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June 1st, 2008, 11:14 Posted By: wraggster
this from gbadev
Looking for a Nintendo DS programmer (C# / C++)
We are a young development studio for computer games and interactive installations. For the development of a computer game for a leading international games publisher, we are currently looking for a programmer. We are licensed Nintendo developers. For more information about our company, please write to meno@gmx.li
Requirements:
- good experiences in C# and C++
- project experience
- desirable: experiences with the Nintendo DS
- reliability and ability to work in a team
We offer
- a fair remuneration
- a job in Berlin :-) – Europe’s number 1 lifestyle city
- the entrance in a (still) small, but increasingly growing team
- the chance to co-create a game for a renowned international publisher
- an agreeable working atmosphere in the heart of Berlin, close to Alexanderplatz
Please send your application including CV and working experiences to meno@gmx.li
http://www.gbadev.org/index.php?showinfo=1362
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June 1st, 2008, 11:26 Posted By: wraggster
The port of Quake to the Nintendo Wii has been updated, heres whats new:
Changes from the last WIP:
-Fix the reset buton mistake.
-Fix off-screen-wiimote aiming issues.
-Exiting the game wii now return to the loader.
-Reenable game and config saving/loading.
-Fixed bug when a wiimote disconnects during the game, better wiimote connection handling overall.
-Metroid Prime 3-style aiming and shooting.
Known bugs: The nunchuk isn't detected/used when loading from the homebrew channel (possibly other loaders as well.) To fix this, just disconnect and reconnect the nunchuk (or resync the wiimote, but it takes longer.) The nunchuk is detected fine if you sync the wiimote in-game or quit to the homebrew channel and reload the game.
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June 1st, 2008, 11:29 Posted By: wraggster
LoPsT has released an updated version of his port of Snes9x to the Nintendo Wii, heres whats new:
This version includes:
-- Support for 2 Wiimote (fast connection).
-- Support Command classic.
-- Support Nunchuk (run the diagonals).
-- Support SD Front (to load roms and savegames).
-- Support savegame direct gcram (now whether to leave the emulator saves).
-- Support for long file name.
-- Support for compressed files in ZIP.
-- Support exit to the menu of Homebrew Channel.
-- Support for consoles with RGB cable PAL60 (finally!).
-- Support for commanders Game Cube (not) xD
-- Automatically detects the video mode of the TV (PAL60, 480p, ...)
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June 1st, 2008, 11:35 Posted By: wraggster
Nullex has released a variant of the gameboy emulator for the Nintendo Wii, heres the details:
Well, I'm working on remaking a little color gameboy emulator, rinwii.
It is necessary that your sd creeis in a directory called "/ Roma / GB" to store the roms and other "/ Savefile / GB". Failure to boot possibly Peter.
The news is that it uses the libraries of the future libogc, and the advantages of the Wiimote stable access to data by libfat ... It also has a new system of rendering GRRLIB using the library, a new system of menus manageable with the Wiimote, etc. ... Anyone who has tried the earlier version, the 9 candidate, I think it will be pleasantly surprised.
comes with sources and compiled a version in English, Spanish, video and auto PAL60. Already I contareis rulings that have gone home by removing him ...
Let's see if anyone I can spend some graphic PNG to set menus
Sources at the earliest most beautiful and clean code, possibly in the next release ...
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June 1st, 2008, 11:36 Posted By: wraggster
For some Wii fans, the exercise in Wii Fit has been in running around trying to find one.
That was the case for Dhruv Thukral, a 25-year-old from Santa Monica who raced from store to store the day Nintendo Co.'s fitness game came out May 19.
Spielberg , Electronic Arts take aim with Boom Blox wii"It's sold out everywhere," the USC computer science graduate student said.
Wii Fit is the latest title for Nintendo's Wii game console. Shortages have become a chronic condition for Nintendo, beginning with the Wii, which is still in short supply a year-and-a-half after the $250 console was introduced.
The new game, which retails for $90, offers more than 40 activities that challenge players in areas such as yoga, aerobics, strength training and balance. It comes with a motion sensor platform that resembles a large bathroom scale, which users stand on, and requires a Wii console to play.
At GameStop, a chain that specializes in video games, the first shipment sold out days before it arrived as shoppers plunked down cash to pre-order the game.
On Friday, Circuit City's website had the game in stock at 8:50 a.m., but was sold out 10 minutes later, according to NowInStock.net, a website that tracks online stores for hard-to-find items.
On EBay, Wii Fit has been auctioned for as much as $150, a 66% markup.
Some who managed to find Wii Fit had to go to considerable lengths.
Chris Pereira, a 19-year-old video-game journalist from Rocky Hill, Conn., tried to pre-order a copy before the game was released but was told that all units of the game had already been reserved.
Pereira, an editor for Ziff Davis Media Inc., hit up Best Buy and GameStop without success. At the local Circuit City, a salesperson said the game was available, but when she turned around to grab a box, she came up empty-handed.
"They had apparently sold out minutes before," he said.
He then scoured several stores before finding a copy at a GameStop store.
"The consumer response to Wii Fit was exceptional," said Denise Kaigler, a Nintendo spokeswoman. "We are working as hard as we can to replenish the stock."
She declined, however, to divulge how many copies of the game the company has sold. Nintendo had said Wii Fit already sold 2 million units in Japan, where it launched in December.
Analysts say part of the problem stems from Nintendo's conservative approach in making hardware. Stung by the failure of its last console, the GameCube, the Japanese company resists building up too much factory resources for its products.
It also is shrewdly maximizing its profit by sending four times as many units to Europe, reaping the benefits of the strong euro, said Michael Pachter, an analyst with Wedbush Morgan Securities.
Pachter estimated that Nintendo shipped just 500,000 copies of the game in North America but as many as 2 million units to Europe.
"The shortage demonstrates one consequence of the weak dollar. We're seeing companies ignore their largest market simply because they can make a greater profit elsewhere," Pachter said.
"They know that Americans will be just as fat a few months from now" when Nintendo will have more units available, he said.
But the Wii's runaway success could backfire if Nintendo is unable to manage consumer expectations, said Billy Pidgeon, an analyst with research firm IDC.
"That's a tough line to tread," Pidgeon said. "When does the consumer get frustrated and move on?
"So far, the Wii still has cachet," he said. "But the fact that consumers can't finda Wii or a Wii Fit is definitely a missed opportunity."
http://www.latimes.com/technology/co...,5309739.story
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June 1st, 2008, 11:37 Posted By: wraggster
Video game collectors have just been given a golden opportunity (and another thorn in their significant others' side). Nintendo of Canada is cleaning out their warehouse and is auctioning their collection of brand new, sealed retro games, with all proceeds going to United Way charity. The auctions, totaling 421 games in 24 different auctions, break down as follows:
70 NES games over 4 lots
169 SNES games over 13 lots
182 GameBoy games over 7 lots
As of this writing, the highest bid in any auctions is US $1,013 for a collection of NES games that includes Mario's Time Machine, Dragon Warrior IV, The Great Waldo Search and – this is the big draw, folks – George Foreman's KO Boxing. There's some great games in the other lots, too, with Addams Family and Lost Vikings activating the most synapses in our nostalgic minds.
http://www.joystiq.com/2008/05/30/ni...-titles-for-c/
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June 1st, 2008, 11:41 Posted By: wraggster
Article from bushing;
This post is part of a several-part series on fixing a “bricked“ Wii:
UnBrickMii - Introduction, explanation of a 4-part plan to unbrick any Wii
amoxiflash - Part 1, a way to modify the NAND Flash of a bricked Wii
Mario-Kart Autopsy 1 and 2 - Part 2, a (partial) analysis of what happens to the filesystem of a Wii to make it “brick”
(tbd) - Part 3, a way to recover the necessary per-console unique keys (NAND AES, NAND HMAC) using a hacked boot2 on a bricked Wii
(tbd) - Part 4, software to modify the contents of the Wii’s filesystem on a host computer, making use of those two NAND keys.
I’ve focused my recent energy and time into Part 4. It’s turned out to be more difficult than I’d feared. In order to modify the filesystem to unbrick a Wii, we need to do the following things:
Isolate an existing file in the NAND dump (done)
Decrypt it using the proper AES key, modify it, and then encrypt it again using the same key (done, doable, and straightforward)
Sign each 0×4000-byte block using the correct HMAC key, so that the Wii will recognize it as valid.
The HMAC has proven to be the most difficult part. HMAC is a standard algorithm, and I know the HMAC key for my Wii, but I can’t get my calculated HMAC to match the Wii’s stored HMAC. This means I can’t modify the filesystem, which is a fairly serious obstacle.
I’ve spent weeks staring at the disassembly of boot2 — the first piece of code that performs the HMAC check — and I can’t figure out what it’s doing by pure static analysis. Unfortunately, we don’t have any (useful) debug facilities.
It’s time to fall back to first principles. Marcan and I have been working on modifying SkyEye to emulate the Starlet core. It’s a very frustrating and tedious process, because we have no documentation for how most of this works, so we’re guessing and seeing how well code ends up running. I don’t think it is something that will ever be useful for, say, a Wii emulator — there are far easier ways to emulate IOS — but I’m hoping I will be able to use it to debug the HMAC algorithm, and also perhaps firmware patches.
boot0 is the first part of the Starlet boot chain. It is hardcoded in mask rom in every Hollywood chip; it will never change. It is designed to be small and simple, because it’s impossible to fix any bugs that are found there. I’ve chosen to start there in trying to emulate the chip — although it is only about 1300 bytes of code, it manages to talk to:
OTP storage area (to retrieve a hash to compare boot1 against
NAND Flash controller (to read the encrypted boot1)
SRAM (to store the decrypted boot1)
AES engine (to decrypt boot1)
SHA engine (to authenticate boot1)
I don’t expect this to be of much use to people, but if you’re curious, take a look at my analysis of boot0. If you see anything i missed, please let me know!
Future articles will discuss boot1 and boot2.
http://hackmii.com/2008/05/boot0/
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June 1st, 2008, 11:47 Posted By: wraggster
News/release from Squidman:
Touhou Fangame is a homemade version of Touhou for the Wii. It is written from scratch with images from the internet, GRRLIB, and Wiiuse.
Touhou is a danmaku shooter praised for being difficult, beautiful, and a one-man project. This attempts to replicate all those things. The first release is out! Enjoy the beautiful danmaku-ness of the Touhou Fangame!
Latest download is always here: http://otokoyariika.vectorfive.net/wii/Touhou.zip If you are looking for a specific release, check the releases section.
That zip contains 2 more zips, one for the HBC, and one with the source.
Well, I would greatly appreciate if someone could make a new level 1 background, preferably a very tall one so I don't have to use this crappy, half-ass scrolling of mine. Also, if anybody can, I would like some boss chat pictures (anybody who has played Touhou will know what I am talking about) for the following characters: Eirin, Shinki, Reisen, Alice, Marisa, and Reimu.
More requests will come later. Please post all submissions in the talk page.
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June 1st, 2008, 11:51 Posted By: wraggster
News/release from Mooseat play:
I have put the latest build of Laser Hockey DS online tonight. This version finally has a real physics engine courtesy of Box2D. Again, it looks identical to the last two builds but this one finally plays like a real game. Next month is all about the looks...gotta shrink those paddles.
Build 0.4.0
Using Box2D for physics, still needs a lot of tweaking and bug fixing; it took almost two months but it's a huge improvement
Re-initializing memory between screen changes to avoid a memory leak
Remove remnants of old placeholder engine
Using Box2D's body rotation for the sprite rotation
Player two takes control of physics updates when ball is in his or her court, a vast improvement in responsiveness of game play for player two
Select button now exits practice and multiplayer games
You can download it by clicking this link: LHDS_2008_05_31.zip
I am not going to provide any new screenshots as they are exactly the same.
