seems we'll now finally get to see if Newcastle-based developer Ubisoft Reflections has successfully managed to revive the flaggingfranchise.
Eurogamer's Christian Donlan went hands-on with the game this week.
"From a limited glimpse of the main campaign, Ubisoft's oddball open-worlder is a very entertaining prospect," he wrote.
http://www.eurogamer.net/articles/20...o-release-date
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April 30th, 2011, 01:27 Posted By: wraggster
News via Emurussia
Super Nintendo Entertainment System emulator has been updated recently. Changes:
Rebuilt IRQ handling. (zones)
Improved overall timings, now Snes9x can handle events in a opcode a little. (zones)
Improved screen interlace and sprite interlace supports. (OV2, zones)
Fixed Hi-Res pixel plotter. (BearOso, zones, OV2)
Fixed C4 for Mega Man X2's "weapon get" screen. (Jonas Quinn)
Fixed Super Buster Bros. graphics after reset. (Jonas Quinn)
Improved SA-1 support. (zones)
Added SA-1 CC2 support. (Jonas Quinn, byuu)
Fixed SA-1 NMI override mode. (zones)
Fixed Dual Orb 2 sound glitch. (byuu)
New APU timing hack, fixes various games that exhibit problems with Blargg's SNES_SPC library. (OV2)
Fixed the problem that echo buffer breaks IPL ROM. (zones, OV2)
Fixed movie snapshot unfreeze inconsistency. (gocha)
Faster config file saving. (OV2)
Fixed BlockInvalidVRAMAccess config file option. (windows port, unix port and gtk legacy config) (Jonas Quinn)
Remove POSIX dup and access calls, and rename qword to fix compilation with Cell SDK. (BearOso)
Fixed PS3 version save state crash by using heap allocation for soundsnapshot. (danieldematteis)
Fixed crash relating to double-closed descriptor. (BearOso)
Removed CPUShutdown speedhack, DisableHDMA and DisableIRQ options. (zones)
Removed remaining outdated asm code. (zones)
JMA 64 bit support. (kode54, Nach, friedrich.goepel)
GTK+, Win32, Mac: Added optional Hi-Res blending. (BearOso, OV2, zones)
GTK+, Win32: Support for bsnes-style XML shaders. (BearOso, OV2)
Win32: Full unicode support. (OV2)
Win32: Restored OpenGL mode. (OV2)
Win32: x64 version. (OV2)
Win32: HLSL shader support. (mudlord)
Win32: Win7 jumplist synchronizes with recent roms list. (OV2)
Win32: Updated menu structure. (OV2)
Win32: Drag&Drop support for ROMs. (gocha, OV2)
Win32: Reworked movie-recording with size selection. (gocha, OV2)
Win32: Restored SPC save option. (OV2)
Win32: Fixed vsync in DirectDraw. (OV2)
Win32: Improved window position saving. (OV2)
Win32: Restored compile with DEBUGGER. (gocha)
Win32: Fixed various edge-case errors and/or possible leaks. (Brian Friesen)
Win32: Config file option to always center image. (OV2)
Win32: Fixed "Turbo Down mode" hotkey assignment. (gocha)
Win32: Added and fixed Autofire for D-pad. (gocha)
Win32: Fixed aggressive soundsync wait. (OV2)
Win32: Added window size presets. (OV2)
Mac : Added pause and frame advance functions. (zones)
Mac : Now you can choose any folder for saving files. (zones)
Mac : Updated Music Box (mostly internally). (zones)
Mac : Fixed gliches in open/save dialogs on 10.6. (zones)
Mac : Fixed display configuration in windowed mode. (zones)
Unix : Fixed segfault and hang-up with -DNOSOUND. (zones)
GTK+ : Added ability to set specific folders for SRAM, patches, snapshots, etc. (BearOso)
GTK+ : Fixed many permissions issues with config folders. (BearOso)
GTK+ : Updated compatibility with latest GTK+ and GtkBuilder. Added experimental support for GTK+ 3.x. (BearOso)
GTK+ : Updated software output to use cairo and added the ability to use bilinear-filtering with it. (BearOso)
GTK+ : Fixed issues where cheats wouldn't stay enabled. (BearOso)
GTK+ : Fixed focus issue when there is no window manager. (BearOso)
GTK+ : Fixed X Visual incompatibilities and expose problems in the Xv and OpenGL outputs. (BearOso)
GTK+ : Fixed vsync with new X Server and NVIDIA drivers. (BearOso)
GTK+ : Added "Reduce input lag" option to OpenGL output. (BearOso)
GTK+ : Added a visual indication of the expected video refresh rate for the currently selected sound input rate. (BearOso)
Here is an incomplete list of games that have been fixed/improved in 1.53:
Battle Blaze (glitched title screen)
Earthworm Jim 2 (freeze on start)
F1 Grand Prix (flickering in-game HUD)
Lion King (freeze on start, works after reset)
Ms Pacman (black screen on rom load)
Mutant Chronicles - Doom Troopers (freeze on start)
NBA Hang Time (freeze on start)