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June 1st, 2008, 14:26 Posted By: wraggster
With the gaming industry now spending more to develop user interfaces than the Pentagon, the Army has begun putting all that R&D to good use in weaponry and training. Reversing the traditional role of games attempting to simulate real life killing machines, it is now the weapons makers using gaming technology to make their products more effective. Popular Mechanics notes, 'Already, [Mark Bigham, director of business development for Raytheon Tactical Intelligence Systems] says that Raytheon has been experimenting with Wii controllers to explore the possibilities for training simulators and other applications that require physical movement. Just think, one day, the R&D that Nintendo put into Wii bowling could end up influencing basic training
http://games.slashdot.org/article.pl.../05/29/2224228
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June 1st, 2008, 14:34 Posted By: wraggster
We've yet to play a DS incarnation of Konami's vamp-slaying franchise that we didn't thoroughly enjoy -- if this debut trailer for the next installment in the handheld series is any indication, that streak appears to show no signs of stopping. This stylish trailer introduces us to the protagonist of Castlevania: Order of Ecclesia -- the raven-haired Shanoa (who looks a bit too similar to Bullet Witch's Alicia for our comfort), and her many, many methods for murdering and dismembering ol' Vlad's minions. Sure, she may not wield the Vampire Killer whip made famous in other Castlevania titles, but she does dispatch a Giant Enemy Crab with a falling elevator, which arguably possesses a bit more panache than the Belmont family's legendary cord.
http://www.gamevideos.com/video/id/19109
via http://www.joystiq.com/2008/05/30/fi...esome-whiples/
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June 1st, 2008, 14:50 Posted By: wraggster
Newly released:
features
Personal Profiles: Create your personal profile and evaluate your improvement potential, then set up your objectives following the recommendations based on your personal profile
Input Reward System: Log your progress on a daily or weekly basis, tracking your physical activity and nutrition habits
The Pedometer: A peripheral device that comes with the game and can be easily updated through your DS, it’s the best way to control your daily physical effort, challenge yourself and balance your food intake
Real-Life Landmark Checkpoints: As a reward, all the physical activities you achieve and good nutrition habits you acquire are converted into measurable distances based on real examples
aka. My Weight Loss Coach
description
My Weight Loss Coach DS is a game for every adult, male and female who considers reaching and maintaining their target weight as a challenge. A program that fits your own objectives and respects your daily life constraints, My Weight Loss Coach supports you and tracks your progress and achievements by improving your energy balance. Developed in conjunction with a nutritionist, it helps you take control of your weight efficiently and feel better. Via an exclusive pedometer (included free with the game), you will be able to measure your real physical activity level and balance it following the advice of a fitness coach. Your motivation will increase with coaching sessions, daily challenges, mini-games and quizzes, play for only 10 to 15 minutes per day and you will feel the difference
http://www.play-asia.com/SOap-23-83-...j-70-2sgx.html
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June 1st, 2008, 15:03 Posted By: wraggster
Nintendo of America debuted the WiiWare addition to its Shop Channel on May 19 and the service, which enables Wii owners to connect online and download original Wii games, has proven to be a success story ever since. Titles like LostWinds and Dr. Mario have provided players extra incentive to boot up their Wii consoles again and again, but Nintendo hasn't pulled back the curtain on its continuing plans for WiiWare just yet, and so a number of questions remain. How many games will launch each week? How many are in the queue? And are demos of WiiWare titles a possibility going forward? NOA's senior director of project development, Tom Prata, gives us some answers below.
IGN: We know a lot of developers have completed WiiWare games which haven't yet been released. Will new WiiWare titles be released every Monday? What is the limit you're putting on how many WiiWare games can be released every week?
Tom Prata: Our plan is to make new WiiWare games available on Mondays, as we do with Virtual Console titles. We have not set a limit to the number of games that will launch on any given Monday. Rather, we are working with developers and their production schedules to bring the products to consumers in a timely manner.
IGN: What is the most popular WiiWare download so far?
Tom Prata: We don't have sales information to share at this time, however we are pleased to see consumers enjoying the games made available by WiiWare developers.
IGN: We recently had to delete half the games and Channels on our systems to make room for two WiiWare titles. Lack of storage space has become a huge problem. What're your thoughts on this issue? Will Nintendo address it soon?
Tom Prata: Consumers have the option of either deleting the game and downloading it again for no additional Wii Points, or transferring the game from Wii to external SD memory card.
IGN: Can WiiWare developers use all of Wii's abilities? For instance -- connection between Wii and DS, WFC, online, etc. -- if they want? What about Miis?
Tom Prata: Developers have the ability to utilize the same Wii features for WiiWare games as they do for disc-based games, including Wi-Fi Connection, WiiConnect24 and variety of controllers and peripherals. What is important is providing developers the freedom to use the features that are most valuable to express the characteristics of their game. Regarding the use of Miis, Mii characters are included in games like TV Show King and Dr. Mario Rx .
IGN: WiiWare games need to weigh in under 43 megabytes, we've been told. Is this true? Are there any plans to increase the file size limit?
Tom Prata: Similar to the breadth of Virtual Console content, WiiWare games will also come in a variety of sizes and at different Wii Points. We want to encourage creators to focus development resources on areas that matter most to consumers: gameplay. Nintendo is not planning on requiring developers to fill large amounts of data and believe there is sufficient space to create compelling, new gameplay experiences.
IGN: Currently, there is no way to demo WiiWare games before you buy. Might this change?
Tom Prata: We do not intend to have a 'try-before-you-buy' model that requires developers to create demos. There are a variety of places to learn more about WiiWare games such as the Nintendo Channel where consumers can find game information for WiiWare together with retail Wii products, Virtual Console and DS games.
IGN: How many WiiWare games do you have the queue?
Tom Prata: Currently, there are about 100 games in development for WiiWare at various stages of completion.
IGN: For launch in America, Nintendo itself did not release any first-party WiiWare games. Why not?
Tom Prata: As we looked at the launch line up, we wanted to provide games that are widely appealing to all consumers -- something for everyone to enjoy. Equally diverse are the creators of these games representing companies of different sizes and cultures. These companies demonstrate the range of WiiWare developers from a large publisher like Square Enix, to established independent developers such as High Voltage and Frontier to small indie developers like XGen.
Nintendo, like other publishers, is working on some experimental projects we plan to make available in the future.
Recently we launched Dr. Mario Rx.
http://uk.wii.ign.com/articles/877/877761p1.html
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June 1st, 2008, 15:11 Posted By: wraggster
f you're anything like our boy Ryan, you've been wearing that Wii Fit out ever since you took delivery. Unfortunately, you've probably been doing a bit of unintentional jogging when logging miles back and forth to the local mini-mart for batteries. If you can't seem to keep your Wii Balance Board charged, Nyko has introduced a novel solution: the Energy Pack for Wii Fit. Our pals over at Nintendo Wii Fanboy were able to get ahold of this very unit and put it through its paces, and generally speaking, they were quite impressed with the $20 peripheral-for-a-peripheral. Head on over for the full writeup and a smattering of pics.
http://www.engadget.com/2008/05/30/n...-board-juiced/
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June 1st, 2008, 15:20 Posted By: wraggster
eluan has again updated the port of Quake to the Nintendo Wii, heres whats new:
I've increased the rendering resolution, as we are now running on a Wii. Please test the following executable and let me know if the FPS is acceptable or not. I've just increased it to see how it looks, since I have started a long and painful (since glquake is prety much hacked together) port of the OpenGL rendering routines to GX, learning GX in the way. I hope that, in the future, software rendering will just be a nostalgic option
Main changes since last WIP release:
-Rendering resolution increased to 480i/528i.
-Lots of input improvements/bug fixes (including a fix to the gamecube controller aiming)
-Basic netcode implemented (doesn't work yet.) Most times net_sendto and net_recvfrom fail with error -81, which (as far as my limited knowledge goes) is undocumented. net_setsockopt also fails with error -81 when attempting to set SO_BROADCAST to a socket. However, sometimes I get some nice udp packets on my machine.
-All glquake references removed from code in preparation to the GX version.
-Lost all day researching GX, seems it will be a while until a playable version.
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June 1st, 2008, 22:40 Posted By: wraggster
Americans have been buffeted with news of our nation's pending recession and the devaluation of our dollar for months now, but in a market with such standardized prices, the American video game industry and game consumers haven't really felt the effect of our economic instability. However, according to industry analyst and prognosticator extraordinaire Michael Pachter, our pecuniary puniness is the cause for the current American Wii Fit shortage -- nearly four times as many copies of the title made their way to Europe, where the Euro, unlike the dollar, is gaining strength.
In Pachter's own words, "We're seeing companies ignore their largest market simply because they can make a greater profit elsewhere." You don't need to be a revered industry analyst to notice that -- the title, which sells for $90 in the U.S., is speedily selling for the equivalent of $140 in Europe. Pachter also remarks that Americans can afford to wait for future shipments of the title, as Nintendo knows "that Americans will be just as fat a few months from now." Words hurt, Pachter. Words hurt.
http://www.joystiq.com/2008/06/01/pa...o-weak-dollar/
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June 1st, 2008, 22:57 Posted By: wraggster
Feesh has released a new game for the Nintendo Wii, heres the details:
Masteroids is a multiplayer Asteroids clone for the Wii. It currently allows up to 4 players to simultaneously play the classic Asteroids game. Gameplay is customisable with an options menu allowing you to alter the amount of lives each player starts with, the amount of bullets a player can fire, whether team killing is allowed, the difficulty and how many players there will be in Multiplayer mode.
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June 1st, 2008, 23:02 Posted By: wraggster
Bushing one of the main Wii Hackers tells it like it is with regards to piracy on the Nintendo Wii:
There still seems to be some confusion about why we turn our noses up at WAD-manipulation tools, so I think an analogy is in order. A WAD Installer is like an ISO Loader.
Why?
WAD files and ISO files are very similar, in fact. They are container formats (like ZIP files and TAR archives), which means they can contain all sorts of different things — some good and wholesome, some evil and foolish. Unlike other containers, WADs and ISOs are generally used for self-contained, bootable content. You know, like warez.
Of course, this is not always the case and there are exceptions. You can download a bootable Linux ISO (for your computer, and eventually for your Wii). I made some semi-brick fix ISOs, and we also made some Homebrew Channel Installation discs available, too. This doesn’t change the fact that the reason anybody in the world wants an ISO Loader for their game console is so that they can rip a game disc into an ISO, put it up on BitTorrent, and trade with their friends without “wasting money” on recordable media. I don’t believe there is much argument on this point.
What about WADs? Well, what kinds of things come packaged as WADs?
Firmware updates from Nintendo
Ripped VC games
Homebrew Channels
Ripped WiiWare games
… er, I think that’s about it.
Nobody is using a WAD Installer to install firmware updates from Nintendo. Almost nobody is using a WAD Packer to create new firmware updates. Real, genuine “Homebrew Channels” are almost nonexistent, and for good reason — they’re really tough to make when you don’t pirate existing Nintendo content for your banner file or NANDLoader. They offer more convenience than using the Twilight Hack to launch your homebrew, but that added convenience is almost never worth the added risk of bricking your Wii.
The technical reason that WADs and ISOs are mainly used for piracy is that they are the easiest ways to rip published content. When you download some random shareware program for your computer, it comes as either an executable file, or maybe an installer. The same holds true with Wii Homebrew.
However, if you’re trying to pirate a game, you pretty much have to stick with an ISO or a WAD, because the code for these games assumes that they were packaged that way, never to be modified. Therefore, people have created ISO loaders … and WAD Managers … to make it easier to trick this code into believing it is running as originally packaged.
Don’t get me wrong — it takes some hard work and clever hacking to write ISO loaders and WAD-manipulation utilities. However, you won’t catch me pretending that a WAD Installer is a “decidedly positive cause”.
http://hackmii.com/2008/06/wads-and-...ez-connection/
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June 1st, 2008, 23:08 Posted By: wraggster
Reppa has released Homebrew Manager, heres the translated details:
Today I present to you a manager of Homebrew for the Chaine Homebrew exit a few days ago.
Level use I could be more simple:
-- You must necessarily be in his Sd card reader connected to the PC
-- The load is normally automatic, if this is not the case it may need to select the drive containing the SD card via the combo at the top of the program.
-- The creation of a homebrew, automatically create files on the sdcard good place based on the name of your homebrew.
-- Once the new homebrew added a new entry will be available in the list of homebrew. Select there.
-- Amend the fields on the screen while avoiding the use of focus (the chain homebrew does not support it), the record button will change the XML file
-- To change the image just click on it and choose any image file, it will automatically resize and register on the sd to png.
-- The amendment to the ELF file is on the same principle it suffices to choose and it will copy where it should.
Côté known bug:
-- For the moment I have only one linked to the XML file homebrew Wii64, for a reason returns lines of this file are not recognized as returns line by my software, although I did no problem with other xml files, therefore I give this link to replace your meta.xml by a change ^ ^: meta.xml amended to Wii64
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June 1st, 2008, 23:13 Posted By: wraggster
Eke-Eke has released a new version of the Sega Master System and Game Gear Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[SMS, GG]
- fixed port $3E emulation: fix Gain Ground, Ninja Gaiden,...
- added Paddle emulation: fix inputs in all games requiring paddle (Alex Kidd BMX Trial, Megumi Rescue,...), best handled using D-Pad or Analog Sticks.
- added LightPhaser emulation: fix inputs in all games requiring the lightgun (Wanted, Rambo III, Operation Wolf,...), best handled through Wiimote IR pointing, can also be used through D-Pad or Analog Sticks.
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic FreezeState support (OFF by default, check "system options")
- added automatic config file support
- /smsplus/saves is now automatically created if it does not exist
- assigned Reset Button to SMS Soft-Reset
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: gamepad, wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:13 Posted By: wraggster
Eke-Eke has released a new version of the Sega Master System and Game Gear Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[SMS, GG]
- fixed port $3E emulation: fix Gain Ground, Ninja Gaiden,...
- added Paddle emulation: fix inputs in all games requiring paddle (Alex Kidd BMX Trial, Megumi Rescue,...), best handled using D-Pad or Analog Sticks.
- added LightPhaser emulation: fix inputs in all games requiring the lightgun (Wanted, Rambo III, Operation Wolf,...), best handled through Wiimote IR pointing, can also be used through D-Pad or Analog Sticks.
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic FreezeState support (OFF by default, check "system options")
- added automatic config file support
- /smsplus/saves is now automatically created if it does not exist
- assigned Reset Button to SMS Soft-Reset
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: gamepad, wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:16 Posted By: wraggster
Eke-Eke has released a new version of the Genesis/Megadrive Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[Genesis]
- improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"
- improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel (USA)"
- improved rendering accuracy when backdrop color is modified during HBLANK (Road Rash I/II/III)
- fixed broken Game Genie support
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic SRAM/FreezeState support (OFF by default, check "system options")
- added automatic configuration file support
- /genplus/saves is now automatically created if it does not exist
- use libfat automatic SDCARD detection: default slot is now always used when accessing SDCARD
- assigned Reset Button to Genesis Soft-Reset
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:16 Posted By: wraggster
Eke-Eke has released a new version of the Genesis/Megadrive Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[Genesis]
- improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"
- improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel (USA)"
- improved rendering accuracy when backdrop color is modified during HBLANK (Road Rash I/II/III)
- fixed broken Game Genie support
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic SRAM/FreezeState support (OFF by default, check "system options")
- added automatic configuration file support
- /genplus/saves is now automatically created if it does not exist
- use libfat automatic SDCARD detection: default slot is now always used when accessing SDCARD
- assigned Reset Button to Genesis Soft-Reset
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:20 Posted By: wraggster
News/release from atomsoft
The first Nintendo DS Yahoo Messenger (atya.nds) is now pre-released, fetures include :
100% Suscesful Login
View online contacts
Change status
Send simple messages to your contacts.
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June 1st, 2008, 23:23 Posted By: wraggster
Some great news for N64 and Snes/Nes fans from neoflash:
the USA version NEO NES MYTH CART case design
more info: http://www.neoflash.com/forum/index....ic,5148.0.html
the neo nes myth cart is almost ready, now start to test, but we don't have the PAL version NES,SNES and N64, we have the NTSC version only,so we want to buy the PAL version consoles to test ,if someone can help, please let me know,we will pay everything for the console and shipping
one more thing, SNES and N64 MYTH CART almost finish too,that's why we need the PAL version NES,SNES and N64 so urgent
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June 2nd, 2008, 03:44 Posted By: wraggster
Lopst has released a version of Tetris with support for the Wiimote
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June 2nd, 2008, 18:59 Posted By: Shrygue
via Games Industry
Nintendo's Wii has foundered in its first month in Korea, only selling between 35,000 and 40,000, according to reports by the Korean Times.
The slow uptake has been blamed on the strict regional code system implemented on Korean units, where customers are forced to buy localised game titles only.
"Hard-core gamers don't like to buy the Wii because the Korean version can only play Korean version software titles, which so far are few,'' Jang Jae-heung, a 30-year-old gamer told the paper.
"Many want to play popular Japanese titles. This is important because it is hard-core gamers who lead the gaming market trend.''
Despite this, the Wii is still outperforming its rivals in the region with Microsoft's Xbox 360 and Sony's PlayStation3 selling 150,000 units and 50,000 units in their first year respectively.
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June 2nd, 2008, 19:30 Posted By: Shrygue
via Computer and Video Games
Six new Ninja Gaiden: Dragon Sword (DS) screens have been released, in much the same way we imagine blood spills out of sword cuts in the actual title.
Ninja Gaiden DS occurs straight after the original game on the Xbox, as Ryu rebuilds his peaceful home village. As you can see from the screenshots, it doesn't stay that way for long.
The game uses the 'Phantom Hourglass' method of moving the titular character around the screen, which is fast becoming common practice for any DS game worth its own weight in gold.
Die-hard Ninja Gaiden fans will be pleased to know that the portable version ties into the upcoming sequel on the 360, although exactly how is yet to be revealed.
In our exclusive interview with designer Tomonobu Itagaki, he said: "I am personally overseeing the development of everything from the story through to the gameplay elements for both games, so if you're observant you may be able to extrapolate some similarities between the two, yes, and not just in the area of story.
Check out the rest here.
Screenshots
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June 2nd, 2008, 20:53 Posted By: Shrygue
via Computer and Video Games
Square-Enix has released a trailer for the Nintendo DS version of Final Fantasy IV.
Fans will be pleased to see that the pre-rendered cutscenes look nice and the much loved score appears to be intact.
For those unaware of the game, Final Fantasy IV was originally released on the SNES in 1991 and followed the story of Dark Knight Cecil, who struggled to save the world from the evil Golbez.
It emphasised a character-driven plot, an 'Active Time Battle' system and used Mode 7-style rendering, which is something we still can't quite get our heads around.
Trailer
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June 2nd, 2008, 21:58 Posted By: wraggster
Over at the Neods google group an alternative version of the NeoGeo emulator has been compiled to support M3 Real Cards and variants:
- Now we can load roms without the emulator to stay frozen.
- The screen is always climbing if you choose this option, even having changed rom.
- The only thing that is bad is that it has removed the extra RAM function : (
It appears that the problem was the extra RAM, to use it to the emulator to stay frozen when changing rom.
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June 2nd, 2008, 22:11 Posted By: wraggster
Sven Peter posted this:
There seem to be many people in #wiidev who like developing applications for the GCN or the Wii but don't really know what to do when their program crashes (as in "****ing hexadecimals printed on the screen") except for adding debug printfs every few lines to track such crashes down and fix them afterwards. It looks like it is a common misunderstanding that you can only debug your code better when using a USB Gecko in combination with the GNU Debugger (gdb) which is included in devkitPPC. In fact, a gecko really helps when you've got to debug strange crashes but you can also make your debugging sessions easier without one by just using gdb and the informations the exception screen gives you. Most crashes can be easily debugged without any assembler knowledge but you'll need to know at least some basics in pretty rare cases when you are just unable to figure out why the program is crashing in some function/code line. However, I won't focus on such problems here as they are very rare and too special to be discussed.
Let's start with a very simple program where the crash is rather obvious:
// header stuffint main(int argc, char *argv[]){ // Video mode/ LibOGC init stuff goes here memcpy(NULL, "bla", 3); return 0;}
You probably know that writing data to the address NULL is a *really* bad idea and will cause an exception but let's assume that you do not know this and/or have much code around this memcpy so that this mistake is not that obvious. If you compile this program now and run it on your Wii you'll get a nice exception screen. At first you'll see a dump of all registers which is not really useful if you don't even know where to search for your bug. But the addresses directly below are on the other hand really useful to find this bug: These addresses represent your backtrace you would get when using the gdb stub with a USB gecko.
If you have not compiled your program with debugging symbols (add -g to your CFLAGS) or with some crazy optimizations (i.e. any optimizations -> remove -O[0-9s] from your CFLAGS) it is a good time to do this now and re-run your program in order to get an updated backtrace.
My exception screen says "80006df8 --> 8000446c --> 8001a4a4". We're going to use gdb now in order to translate the symbols to function names:
$ powerpc-gekko-gdb crashme.elfGNU gdb 6.8Copyright (C) 2008 Free Software Foundation, Inc.License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it.There is NO WARRANTY, to the extent permitted by law. Type "show copying"and "show warranty" for details.This GDB was configured as "--host=x86_64-unknown-linux-gnu --target=powerpc-gekko"...(gdb) info symbol 0x80006df8memcpy + 48 in section .text(gdb) info symbol 0x8000446cmain + 196 in section .text(gdb) info symbol 0x8001a4a4__lwp_thread_handler in section .text(gdb)
Make sure to actually use the .elf and not the .dol file here since the latter one does not contain any debug symbols. To find the line responsible for the bug you now start the the most recent entry (i.e. the first one). It basically tells you that something bad happened in memcpy() which was called from main() (see the second address) which was called by __lwp_thread_handler. You can now use yet another gdb command to even get the line number from which you called memcpy() in main:
(gdb) info line *0x8000446cLine 38 of "/home/svpe/wiidev/crashme/source/main.c" starts at address 0x8000446c and ends at 0x80004470 .
By looking at line 38 of you main.c file now, you'll find that this line is in fact "return 0". You wouldn't expect to see a crash here but you should start looking at the previous code lines to see if something bad might happen there. In the given example we'll very quickly find out that the memcpy call one line before the return instruction has produced this crash and will need to be fixed.
This GDB method is much faster than adding printfs to your applications until you are sure at which line your crash actually happens and it also works on a much larger codebase than this small one-file example in about the same time
Debugging with a gecko is for sure even better as you can step through your code line by line but this method is a good replacement if can't afford or don't want to get one.
http://svenpeter.blogspot.com/2008/0...-with-and.html
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June 2nd, 2008, 22:55 Posted By: wraggster
Nullex has updated his work on Rin the gameboy emulator for the Wii:
I have been working on rewriting parts of RinWii to use the new features of the libogc. And also I have restructured some files... This is the result:
- Load and save in frontSd using libfat
- Use wiiuse of new libogc
- Drawn with GRRLib
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June 2nd, 2008, 23:05 Posted By: wraggster
News/release from ricco:
Hi all,
I'm proud to present my first DS game :
JezzballDS, a clone of Jezzball from the Microsoft Entertainment Pack.
If any suggestions or bugs, let me know !
Have a good time.
Ricco.