Primal Rage (freeze on start)
Robocop 3 (black screen on game start)
SD Gundam G-Next (garbled scenario map pictures)
Secret of Mana (mode7 flicker)
Sink or Swim (display corruption on scrolling)
Super Buster Bros 1.0 (garbled graphics after reset)
The King of Dragons (no sound effects)
The Mask (black screen on rom load)
:: Homepage
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April 30th, 2011, 01:32 Posted By: wraggster
News via http://drunkencoders.com/2011/04/moo...or-april-22nd/
Slow week at Moon Books this week with work and family and stuff. This week we have added two cult classics, exploitation films by Dwain Esper. Both films are in both DPG (for use with Moon Shell on the NDS) and MP4 formats.
Reefer Madness – Docudrama about how ‘reefer’ can lead to all kindsa bad stuff, including murder, rape and insanity.
Sex Madness – Wild parties, lesbianism, and premarital sex are some of the forms of ‘madness’ portrayed.
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April 30th, 2011, 01:33 Posted By: wraggster
News via http://syslock.drunkencoders.com/201...ese-touch-1-5/
Chinese Touch 1.5 is now available for download.
Development was focused on aspects of usability, dictionary search and integration of character component data. Usability enhancements include a rubber tool and an additional calligraphy pen style for writing, a clock display in new words drill, word counters on the left and right buttons in word lists, better saving of program settings and several other tiny improvements. It is now possible to do reverse lookups on fields of your custom dictionary entries and to choose from several keyboard layouts, including Japanese Kana. Newly added images from the Wikimedia Commons Stroke Order Project have been integrated and I hope to add a settings menu soon, that allows to customize priority and optional fallbacks between PRC, traditional and Japanese writing styles. Finally character component data from the cjklib project have been integrated into Chinese Touch. It is not complete and might have some errors, but you now can lookup individual components of many characters and their meaning, which can be very helpful when memorizing complex characters. Please also have a look at the revised user manual, which includes examples on how to use some of the most important features.
Feel free to leave a comment or send me an email, with your thoughts about the program, Chinese or language learning in general, including but not limited to bug reports and feature requests
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April 30th, 2011, 01:35 Posted By: wraggster
News via http://tomdevsblog.drunkencoders.com...bly-mini-game/
Hey everyone,
Well last time I picked up some asm coding and when I saw the unfinished platformer I intended to make in asm, I got the idea to make a small mini-game
So what I did was re-use all the sprite and bg-functions I already made, and I coded the game. The goal of the game is simply to avoid the spikes and get to the end of level. Just as TuxSlides this game only has one level (pretty much why I call it a mini-game):/
download
see ya next time
Tomdev
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April 30th, 2011, 01:40 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for 7488
Video configuration dialog stuff:- Introduced a description text field (!!)- Fixed ALL setting descriptions- Various other string changes- Removed the projection statistics settingDownload Here --> http://www.dolphin-emulator.com/download.html
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April 30th, 2011, 02:08 Posted By: wraggster
In honor of the 25th anniversary of Super Mario Bros., Nintendo released a retread of Super Mario All-Stars. Now, working with Nintendo, Converse is releasing some Mario-themed goods to aid in your treading.
This July, Converse will offer special edition Chuck Taylor All-Star shoes in two styles, with tiled Mario sprites against either a white or black canvas. Even the star on the All-Star logo gets a Mario makeover. Unfortunately, these kicks have only been announced for Japan, so it may be difficult for you to look this cool.
http://www.joystiq.com/2011/04/29/su...ming-to-japan/
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April 30th, 2011, 11:47 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13272&f=19
mnewell offers version 0.1.2 of " Boondoggle ", with words puzzle game for the Nintendo DS.