[Edit]
New version : 1.2.1
CHANGELOG :
== Version 1.2.1 ==
* fixed issue 2 (bug in french version)
== Version 1.2.0 ==
* added version number on splash screen
* reduced splash screen minimum display time
* replaced the tiled font by a bigger 16c font (based on "SF Pixelate" from dafont.com)
* little code refactoring in messages
== Version 1.1.0 ==
* fixed issue 1: added collision between blue square and red square, same logic as the original game
* added new controls : X and Y to build vertical and horizontal walls without having to switch cursor orientation, B to switch cursor orientation (for those who don't like triggers)
* added basic controls help in options menu
* added new stylus mode in the options menu : stretch
* added new balls theme in the options menu : smiley
* little code cleaning (mainly in options defines)
== Version 1.0.0 ==
initial release
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June 2nd, 2008, 23:45 Posted By: wraggster
dhewg proposes an update to its port of ScummVM on Wii.
The changes mainly concern the emulator ScummVM as a whole and not specifically with the Wii version, among others:
Support of the following games:
-- The Legend of Kyrandia: Book Two: Hand of Fate
-- The Legend of Kyrandia: Book Three: Malcolm's Revenge
-- Lost in Time
-- The Bizarre Adventures of Woodruff and the Schnibble
-- Waxworks (PC version)
-- I Have No Mouth and I must Scream (versions MAC)
General:
-- Added CAMD MIDI drivers for AmigaOS4.
-- Publication of the port PS2 (already present in version 0.11.1 but had been forgotten in the release notes).
AGOS:
-- Fixed palette in the Amiga version of Simon the Sorcerer 1
ScummVM:
-- Re-writing of Digital iMUSE, correction of certain bugs.
-- Re-writing the code timer internal problem corrects some speed.
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June 3rd, 2008, 00:00 Posted By: wraggster
To this day, it baffles us that LucasArts still hasn't re-released its library of adventure titles, if only so our non-gaming friends can believe us when we tell them the developer "doesn't just make Star Wars games." Speaking to Eurogamer, Fracture assistant producer Jeffrey Gullett said it's something they've looked into it but that there's an issue of size limitations for a DS version.
Said Gullet, "The cart size of the DS makes it impossible to put out ports of any of our old graphic adventures ... There's literally not enough room on those carts to put the games out." The standard DS cart supports up to 256MB (but with slower data transfer speeds), while the DS version of ScummVM is just over 7MB. We're not sure if Gullet meant the entire LucasArts adventure library wouldn't fit on a cart, but we're willing to bet you could at least get the first three Monkey Islands under 128MB.
http://www.joystiq.com/2008/06/02/lu...-size-limitat/
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June 3rd, 2008, 00:04 Posted By: wraggster
Still toying with what exactly to call the newly evolved weekly Virtual Console update now that it is becoming more and more WiiWare-centric, which involves finding some common ground between the two formats. Since I've run out of memory space on my Wii, I think the title I've chosen this week is rather apropos.
On the WiiWare front we've got the puzzle platforming goodness of Two Tribes' Toki Tori (1,000 points), which features more than 70 levels of gameplay involving gadgets and chickens. For those of you who'd rather solve your problems with guns, this week also sees the release of Ubisoft's scrolling shooter Protöthea (1,000 points), with 10 missions spanning four unique worlds.
For those of us who like our games older (like our women), the Virtual Console receives the NEOGEO classic Ninja Combat (900 points), which stars ninjas Joe and Hayabusa along with a group of unlocked ninja pals to help you fight your way through the evil forces of the Kage Ichizoku.
Ninja, spaceships, and chickens. It doesn't get any better than this.
http://kotaku.com/5012218/the-monday...e-eater-update
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June 3rd, 2008, 00:36 Posted By: wraggster
Newly released
features
Over 100 ball-busting special attacks!
There are some new rules on the playground this time around. If the old-fashioned way doesn't work for you, you can now use punches, kicks, and even weapons against the opposing team
Activate a “Team Upgrade Attack” with the Touch Screen when your Super Gauge reaches its maximum level. Boost a team member’s status or unleash an “Instant Kill” special attack to turn the tide of battle.
Create and customize your own dodgeball dream team
description
Based on the classic Super Dodgeball released on the Nintendo Entertainment System, Super Dodgeball Brawlers brings back the old-school Kunio characters with an all new arsenal of super throws and attacks in an all-out war for playground supremacy
http://www.play-asia.com/SOap-23-83-...j-70-2mda.html
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June 3rd, 2008, 00:54 Posted By: TeenDev
New update from Sepro on his rubicks cube game.I've been planning to release this as an extra option for DSCube ( download here). But since I'm behind my pc 8 hours a day for my studies, my motivation the start programming in the evening on this (or other projects) has been at an all time low. Therefore I'm releasing this test version, it's basically a test to see wich stuff I would need to change to display a pocket cube instead of a regular 3x3x3 cube. I'm still planning to combine the pocket version and the regular version 1 program, but I have no idea when this final release will be ready.
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June 3rd, 2008, 00:56 Posted By: wraggster
Newly released
features
New Gameplay Mechanic: The series adopts a new tilt control feature that lets you control the pace of the gameplay, allowing players to dodge and move in a way never seen before.
Multiplayer Fun: A two player co-op mode adds fun for you and your friend including several different modes of play.
Classic Story: A Classic tale fit for all ages and races. Learn the origins of the Monkey King and his conquest to becoming a God.
Enhanced Graphics: Intense 2D action. The screen fills with enemies, bullets and enormous bosses that animate fluidly and lifelike. The backgrounds are beautifully hand drawn and represent the landscapes of China.
description
The legend begins! Go on a fantastic journey through Ancient China as the legendary Monkey King. Deadly forces have invaded the Heavenly Kingdom and it's up to you to protect this land as you fight your way to becoming a god! Fly on your magical cloud and defeat the hordes of enemies that come your way on your quest to fulfill your destiny as the Chuka Taisen! An arcade classic reinvented for the Nintendo Wii system, players can utilize the controls of the Wii-mote to literally dodge your attackers and take control of the action! With rich graphics that depicts the beauty of ancient China from which this story came, users will be able to fly in the shoes of the legendary Monkey King and relive the tale for which he becomes famous.
http://www.play-asia.com/SOap-23-83-...j-70-293b.html
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June 3rd, 2008, 01:41 Posted By: wraggster
Newly released
features
Drive the next generation of rescue vehicles. Choose between police, fire and EMT vehicles.
Explore and protect the entire city. As an emergency hero, your mission is to protect the peaceful city of San Alto. Drive through stunning free-roaming open environments, and keep the city safe at every turn.
Two player co-op. Challenge your friends or combine forces to form the ultimate rescue hero team to protect your city.
Fun for the whole family. Making full use of the Wii Remote™, everyone in the family can enjoy being an emergency hero.
Fast-action Gameplay. Take advantage of Hero Mode and play like you mean it – the faster you drive, the faster you rise and gain access to invincible powers
description
Become a real-life hero – drive the coolest, high-tech rescue vehicles to SAVE your city.
Emergency Heroes is the open world rescue driving game that is designed for the next generation of young rescue heroes.
Race to the scene in advanced police, fire and EMT rescue vehicles that let you jump over four-lane highways, power-slide into water towers and track down criminals at high speeds. By combining simple intuitive controls with fast, exhilarating action, Emergency Heroes offers an exciting experience the whole family can enjoy, exclusively on Wii™.
http://www.play-asia.com/SOap-23-83-...j-70-2mce.html
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June 3rd, 2008, 01:43 Posted By: wraggster
Newly released
features
Up to 20 playable characters with different strengths and abilities
Gameplay combos and movement exclusive to the Wii Remote and Nunchuk
Engage in epic combat with hundreds of characters and massive battles
Drop in and play with a friend in co-op mode
description
Enter the fantastic world of Narnia once again in "The Chronicles of Narnia: Prince Caspian". As the sequel to the smash hit "The Lion, the Witch and the Wardrobe", the second instalment of the Narnia franchise will give players the freedom to explore the deep universe even further while controlling various characters including all of the Pevensie children, Giants, Centaurs and Caspian himself
http://www.play-asia.com/SOap-23-83-...j-70-2mc9.html
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June 3rd, 2008, 01:48 Posted By: wraggster
Newly released
The superstars of the world don't stop playing when they step outside the arena. Join 24 of the world's most famous players in frenzied, fast-paced, arcade-style 5-on-5 soccer matches. No time outs, few penalties — just frantic soccer play. The best players in the world play soccer the way you play with your friends.
http://www.play-asia.com/SOap-23-83-...j-70-2mcv.html
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June 3rd, 2008, 01:50 Posted By: wraggster
Newly released
features
Up to 17 playable characters with different strengths and abilities
Team up play with your favorite Narnian creatures
Adventure Mode dual screen camera for easier exploration
Unique gesture based combat
Stylus-based gameplay
description
Enter the fantastic world of Narnia once again in "The Chronicles of Narnia: Prince Caspian". As the sequel to the smash hit "The Lion, the Witch and the Wardrobe", the second installment of the Narnia franchise will give players the freedom to explore the deep universe even further while controlling various characters including all of the Pevensie children, Giants, Centaurs and Caspian himself.
http://www.play-asia.com/SOap-23-83-...j-70-2md3.html
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June 3rd, 2008, 02:14 Posted By: wraggster
The Entertainment Software Ratings Board has issued new rulings on a slew of still unconfirmed titles, giving us a look at what's next for the Wii's Virtual Console. The list is very SNK heavy, as Art of Fighting 2, Fatal Fury 2, Samurai Shodown and Burning Fight all are planned as Wii releases. That's a lot of 2D fighting.
Dig Dug, presumably the NES version, is also coming to the Wii.
http://kotaku.com/5012377/esrb-watch...nsole-releases
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June 3rd, 2008, 21:50 Posted By: Shrygue
via Computer and Video Games
Several images and some new details on Capcom's Spyborgs has been leaked online, confirming that it's a Wii title being created by Bionic Games.
The game is a sci-fi brawler crossed with an episode of Ren and Stimpy, according to the blokes at Joystiq.
It's the first title from startup Bionic Games and is helmed by Mike Stout, lead multiplayer design for Resistance: Fall of Man.
The screens look... interesting. We expect some more information on the title later on today, which'll hopefully clear things up in our head a bit.
Screenshots
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June 3rd, 2008, 21:58 Posted By: Shrygue
via IGN
Atlus U.S.A., Inc., triumphantly friendless, today announced Dokapon Kingdom, an addictive new multiplayer RPG for Wii and PlayStation 2 computer entertainment system. The King of Dokapon has offered you his throne; all he asks for in return is that you dispose of an invading horde of thieving monsters. Trouble is - you're not the only one he asked. Contend with up to three friends as you navigate playfields littered with challenges, monsters to defeat, and rare secrets to unlock. Warning: Relationship counseling not included.
Dokapon Kingdom is currently scheduled for release on October 14th, 2008.
Key Features - Innovative board game-RPG crossover - Tired of shallow gameplay in party games? The genre gets retooled in this exuberant mix of role playing and board games! Encounter zany characters, collect rare items, and explore a fascinating kingdom on your quest to vanquish monsters, gather treasure, and level up!
- The friendship-destroying game - Turn the heat up on your rivalries! Take on up to three other soon-to-be-ex-friends in the race for Princess Penny and the crown. Battle, steal, deface - playing dirty is the name of the game - through a variety of locales and challenges. After your friendships are broken, the game is just as much fun to play alone.
- Never the same game twice - Tons of battles, magic spells, mini-games, and multiple play modes add up to endless replayability!
- Easy, intuitive, and effective combat system – This is no boring game of hack-and-slash. Players covertly choose their actions in an intuitive battle interface that guarantees every fight will surprise.
Dokapon Kingdom has not yet been rated by the ESRB.
About Dokapon Kingdom
The Kingdom of Dokapon is a land of wealth and riches ruled by a gold-loving King and his daughter Princess Penny. One day, monsters begin appearing all over the realm, assaulting the towns and stealing all of the empire's wealth. The King, unable to collect taxes from his impoverished citizens, calls for heroes from across the land to come and rid his monarchy of these monsters. The prize for the hero who is able to free the land: The hand of Princess Penny and rule of the Kingdom itself!
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June 3rd, 2008, 22:01 Posted By: Shrygue
via Games Industry
Square Enix saw its Tokyo stock rating upgraded by Cosmo Securities, which lifted the Japanese based videogame maker to "neutral plus" from the "neutral" rating it has maintained since November 26.
The shares rose JPY 60 (USD 0.57), or 1.9 per cent, to close at JPY 3210 (USD 30.7) on the Tokyo Stock Exchange and much of the improvement is being put down to the performance of the company's Dragon Quest IX DS title, which sold 5 million units and will produce JPY 20 billion (USD 190 million) in revenue, Cosmo Securities analyst Takashi Oka reported.
"It's not surprising Dragon Quest IX for the portable console sold twice as many units as a version for stationary game machines,'' Oka wrote, according to Bloomberg.
The Cosmo Securities report also claimed that the company's net income for the year ending in March 2009 will almost double to JPY 17.4 billion (USD 166.9 million), 45 per cent higher than the company's target of JPY 12 billion (USD 115.1 million).
This comes after the company recently reported a profit of JPY 9.2 billion (USD 88.5 million) for fiscal year 2007, a 20.9 per cent fall from the previous year.
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June 3rd, 2008, 22:06 Posted By: Shrygue
via IGN
Videogames publisher Lexicon Entertainment and talented Chinese games developer TF-H Co Ltd have announced a two-year agreement which will see the two companies bring a number of new IP to Nintendo DS, Nintendo Wii and Playstation 3 for a worldwide audience.
First on the horizon as part of this exciting partnership is the firms wholly owned IP 'Matchman' which will be released on Nintendo DS in Q1 2009 followed by Nintendo Wii and Playstation 3 in Q2 and 3 respectively.
Christopher Allcroft, President of Publishing for Lexicon Entertainment UK Ltd said "This partnership with TF-H Co Ltd is another piece of our jigsaw which will see new IP on cross platforms being released all over the world and will also expand our collaboration within Asian territory. TF-H Co Ltd are a dedicated and extremely talented bunch of developers and we look forward to developing and publishing this exciting IP for the next 2 years"
Steven Shao of TF-H Co Ltd quoted "We are extremely excited about this partnership with Lexicon Entertainment and the development of 'Matchman' on cross platforms. 'Matchman' has been carefully chosen to suit the correct audience and working with Lexicon Entertainment will enable users around the world to enjoy it as much as we do!"
'Matchman' is a side scrolling shooter involving extraordinary graphics, manipulation and creative features. The graphic style is consisted by black and white line drawing, and the script is based on a combination of some classical fairytales such as Grimm's and Anderson's fairytales. In the script, there are many humorous factors. The black and white style will bring you the feel of an old school comic, which will attract audiences from different age groups.
One of the special features is the unconventional means to knock through some of scenario. In this case, you're not going to kill bosses directly. For instance, conventionally you kill monsters by using weapons; but to kill an evil bird named "Baba Yaga", you need to throw apples and feed it until its stomach bursts! Another feature is about manipulation. Within the game is a mode called Commuter, specially designed for people on public transport commuting to the office. These people can use a single hand to operate the console and the other to enjoy a soothing cuppa!
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June 3rd, 2008, 22:34 Posted By: Shrygue
via Eurogamer
Street Fighter IV producer Yoshinori Ono has reiterated that there are no plans to produce a Wii version of the upcoming arcade and console beat-'em-up.
Speaking at Captivate 08 in Las Vegas last week, Ono brought the subject up himself during his presentation. "The fact of the matter is we haven't planned for a Wii version yet," he said.
In fact, when rumours broke of a Wii version, Ono had to go to Nintendo and apologise about the rumour, he added.
Street Fighter IV is due out in Japanese arcades this summer, and we got to play a near-complete version at Captivate. You can check out our thoughts and Ono's comments on a range of subjects in our Street Fighter IV hands-on preview.
The game is also due out on PS3, 360 and PC.
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June 3rd, 2008, 22:36 Posted By: Shrygue
via Eurogamer
Capcom has announced that Puzzle Quest developer Infinite Interactive is hard at work on a new game called Neopets Puzzle Adventure for Wii, PC and DS.
Surprise surprise, it's a bit like Puzzle Quest! In this case, you create a virtual pet (Neopet) by customising one of 12 base units and then go out into an RPG-style world fighting enemies in games of Othello (also known as Reversi).
Othello is the game where you have to try and take control of an 10x10 grid by placing counters to annex those of your opponent.
As with Puzzle Quest, the basic puzzle gameplay of Othello is complemented by the act of collecting gems to build up a stock of spells, which can be deployed to win points and reduce the other player's control of the board.
As some of you may already know, "Neopets" is licensed from the popular web-based game/community run by Nickelodeon, where people create and nurture virtual pets and swap recipes and do all sorts via a website.
To tie in with the existing property, Neopets Puzzle Adventure will generate codes at certain points that players can redeem on the Neopets.com website to gain bonuses there.
The multi-platform game will offer around 150 quests in single-player, with mini-games and altered versions of the core Othello game used to upgrade your character's stock of spells.
There will also be multiplayer, and Capcom told Eurogamer at its Las Vegas Captivate 08 event last week that demos are likely, and Xbox Live Arcade, PlayStation Network and PSP versions haven't been ruled out at this stage.
Check out our Neopets Puzzle Adventure hands-on preview for much more information on how the game works and what we made of it, and check out our screenshot gallery for the first grabs.
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June 4th, 2008, 00:18 Posted By: wraggster
Kumatanchi is a raising simulation game for the DS currently in development under Dimple/Vanillaware (of Odin Sphere fame). Basically you play the role of a zoo keeper who's looking after this bear called Kumatan and you feed her and take care of her for two weeks in real world time, the game will continue even when it's switched off. The game is currently slated for release this summer.
The thing about the game is that it is actually being developed by the doujin circle Ashinaga ojisan, the guys that made Habanero-tan house, which is very similar in concept to Kumatanchi. The artist in the doujin circle is actually an employee in Vanillaware and has worked on Grim Grimoire and Odin Sphere, so that's probably how they got their chance to work with the company.
http://www.insertcredit.com/archives/002380.html
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June 4th, 2008, 00:30 Posted By: wraggster
Newly released
features
Play through all three classic Indiana Jones movies and relive your favorite Indy adventures in the humorous world of LEGO
Team up with a friend to battle enemies, solve puzzles and seek out the world's greatest treasures
Use Indy's signature whip to attack enemies, swing over perilous pits and interact with a world of LEGO objects and puzzles
LEGO characters are fully immersed in their environment: swim, climb, shimmy across rock ledges and pick up and carry objects
Use weapons from the environment such as chairs, guns, swords and more
Unlock more than 60 playable characters, each with unique abilities
description
With a unique tongue-in cheek take on the original adventures, LEGO Indiana Jones follows Dr. Jones' escapades through the jungles of South America to the mountaintops of India. Fans can build, battle and brawl their way through their favorite cinematic moments, from Indy's entanglements with snakes to his dashing boulder run.
http://www.play-asia.com/SOap-23-83-...j-70-2mch.html
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June 4th, 2008, 00:33 Posted By: wraggster
Newly released
Although several developers, Square Enix included, released games based on the Fushigi Dungeon ideas, it has been years since Chunsoft released an installment for the original Fushigi Dungeon Furai no Shiren series. This series is said to be RPGs worth playing a thousand times due to its unique monsters, puzzles and randomly generated dungeons.
During his travels, Shiren is led to the Karakuri mansion by his uncle a.k.a his kendo teacher's mysterious key and together with his partner, a talking ferret, they must solve the mysteries within the dungeons and battle the monsters hidden within.
Aside from the randomly generated dungeons and the older monsters, the system is upgraded to include an array of new elements like an online system that allows you to contact other users via the Wi-Fi network and a variety of new monsters that are based on ancient Japanese myths and traps that controls the flows of battles that even veteran gamers will find challenging.
http://www.play-asia.com/SOap-23-83-...j-70-2fpo.html
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June 4th, 2008, 00:52 Posted By: wraggster
News/release from Ruben Nunez
I finally cracked my head and decided to re-write the sound mixer (not the routines) and now I have ANOTHER S3M player. Though it doesn't take RAW files, it works pretty well and works a lot like Krawall (eg. modules.s, samples.s, modules.h, gS3MPlaySFX, etc.).
Though it's a bit slower than Krawall, this mixer mixes at a higher quality (18157Hz), which I have optimized until I cracked my head and realized there WAS no room for optimization. >.<" So, yeah. Enjoy guys. (READ THE README FILE FOR INSTRUCTIONS! Lol.)
http://www.gbadev.org/demos.php?showinfo=1363
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June 4th, 2008, 01:12 Posted By: wraggster
Dhewg has released a new version of ScummVM for the Nintendo Wii:
Wii port of ScummVM README
--------------------------
features not compiled in:
- the AGI game engine
REQUIREMENTS
- sd card
- wiimote or gamecube controller in port 1
INSTALL
- copy the "apps" folder to the root of your sd card
- copy your demos and/or games onto the same sd card
each game goes into its own subdirectory, do not place those under
"/apps/scummvm", and do not set the "theme" or "extra" path to that folder
freeware versions: http://scummvm.org/downloads.php#extras
demos: http://scummvm.org/demos.php
RUN
either use the homebrew channel, available at
http://hbc.hackmii.com/
or load "boot.dol" with your favorite loader
CONTROLS
wiimote
analog stick: mouse movement
a: left mouse button
b: right mouse button
minus: escape
plus: "." (skip current line of text)
2: enter
home: f5 (scummvm menu)
dpad up: shift (mass add for the gui)
dpad down: "0"
dpad left: "y"
dpad right: "n"
gamecube pad
analog stick: mouse movement
a: left mouse button
b: right mouse button
x: escape
y: "." (skip current line of text)
z: enter
start: f5 (scummvm menu)
dpad up: shift (mass add for the gui)
dpad down: "0"
dpad left: "y"
dpad right: "n"
rev 32506
restructured the runtime paths
files from the selected game are now correctly loaded (check the READMII)
increased the virtual screen size for the IR pointer
its now easier to exit the sam & max inventory
fixes the goblins 3 scroll issue
added the keys "y" and "n" to the dpad (for simon the sorcerer)
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June 4th, 2008, 01:16 Posted By: wraggster
News/release from Beardface
WiiPoker is a homemade version of Jacks or Better Video Poker for the Wii. It is written with libogc and GRRLIB. The source also includes a generic card game library written to enable rapid development of any card game for the Wii.
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June 4th, 2008, 01:22 Posted By: wraggster
The latest release of libogc brings vastly improved Wii support.
Shagkur’s lwbt port and reworking of Para’s wiiuse library bring us wiimote support.
The old sd card library has now been removed in favour of libfat.
Extended and improved API for accessing the nand filesystem.
Internal console now understands VT escape sequences.
argv support for passing arguments to applications.
Improved Video detection scheme for setting mode.
libogc 20080602
The gamecube and wii examples have been updated and improved including ports of the first 5 NeHe examples to GX.
wii examples 20080602
gamecube examples 20080602
libfat now supports SD cards on Wii and gamecube. Please note that this release is not currently suitable for GBA/NDS.
http://www.devkitpro.org/libogc/libogc-updated/
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June 4th, 2008, 01:22 Posted By: wraggster
The latest release of libogc brings vastly improved Wii support.
Shagkur’s lwbt port and reworking of Para’s wiiuse library bring us wiimote support.
The old sd card library has now been removed in favour of libfat.
Extended and improved API for accessing the nand filesystem.
Internal console now understands VT escape sequences.
argv support for passing arguments to applications.
Improved Video detection scheme for setting mode.
libogc 20080602
The gamecube and wii examples have been updated and improved including ports of the first 5 NeHe examples to GX.
wii examples 20080602
gamecube examples 20080602
libfat now supports SD cards on Wii and gamecube. Please note that this release is not currently suitable for GBA/NDS.
http://www.devkitpro.org/libogc/libogc-updated/
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June 4th, 2008, 01:28 Posted By: wraggster
eluan has again updated the port of Quake to the Nintendo Wii, no info on whats new in this version.