New version of Boondoggle is out!
v0.1.2
-Overhauled dictionary streaming engine (much faster word checking in Rhythmoggle)
* Streams the index into memory during the splash screen and title screen
* May require a small one-time loadscreen when you select a game (depends on whether the index is loaded by that time)
* Push the d-pad while making fireworks on the loadscreen for a bit of fun smile.gif
* After the initial load, everything loads much more quickly
-Added some graphical pizazz to tapping tiles in Rhythmoggle
-Fixed some graphical corruption on Rhythmoggle results screen
-Fixed cyan pop-up during loading
Get it at http://www.newellprogramming.com/download.html
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April 30th, 2011, 19:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13263&f=19
pokeball29 proposes " DS Star Chart "application for the Nintendo DS that allows you to map the sky and its stars.
This application will allow you to map the sky using your DS. If you are using a telescope that needs coordinates to find a star, then DS Star Chart will output the coordinates for you with only a touch from the stylus. Or if you are just simply stargazing on a clear night, it will show how the stars should look in real time. This application uses FAT, so make sure you DLDI patch it!
How to use:
-- Boot DSSTARCHART.nds
-- The app will ask you your latitude and longitude... Up raises the number, Down will lower it
-- Press A
-- The app will ask your time zone relative to GMT, if you don't know look it up. Press A.
-- Then it will show the main menu, Touch the touch screen to start.
-- If the stars don't show, press the directional pad a couple times.
-- You may see a red star -- this is your test point, press A, B, X, Y, or touch the screen to move it.
-- Once you moved your test point the TEST--DEC and TEST--RA will be shown on the screen...
This is the DEC and RA coordinates that can be put in an equatorial telescope.
-- The Azimuth and Altitude will be displayed if you just moved your test point.
-- Note: SELECT will not lock the test point!!
If you have any comments or suggestions, or if you have any questions, just post them!
Happy Stargazing!!!
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April 30th, 2011, 20:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13253&f=19
SchmendrickSchmuck proposes a new version of DSLiero , a remake for the Nintendo DS's famous freeware game for DOS " Liero ".
CURRENT FEATURES:
- Gameplay nearly identical to original
- Built-in level editor
- All* of the original weapons (see TODO)
- All of the original sounds
- Custom theme support
- Fully customizable controls
- Stylus aiming
THEMES:
Themes are files containing information about all weapons and objects in the game. For DSLiero, they are stored in the SD:/Data/DSLiero/Themes/ folder.
Without a theme file (*.thm), you can only shoot explosion-trailed bazookas, so you might want to have at least one. To change your theme, open the Options menu and select 'Theme...', where you can browse your theme collection for the theme you want to use.
To create a theme, it's easiest to use my DSLiero Theme Editor, which can be found on the official DSLiero website. You can also create your themes manually (they're only text files anyway), but that's a LOT of work. A 'default' theme, which is basically a copy of the original Liero theme, can be found packaged with the game release. It can also be found on the website.
LEVELS:
Levels can be up to 9 screens big (max 3x3), and can use the following textures:
- Dirt types: The standard destructible material
- - Dirt: Default dirt color
- - Green: Greenball color
- - Red: Blood color
- - Shell: Shell color
- - Worm: Worm1 color
- Rock types: Standard indestructible material
- - Gray: Default rock color
- Special types: Special materials
- - Pass: Objects and weapons can pass through, but worms can't
- Eraser: Not really a texture, but it should be noted that it's there.
To select a texture, hold either Left or the A button to bring up the texture selection, then tap a color. Press Up/Down or X/B to change the brush size. Press Start to exit the level editor.
Levels can be saved on flashcard. On starting, the 'game' creates a 'data/DSLiero/Levels' folder. The levels themselves will be 4-20k in size. I haven't really tried to make a lot of levels, so they may become up to 30k, depending on how detailed your levels are. That said, you can only save levels on hardware. A few levels will come packed with the game release.
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April 30th, 2011, 20:29 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13248&f=19
kalfster offers version 1.18 of " Stockmarket DS "game management / equity investment for the Nintendo DS.
series of delete objects is for if the menu changes from main screen to buy or sell screen and removes the buttons from previous menu
i solved it with alarm indeed
my code is very ugly
but the animation is working great now and adds to the enjoyment of buying/selling
enclosed an in between update of the game but i am waiting for new gfx so
wont attach it to main post yet, only sell animation is tuned correct now, buy not yet.
check it out if you want, as said, waiting for gfx
update coming with more events, better info on assets and better gfx
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April 30th, 2011, 20:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13247&f=19
Kazuki provides an update of its adaptation of the hit multiplayer shooter Team Fortress 2 for the Nintendo DS, " Team Fortress 2 DS . The game is not finished yet or really played but is already well advanced.