Quake-Wii 2008/06/02 Work In Progress - Please test!
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June 4th, 2008, 01:34 Posted By: wraggster
Hell_hibou has released a new version of his Wii Homebrew Launcher, heres whats new:
Following various bug appeared in version 0.5, I just put online version 0.6 of Wii Homebrew Launcher. The problems encountered in version 0.5 is due to mismanagement of memory, I implement a memory manager to manage and use the memory MEM2 of the Wii, leaving a maximum of conventional memory to load homebrews.
In addition, the library LIBOGC was last for days and benefit from the rapid initialization of the wiimote (more pressing need (1) + (2)).
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June 4th, 2008, 02:01 Posted By: wraggster
miom has released SD Explorer for the Wii, heres the features:
create directories
delete directories recursively
create empty files
delete files
move and rename dirs and files
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June 4th, 2008, 02:04 Posted By: wraggster
News/release from Reppa:
Pending the version supporting WiiLoad and installation of new homebrew from internet here is the version 1.0a of my software. Several bugs have been corrected following your comments on my app.
-- Fixed return lines too when editing the long description
-- Limit the short description to 24 characters
-- The bug white image should no longer be there
-- The "1" instead of "yes" at the beginning of the XML file was also corrected
-- And more than crash if you click on an empty list ^ ^
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June 4th, 2008, 02:10 Posted By: wraggster
News/release from Raphi2
I have released my first "help-you" app for PAlib.
It called "DSMenuR2" and helps you with the creating of a menu for games or apps.
DSMenuR2 is a example of a menu for DS homebrew games and applications.
Perfect PAlib programmers understand this example directly but newbies may need a tutorial.
Well, it is here:
If you run the "dsmenur2.nds" with an emulator you see 3 buttons. Any of them includes an different arrangement / layout of icons.
You can edit all the templates in the examples.
It is very easy:
1. Open the DSMenuR2 folder an open the source folder. Now you can see the gfx-folder and the "main.c".
If you are a newbie, you should not open and edit it.
Easily open the "gfx" folder. Now you see many image files.
2. Start with opening the "titlescreen" image.
Simply edit it with Paint or other drawing-programs.
3. Draw a nice image for you topscreen of your menu.
But you can not use all colours. (256-colours rules)
4. If you are ready with your drawing click "save" or "save as..." But NEWER rename it.
The new image MUST have the old name!
5. Well, now run the "PAGFX.exe"
6. Go back into the DSMenuR2 folder and run the "built.bat".
You get your *.nds file.
7. Let's test your new titlescreen!
Simply open the .nds file with an emulator and now you have your new titlescreen!
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June 4th, 2008, 14:16 Posted By: shadowprophet
It seems the scene is moving so fast now, every piece of homebrew in my previous packs have been revised at least once, in some cases multiple times, like scummvm and quake wii. its because of those revisions and other newer releases that I decided to create another pack.
Every piece of homebrew here has its own icon and meta file, if they weren't released with them, then I made them.
ive included the pak.0 shareware pak for quake and a few homebrew gb roms.
yeap. Gb basic. they are old. but they are neat to play around with.
This pack includes, the very latest revisions for all homebrew included.
Inside you will find,
*Scummvm, latest release. Rebuilt for the wii. it's menu is dog ugly, but it works great. perfect wii-mote support.
*Fceu ultra Nes emu for the wii.
*Snes9x latest version, in english with wii mote +classic controller support.
*Visual Boy Advance, 1.7.2 final version.
*Gen plus +wii mote & classic controller support.
*Hugo pc Engine emu *Edit, Gc controller.
*Wii64 latest release
*Wii chess
*Homebrew Tetris W/sound +wii mote support
*girlib
*A beta test folder. This was really just a whim I had for my own card But it comes in handy anyway.
*Quake wii w/vastly improved graphics +share ware pak.0
*touhou fan game
*wii poker, released today.
*masteroids released, umm recently.... anyway.
*duckhunt no sound. but its very cool. and can be used with the wii zapper if you want.
*sd explorer, a very neat app just released to today.
*The wad installer
*The wad manager.
*Just copy everything in the folder with the readme over to the root of your sd card and launch the homebrew channel and your ready to go
*note to install roms specific to the emu's consult associated folders on root of sd card.
The packs size is roughly 18 megs. Download here
Enjoy, Shades.
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June 4th, 2008, 20:37 Posted By: Shrygue
via Eurogamer
The latest Famitsu has said that the next instalment of the Tenchu series will be on Wii, with no other formats mentioned.
The series, seen by many as something of a fading flower after unfavourable reviews for Tenchu Z, could be seeking a resurgence.
Wiimote-enabled ninja moves could well be a draw, with all kinds of slashing and throwing of pointy things involved, but a significant increase in quality would also be a wise move.
Aquire are currently slated as developers, with From Software taking the publishing reins.
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June 4th, 2008, 20:43 Posted By: Shrygue
via IGN
The Rune Factory series is coming back for a third round, only this time it's on a different platform. The latest issue of Famitsu has first details on Rune Factory Frontier, the first Wii entry in a series that has seen two DS titles so far.
In Rune Factory Frontier, you play as Laguna, who's starting life in a completely new land. Your goal is to build up your village in classic Harvest Moon style (Rune Factory is an offshoot of that series), attracting new residents, and eventually earning the affections of some possible marriage targets.
With the move to Wii, Marvelous appears to be embracing the vastly improved technology at their disposal. Frontier will feature a choice of either 16x9 or 4x3 output modes.
Rune Factory Frontier is set for Japanese release some time this year.
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June 4th, 2008, 20:49 Posted By: Shrygue
via Eurogamer
THQ has whipped the wrappers off an autumn-bound Age of Empires sequel for DS.
Dubbed Mythologies, it's based less on factual history and more on giant beasties and tales of old.
You'll be able to play as one of three civilisations, spanning four environments: Greece, Egypt, the frozen north and one other.
Developer Griptonite will be taking the lead this time, and is a sister company to original team Backbone so will do plenty of sharing and maybe wife-swapping.
Mythologies is being built from scratch and boasts much more detailed graphics that are said to avoid the cluttered and problems with often-indistinguishable units of the first.
To our eyes the first shots appear crisper and more vibrant, if similar in style, plus we're promised more impressive Animations and AI this time around.
On top of this, Griptonite is going to let you take on your friends either locally or using Wi-Fi, which - we can tell you from this morning's experience - is better than someone scraping a shovel along concrete right outside your window.
Age of Empires: Age of Kings appeared on DS back in 2006. It served more as a promising sign of things to come, as it managed to admirably force the renowned series onto the small screen with only minor niggles.
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June 4th, 2008, 21:08 Posted By: Shrygue
via Computer and Video Games
Comic book magazine Preview has claimed that a Castlevania game will be released for the Wii in the fall of this year.
The magazine spilled the info whilst detailing its PR campaign for a comic book based on the PS2 title Curse of Darkness.
It says the book will be "cross-promoted with 2008 video game releases, which include games for Nintendo Wii and DS (Fall 2008)".
We already knew about a new Castlevania DS game (see screens here), but the Wii version is news to us. We've contacted Konami, but unfortunately they were unable to comment on the matter.
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June 6th, 2008, 04:16 Posted By: IamAbe
The Homebrew Channel has been updated!
Beta 8 changes include:
-bug-fixes
-increased sd-card reading speeds
-icons are now listed alphabetically
-wiimote rumble support
To download, simply run HBC 0.7 on your Wii and it will automatically update.
The Homebrew Channel is a homebrew application loader by Team Twiizers which allows users to load homebrew applications without having to run the Twilight Hack every time. Once installed, users can access the channel from the Wii Menu just like any other Wii channel. It is currently capable of running dol or elf homebrew applications from an SD card, a USB Gecko, and TCP, or using Wiiload. It is also capable of downloading online updates for itself.
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June 6th, 2008, 18:11 Posted By: vicious1988
I finally got it running on my Wii. Felt this would be something good to have. Feel free to post your findings too.
1080 Snowboarding - Doesn't boot -=FamilyGuy=-
Battletanx - Unplayable? [Froze at start]
Bomberman 64 - Unplayable? [Got past first intro video, froze]
Bomberman 64, The second Attack - Unknown [GFX error at menu]
Bust a Move '99 - Playable [Audio crackles, lag spikes b/t screens. Otherwise good.]
Command and Conquer - Unplayable [Speed issues/graphic problems] theeincubus
Conker's bad fur day - Unplayable [freezes with black screen] GrandMasterJimmy
FZERO-X - Playable [Some graphic issues, and speed problems] -=FamilyGuy=-
Goldeneye - Playable [takes 10-20 min to get to warning screen, very low FPS] eedracon
Kirby 64 - playable [graphical glitches aplenty and less than full speed] tylerbgood
Mario Kart 64 - Playable [Speed issues] Bloody Ryuk
Mario Party - Unplayable [Doesn't boot] ShadowAssasin
Nascar 2000 - Unplayable
NBA Jam '99 - Unplayable [Plays audio, no rendering]
Quest 64 - Unplayable [boots to black screen runs] J_Hibiki
Starcraft 64 - Unplayable [Doesn't load] theeincubus
Superman 64 - Unplayable Prozac4545
Super Mario 64 - Playable [Runs slow, some graphics glitches]
Super Robot Taisen 64 - Unplayable [Loads, crashes in-battle] GespenstM
Super Smash Bros. - Playable [Speed issues and glitchy graphic] Bloody Ryuk
Vigilante 8 - Unplayable [Loads fine, operates at decent speed, major rendering issues (as always)]
Wave Race 64 - Playable [Runs slow, many graphics glitches in game]
WinBack - Unplayable Prozac4545
Wipeout 64 - Unplayable WizardOfOdd
Zelda:Majora's Mask - Unplayable [Black Screen] whYeNQue
Zelda:Ocarina of Time - Playable [very slow, sound bugs, some sprite issued] linkinwork
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June 6th, 2008, 19:50 Posted By: Shrygue
via Computer and Video Games
Sega has released a trailer for Sonic Chronicles: The Dark Brotherhood, and it's almost got us urging to blow off work to pillage the Sega offices (the crowbar's are in the staff cupboard).
We say almost, because the music sounds like it was ripped straight out of Baldur's Gate. That worries us in the same way it would hearing that Girls Aloud were to score the new Batman movie.
Aside from that minor - and slightly fanboyish - complaint, it's looking like the best Sonic game in ages. The environments look gorgeous, the sound effects are spot-on and most importantly there's a sense of controllable speed.
His bloody colourful friends are still around, though.
Sonic Chronicles: The Dark Brotherhood will be coming to a Nintendo DS sometime this year.
Trailer
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June 6th, 2008, 20:04 Posted By: Shrygue
via Eurogamer
Actionloop Twist is the solitary addition to the Wii Shop this week. It's a WiiWare title that costs 1000 Wii Points (GBP 7.00 / EUR 10.00 approx).
If the name rings a bell, it's because Actionloop Twist is a, er, twist on the DS game Actionloop, which we wrote up very favourably back in February last year, deciding it was "a worthy addition to your DS puzzle collection".
The idea is to fire coloured marbles at other coloured marbles that are snaking their way around the screen on a meandering collision course with the centrepoint. You can delete coloured marbles by cannoning them into groups or three or more.
The Wii version is controlled using the Wiimote and supports four players in co-operative or competitive multiplayer modes. According to the game's Wikipedia page-fillers, it also has Mii support and the Remote can be used to fling marbles over their friends. However, while there are challenge and quest modes, the DS game's puzzle mode is reportedly ditched.
Elsewhere on the Wii Shop, Nintendo is not offering you anything on the Virtual Console this week for some reason. Recent weeks have buried us in all sorts of foreign treats that were never released in Europe, as part of a Hanabi Festival.
The arrival of those overpriced oldies is the only reason we can think of for deciding not to add anything this week. Unfortunately Nintendo was unavailable to comment. We just double-checked the Wii Shop shelves again and they're still bare.
Look out for our review of Actionloop Twist soon.
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June 6th, 2008, 20:35 Posted By: Shrygue
via Computer and Video Games
The introduction of gaming to Apple's iPhone could "kill" Nintendo DS's success, claims a report in Forbes magazine.
The article, titled 'Why Apple Could Kill The Nintendo DS', says that the iPhone's combination of motion sensing and touch-screen tech could leave it as a more desirable format for both consumers and developers.
The comes before an expected announcement from Apple this Monday, where boss Steve Jobs "will likely launch a long-promised feature, dubbed the App Store, which will let outside developers pour software into the iPhone and iPod Touch".
"The ability to pour fresh software into the iPhone, wirelessly, at the touch of a button already has game developers interested," says Forbes.
"Apple is the first to master a pair of tricks that have made Nintendo's latest products so compelling; a touch-screen interface and the ability to pick up on motion. The key difference: Unlike Nintendo, which has created a gaming console with a motion-sensitive controller and a touch-sensitive handheld gaming system, Apple has crammed both capabilities into its iPhone and iPod Touch"
Ubisoft, Electronic Arts and Sega are already signed up to make games for iPhone, and if sales catch on as much as industry analysts expect them too, the handheld arena could well and truly be in for a shake up.
"Looks like the handheld gaming business, so long dominated by Nintendo, could be about to undergo a little evolution too," boldy claims Forbes.
Peeking at Nintendo's current sales figures, we wouldn't chuck your DS in the bin just yet, though...
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June 6th, 2008, 21:04 Posted By: Shrygue
via PSFK
We’ve previously written about Daim’s 3-D graffiti, now a couple of Media Art and Design students are working on a Wii-Controller turned Spraycan. Wiispray is a prototype, currently under heavy development as part of a final-thesis design work by Martin Lihs at Bauhaus-University in Weimar, Germany.
Wiispray aims to give sprayers all the tools of a real-life spraycan with a digital extension. This neat gadget could open the concept of a digital spraycan to a wide audience. The virtual spraycan simulates real spraying characteristics and comes with a range of different caps and of course paints. Collaborative spraying on a virtual wall is planned as well.
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June 8th, 2008, 01:56 Posted By: msareedjr1
I've created the first homebrew version of Connect Four on the DS. So far all bugs have been fixed. If u would like me to remove the splash screen at the beginning i would be happy to. If you find a bug in my software please comment so i will be able to fix it ASAP.
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June 8th, 2008, 15:49 Posted By: JKKDARK
New version of the port of the Rick Dangerous remake for Nintendo DS.
Changelog:
* New design, new musics (2 musics from RICK II)
* efslib is used to avoid memory pbs
* 4 differents menus adapted for each level
* no more infinite dynamite/munition
* CHEAT mode available like in the AMIGA version( you must find it )
* comic book available (replace palette modification)
* new end screens from Lobo
* No more load/save state, too much buggy
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June 8th, 2008, 15:54 Posted By: JKKDARK
ScummVM is a program which allows you to run point-and-click adventure games.
Changelog:
* the wii port is now official
* updated icon
* the savegame issue is fixed (was not wii port specific)
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June 9th, 2008, 19:19 Posted By: Shrygue
via Computer and Video Games
Laurent Fischer, managing director at Nintendo of Europe, has dismissed concerns that Wii is quickly running out of storage space.
Speaking to Edge, Fischer "easily slipped into talking about how 'geeks and otaku' were the only people who would want this issue addressed."
Nintendo has consistently denied rumours and reports that it's even considering manufacturing a storage device, despite the growing amount of downloadable content demanding more space.
Even developers are struggling to produce games due to the limitation. Speaking with CVG, Rock Band designer Rob Kay answered the question over the lack of downloadable content for Wii with: "The whole problem is there's nowhere to store it. If the platform could do it, we'd jump on it."
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June 9th, 2008, 19:20 Posted By: Shrygue
via Computer and Video Games
Capcom USA twice passed on bringing the Wii port of Resident Evil Zero to the West, the company has revealed.
When quizzed on its official forums on the Western current release status for Resi Zero Wii, a Capcom spokesperson replied, "Nothing is ever final, but we've been asked twice if we've wanted to bring it Westward and twice we've declined."
The Wii port of the GameCube survival horror prequel is due out in Japan this summer. Apparently with the new Wii control scheme you'll be able to play through the game with just one hand (cough, cough).
By the sounds of things, the reason for the port's US no-show is (according to Capcom) because no one in the West actually liked it:
"There's thousands of used copies on Ebay and at Gamestop and given the outcry against the project when Japan announced it on these boards and others, it's pretty obvious that it's not wanted by gamers here," said the Capcom spokesperson.
Or maybe you just released it on a dieing format?
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June 9th, 2008, 19:21 Posted By: Shrygue
via Computer and Video Games
Nintendo is planning to release a number of USB devices for Wii, according to a job vacancy posted on its website.
The advertisement calls for a software/hardware tester that will work out of the company's Redmond offices in Washington State.
Among the successful applicants duties will be: "creating and executing a test plan for Wii's USB devices."
Our first thoughts were a USB hard drive, but Nintendo has repeatedly denied claims it was even considering one. Earlier today, we reported that Nintendo of Europe's managing director had dismissed the hard drive space as an issue only "geeks" were interested in.
So what could they possibly be testing? Let the speculation commence below.
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June 9th, 2008, 19:42 Posted By: JKKDARK
Sinclair ZX Spectrum emulator for Wii.
Info:
I'm releasing a preview of FUSE for the Wii. It still has a couple bugs and lacks a couple features, but it's very useable. FUSE is the Free Unix Spectrum Emulator by Philip Kendall, an emulator for the Sinclair ZX Spectrum, a home computer that was very popular in the 80s. For more information (and thousands of games!), see World of Spectrum.
You can download it here. Just unpack the archive under /apps on your SD card and run it.
Most Spectrum software assumes you have a keyboard attached (since the original Spectrum is an all-in-one home computer). FUSE for the Wii supports USB keyboards. You will probably need one.
When you run FUSE, you get the Spectrum 48K boot screen. You can now attach a USB keyboard and write BASIC programs!
You can also push the HOME button on your Wiimote. This brings up a menu that you can use to load Spectrum games from SD card. The A button selects a menu entry, the B button brings you up one menu. You should also tell FUSE to use your Wiimote as a Sinclair Joystick: Options->Joysticks->Joystick 1->Sinclair Joystick
Now, when you start a game, tell the game to use the Sinclair interface. Hold the Wiimote sideways so the 1&2 buttons are on the
right. The directional pad is your joystick, 2 is Fire button 1, 1 is Fire button 2.
To quit FUSE, bring up the menu and select File->Exit, press A on the question whether you really want to quit.
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June 9th, 2008, 19:57 Posted By: JKKDARK
http://blog.dev-scene.com/flatware/
A tetris game based on Tetris Attack.
Changelog:
* Local Wifi
* Host game on DS
* SDL port for PC
* Lots of changes in the code
It's been a long time since there was any news on Tetattds. Two big things has happened. The first is that we ported Tetattds to SDL so that it can run on PC during the last year. The purpose for this was that we wanted to be able test new features with access to a debugger. If we ever would add a big feature like AI players this would be very useful, although we probably never will. Another reason was to see if it was even possible. It was but the code is now in a mess.
You can play the SDL version against other DS players, but as I said it is only meant to be used for development. One problem is that the GUI is exactly the same as the DS version, and not suited for PC. I have provided a compiled version for Windows. If you want to have instructions for compiling on Linux or Mac OS X please post a comment.
The other big thing, local wifi, was added during christmas. It is now possible to play multiplayer player games without an access point. This was made possible using liblobby, which is a work-in-progress library, but development seems to have stopped.
One reason I didn't release Tetattds 3.0 back then was that I meant to refactor the network code in to make efficient use of the bandwidth of local wifi. One problem with liblobby is that it sends packets reliably, and when too many packets is pouring in they start to pile up.
The network code in Tetattds is implemented using UDP, with reliable packets on top of that. That gave us much better response times than TCP since TCP is cached. This also means we don't need liblobby's reliable implementation. If it was possible to send packet directly, and skipping the "lobby" part of liblobby, we could send field updates a lot more often, since these are sent unreliably. There is a function to broadcast packages unreliably which would be perfect for this, but I need to refactor the code to make use of this.
Unfortunately the christmas vacation was over and I lost interest in the project, so I never investigated that further. I'm releasing what I have now so that it will not go to waste. Be warned that it is somewhat unstable.
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June 10th, 2008, 19:54 Posted By: Shrygue
via Computer and Video Games
The first screenshots of new Wii game Wario Land: The Shake Dimension have found a way on to the internet. You can look at them below.
Details on the new title are sketchy, but we've been told that the game is an actual disc-based release (as oppose to our first assumption that it was WiiWare) and Europe should see it by the end of 2008.
The Shake Dimension looks like it's the continuation of the Wario Land 2D platforming series that was featured on the Game Boy and Game Boy Advance. If that is the case, it will be the first game in the series since 2001.
Nintendo of Europe hasn't officially confirmed it yet, so we're expecting a confirmation soon. Maybe out at E3.
And if this is the big new E3 announcement Reggie has previously hinted at, we'll cry.
One screenshot
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June 11th, 2008, 00:51 Posted By: argor
from the official development blog of Mupen64Plus
As we roll around to 1.4 (which is coming soon folks, I promise), we have once again sparked the interests of developers around the world. Although netplay might not see the official 1.4 release, it is coming around the corner like a fast car. We can thank orbitaldecay for joining the project team to provide us with custom netplay code. This means we will not be using the dead remains of what was once Kaillera. Our netplay code is expected to be faster with less delay then ever seen with an online Nintendo 64 Emulator, also when the time comes, it will be cross-platform.
Another thing few things that we are working on at this point in time is the Rom Cache System, which is very similiar in function to Project64's Rom Database. Also the debugger, which should be a blessing to all you ROM hackers is expected to make it into the 1.4 release. Mupen64Plus is always looking for new developers for any platform, feel free to stop by in IRC and chitchat aswell. (irc.freenode.net #mupen64plus)
I guess that's all for now...
- okaygo
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June 11th, 2008, 01:05 Posted By: madcat1990
Yet again...here I am with ANOTHER release of my favourite homebrew, MemorizeME Let's hope this is the last release xD
Download HERE
Changelog: - Fixed a bug in the difficulty settings
- Added Highscore (though Writing it to the FAT gave me some trouble..)
- MemorizeME now uses MP3
- made the music loop!
- made the game a bit harder! :P
- Released source!
- Now using the latest PALib release
- GPL'D
- New graphics xD
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June 11th, 2008, 19:40 Posted By: madcat1990
Distracted while MemorizeME was showing the combination?
No problem! Sacrifice one try and it will repeat the sequence!
Download HERE
Changelog:
- Repeat button added
- Last song changed
- When pressing the repeat button, he takes all points from current combination and starts over.
- High score gets reset too
To newsposters:
If you want my game in your website, direct link it! If you want to mirror it, please email me at madcat1990(at)gmail(dot)com!
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June 11th, 2008, 20:45 Posted By: Shrygue
via Games Industry
Despite the fact that Nintendo is a rival in the console war, Microsoft respects the company's DS handheld and plans to take advantage of the system's audience.
"They see DS as a very viable platform," Joe Humfrey an engineer for UK development studio Rare, told our sister site Eurogamer during a visit to play the upcoming Viva Piñata DS game.
Since acquiring Rare in 2002, Microsoft has allowed the studio to maintain a handheld development team working on GBA and DS titles although it has not published any of them itself. Rare has even made one game directly for Nintendo during that time - last year's Diddy Kong Racing DS.