Controls
DPad - left/right to move
A - Jump. The Scout(1st class) can double jump by pressing A while in the air.
B - Fire (currently only Soldier w/ rockets and Demoman w/ primary/secondary)
Y - Secondary Fire (Demoman: detonate stickybombs)
X - Reload
L - Change weapon backwards
R - Change weapon forwards
Touch Screen - Change class (must be in your team's base), health/reload testing
04-22-11
- Finally an update! Unfortunately, DSGM 5.12 broke my game quite a bit. I don't know if it was the change in object enumeration or what, but even after changing my code to work with the new enumeration style the game was incredibly glitchy when "played." You'll still be able to look at the code and everything of course, but you won't be able to compile. =\ I'm still trudging along in DSGM 5.11 though!
- Still working on the first map (Sawmill) and I'm still trying to get a handle of map collisions and stuff.
- - May have to mess around with multiple backgrounds since mine uses too many tiles or something.
- - Pretty much finished the first house area on the blue side. You can use the box to jump on the roof.
- - Tentative layout plan: http://i.imgur.com/Pwmca.png
- Added health/ammo kit objects for testing regaining health/ammo.
- - Small = +20.5% of max refilled; Medium = +50% of max refilled; Large = refilled completely
- - Can test health/ammo pickups by using the faces and plus/minus sprites on the lower screen.
* Still have no idea on a way to handle non-projectile weapons.
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April 30th, 2011, 20:38 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13241&f=19
insanepotato proposed the 1.0 version of " Robot Unicorn Attack DS ", adaptation du jeu flash du même nom pour la Nintendo DS.
I remember seeing someone request this a while back. At first i thought it'd be pretty easy and simple to make. Oh i was so so wrong.
I had never used libnds before and knew nothing about ds hardware, except that it had 4mb of RAM.
Libnds documentation was a little anorexic for me, even with the examples, but luckily the gbatemp community was very responsive when i requested help. thanks guys =]
I ran into so many obstacles i considered rage quitting multiple times. Not sure how i even managed to get it to where it is atm.
Still feels incomplete, but the code feels so fragile, i don't really want to make anymore changes ;_;
I've learn a lot from this project; namely, don't waste system resources around or you'll be screwed.
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April 30th, 2011, 22:20 Posted By: wraggster
News via AEP
byuu has released a new version of his SNES emulator bsnes.
Quote:
bsnes v078 released (2011-04-30)
Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements.
Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I´ve randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false.
The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I´ve also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to.
Please enjoy.
Changelog:
memory and most registers are now randomly initialized on power-up
fixed auto joypad polling issue in Super Star Wars
fixed .nec and .rtc file extensions (they were missing the dot) [krom]
PPU/accuracy now clears overscan region on any frame when it is disabled
PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this)
added hotkey remapping dialog to input settings window
added a few new hotkeys, including quick-reset
phoenix API now auto-sizes widgets based on font sizes
file dialog once again remembers previously selected file when possible
updated mightymo´s cheat code database to April 19th release
:: Homepage
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May 1st, 2011, 00:49 Posted By: wraggster
Japanese retail news blog Sinobi (translated by Andriasang) reports Nintendo has a somewhat surprising supply strategy for its upcoming, three-dimensional remake of The Legend of Zelda: Ocarina of Time. According to the blog, Nintendo's initial shipment of the title to retailers will be "extremely small." Furthermore, Nintendo supposedly isn't letting retailers order extra units of the game, and is allotting a limited number of copies for all retailers, regardless of their respective size.
It seems bananas to limit supply on the 3DS' most anticipated title to date, but Sinobi suggests this could be a reaction to the overstocking of Zelda: Spirit Tracks, which ended up in Japanese bargain bins faster than the franchise is likely used to. If that's the case, then Nintendo is forgetting one very important factor: Spirit Tracks is a pretty okay game, whileOcarina of Time is the best game ever made.
http://www.joystiq.com/2011/04/30/ru...itial-release/
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