In the case of the THQ-published Viva Piñata: Pocket Paradise, Humfrey pointed out that it's in the software giant's own interest to have the game appear on the Nintendo machine.
"They put the Viva Piñata franchise on TV to reach a broad audience, they put it on PC to reach a different broad audience, and they're doing the same thing with the DS," he said. "They're trying to widen the audience of the franchise, basically."
Lead designer Gary Richards explained that this wouldn't be at the expense of dumbing down the game, however. "We wanted to tie it in with the TV series more, we thought that would be enough to get the younger audience into it. But we didn't want to lose any of the depth that Piñata had," he said.
The developers explained that their main headaches in bringing the 360 and PC game to the dual-screen portable was simply squeezing the amount of content - animations particularly - onto the cart, but the DS surprised them with its technical capacity.
"We were split into two camps, those who thought we could do it, and those who thought we couldn't do it," Humfrey said.
"But I don't think we ever got to the point where we had to start taking stuff out of the game," added Richards. "And the interface was never going to be an issue," he added, alluding to the ease of use of the DS' touch-screen controls.
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June 11th, 2008, 21:07 Posted By: Shrygue
via IGN
Development studio High Voltage Software yesterday announced a release time frame for its forthcoming Wii first-person shooter, The Conduit. The game is set for a "Q1 2009" debut, according to the company.
High Voltage says it is, "... fusing fast and fluid gameplay with an advanced set of visuals intended to squarely establish the Wii as a true next-generation gaming platform." To that end, the title uses dynamic environment mapping, interactive water with real-time reflection and four-stage texture composition, including gloss, diffuse and bump-mapping.
Meanwhile, the developer confirmed that The Conduit will feature a, "... competitive online multiplayer component," but did not yet offer specifics.
"Too many Wii owners have been told that the Wii is a casual platform with no room for serious games or top-tier graphics," said Eric Nofsinger, chief creative officer at High Voltage Software. "With The Conduit, we intend to prove that theory wrong by providing gamers with the kind of title they imagined back when the platform was first announced."
"The Wii has tremendous potential," said Kerry J. Ganofsky, CEO and founder of High Voltage Software. "We've invested heavily in our technology to make certain that potential is realized with The Conduit."
"Conduit was especially designed for the Nintendo Wii," stated Matt Corso, creative director at High Voltage Software. "From the weapons to armory and graphics, we tailored everything to the Wii which sets this game play apart from anything else on the market right now."
Although publisher interest in The Conduit "has been overwhelming," according to High Voltage, the studio plans to continue evaluating its options in a search for the best possible partner.
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June 11th, 2008, 22:01 Posted By: Shrygue
via Computer and Video Games
Konami has sent through a shed load of new screens for New International Track and Field, along with confirmation of what sounds like one of the most comprehensive online modes of any DS game.
Someone's actually captured what looks like nearly every frame of game in stills, and they're all below.
These screens came with details from Konami on the online features to appear in the game. "Using the Nintendo DS Wi-Fi connection, players can link into a server that constantly updates the World Records as and when they are broken," reads the official blurb.
"Global high scores and world rankings are instantly logged and players are kept updated via an innovative News Feed service and regular messaging. Likewise, it is also possible for friends to send predefined messages to each other, ranging from congratulations to taunts when a record is smashed."
"The online service is further extended with players unlocking new characters by registering on the official site www.newtrackandfield.com, while Community Trophies and various rewards are detailed to visitors of the site. Similarly, New International Track and Field also allows up to four players anywhere in the world to get together and compete."
That's pretty extensive online integration for a DS game. The game's out on June 20.
Screenshots
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June 11th, 2008, 23:31 Posted By: JKKDARK
Glide64 Wonder HQ is a modified glide64 designed for widescreen monitors. It's a graphic plugin for Nintendo 64 emulators for PC.
Information:
As you know, current versions of Glide64 have problems with widescreen monitors. The wrapper allows you to select one of predefined screen resolutions, and none of them corresponds to the native resolution of widescreen display. This project is a prototype, aimed to solve this problem. KoolSmoky rewrote the wrapper, so it probes your system for all supported screen resolution, and now you may select any fullscreen resolution, supported by your video card. I modified the plugin, so if a wide resolution is selected, plugin will render in that resolution, but keep original 4:3 screen aspect; image will be centered on the screen.
The prototype is based on Glide64 WonderPlus HQ code. If this solution will satisfy you, I'll add it to 'Napalm'.
The package contains modified wrapper and plugin. They must be used together. This version of the wrapper will NOT work with other versions of the plugin and vice versa.
Before first run you must select fullscreen resolution for the wrapper. It uses the same registry key, as other wrappers, but its value is very different. Thus, when you will switch back to regular version, you will have to select fullscreen resolution again.
We need feedback from our users with widescreen monitors. Does it work for you? Do you like it? Which games are broken in compare with current Glide64 WonderPlus HQ version ( http://www.emuxhaven.net/forums/showthread.php?t=6490)?
Download and give feedback via comments
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June 12th, 2008, 19:48 Posted By: Shrygue
via Eurogamer
Majesco has revealed a new game for the Wii Balance Board, alleviating fears there may be little to do on it once Wii Fit and some skiing games wear thin.
Dubbed Jillian Michaels' Fitness Ultimatum 2009, this is another one all about being fit not fat, headed by US exercise star Jillian Michaels, unsurprisingly.
She's a tough-talking martial arts expert who headed a US game show that challenged contestants to lose as much weight as they could. One lucky contestant dropped a massive 37 per cent to win USD 250,000.
"I truly think this type of product will be instrumental in revolutionizing the fitness industry and will help combat the childhood obesity epidemic in this country," Michaels told Reuters.
Majesco is aiming for a Christmas release and has casual gamers, especially women, in its sights. The publisher also thinks this will be the first of many celebrity-endorsed fitness fads to make use of the unique Wii control options. Majesco calls this upcoming trend "exer-gaming".
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June 12th, 2008, 20:00 Posted By: Shrygue
via Kotaku
It's official, Nintendo will be selling a new silver and black DS branded with the Guitar Hero logo as part of a limited-time bundle with Guitar Hero: On Tour, the company announced today.
“This one-of-a-kind bundle makes Nintendo DS even more appealing to our ever-growing audience of players,” said Cammie Dunaway, Nintendo of America’s executive vice president of Sales & Marketing. “Like Nintendo DS itself, the Guitar Hero franchise has attracted millions of new players to the world of video games.”
The bundle, which hasn't been priced yet, will be available starting on June 22 when the game goes on sale.
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June 12th, 2008, 20:12 Posted By: Shrygue
via IGN
Today Ubisoft announced that Emergency Heroes has shipped to retailers nationwide and is available exclusively for the Wii home video game system from Nintendo. Developed by Ubisoft Reflections and Ubisoft Barcelona, Emergency Heroes is an open-world rescue driving game where young rescuers can jump into 48 different variations of next-generation rescue vehicles as a police officer, firefighter or EMT and navigate through the sprawling streets of San Alto, keeping citizens safe along the way. Emergency Heroes is rated "E-10+" and has an MSRP of $39.99.
Key Features:
- Drive the next generation of rescue vehicles. Pilot and command numerous high-tech rescue vehicles designed specifically for ultra-high-risk, high-speed navigation. Choose between police, fire and EMT vehicles.
- Explore and protect the entire city. As an emergency hero, your mission is to protect the peaceful city of San Alto. Drive through stunning free-roaming open environments, rescuing the city from imminent danger at every turn.
- Fun for the whole family. Making full use of the Wii Remote, everyone in the family can enjoy being an emergency hero.
- Fast-action gameplay. Take advantage of Hero Mode and play like you mean it the faster you drive, the faster you rise and gain access to powers of invincibility.
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June 12th, 2008, 21:32 Posted By: Shrygue
via Kotaku
I stopped by D3Publisher's hotel suite yesterday to check out some of their stuff. I hadn't heard much about Bangai-O Spirits (remember, Dreamcast fans?) which has been out in Japan since March and is hitting here sometime in the fourth quarter, but that's because I generally don't follow shooters.
Even I sat up and took notice, though. Bangai-O Spirits, developed by Ikaruga creator Treasure, is hardcore oldschool, from what I could tell by looking, with richly-detailed 2D sprites and both horizontal and vertical scrolling. The awesome thing about it is the full realtime level editor - if you're having a hard time, you can build yourself a little wall, or plow yourself a new path.
You can also build your own levels from scratch, but even that's not the best part. The best part is the way you can share levels with your friends. No need for Nintendo Wi-Fi. No need for DS codes. Okay, so I'm easily impressed by science and technology, but I think you guys will think this is very, very cool.
You can save the levels you make as sound files, just like the way old data cassettes used to do. When you save a level, it makes a sort of rush-and-whirr sound the way a modem does. You can record it to your PC, save it as a Windows media file or whatever you want, and then put it on a website or email it to a buddy. Anyone who downloads the sound file simply plays it into their DS microphone, and voil* - your friend now has the level you made.
If your friend is with you, of course, you just play your sound file on your DS directly into your friend's mic. I know that this is actually ancient technology, but I was totally dazzled to see it repurposed like this. The wonders of human advancement!
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June 12th, 2008, 21:35 Posted By: Shrygue
via Computer and Video Games
SNK has confirmed a pretty damn cool list of titles to be included in its new retro compilation title, SNK Arcade Classics Vol. 1, headed for Wii as well as PS2 and PSP.
Metal Slug, Samurai Shodown and King of Fighters 94' sit at the top of our favourites list, although if you own a Wii you can already grab all three of those on the UK Virtual Console for 900 Wii Points - about £6.50.
But it's decent news for retro-loving PS2 and PSP owners. Here's the full list, and 16 nostalgic screens below.
- ART OF FIGHTING - The first fighting game to introduce the then new Spirit Gauge, Super Special Moves, use of the 'zoom in/zoom out' function and battle damage to the characters faces.
- BASEBALL STARS 2 - The sequel to the very popular Baseball arcade game.
- BURNING FIGHT - Battle organised crime in the streets of New York in the side
- scrolling fighter.
- FATAL FURY - The first of SNK's fighting franchises to use the NEOGEO MVS System.
- KING OF THE FIGHTERS '94 - This is where the KOF phenomenon began.
- KING OF THE MONSTERS - Giant monsters, Destruction and mayhem in Japan.
- LAST RESORT - Take on hordes of enemies in the popular futuristic shooter.
- MAGICIAN LORD - SNK's classic platformer, pits you as the heroic wizard Elta.
- METAL SLUG
- this series has long been regarded as the bench mark of side
- scrolling purity, now see why!
- NEO TURF MASTERS - Can you get a hole in one?
- SAMURAI SHODOWN - The first title in SNK's hugely popular weapons based fighter.
- SENGOKU - Fight the undead, in feudal Japan.
- SHOCK TROOPERS - Fast paced action and lots and lots of bullets in this run and gun adventure.
- SUPER SIDEKICKS 3 - We all love football - so does SNK!
- TOP HUNTER - In this futuristic platformer, you play as Roddy or Cathy, as you protect the Colonists from the threat of the Space Pirates.
- WORLD HEROES - Take on the greatest fighters throughout time in this popular fighter.
Screenshots
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June 13th, 2008, 15:49 Posted By: madcat1990
So I was playing Metal Gear Solid 2...
And saw this Otacon sprite!
Googled a bit and found out there was a clock WITH that sprite ("OtaClock")
Since I found it so adorable, I'm porting it to the DS.
Remember though, this is a WIP.
and I need feedback
So... Please comment! Every opinion WILL be heard!
So far I've planned:- Making an alarm
- To stop the alarm you will have to solve simple math problems
- Alarm will be either otaclock's base sounds (which I already ripped) OR a MP3 by the choice of the user.
Now you're probably wondering... If the DS already has an alarm why make this one?
...Because it has OTACON from Metal Gear in it! >:3
Anyways...FEEDBACK PEOPLE!
Download WIP here
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June 13th, 2008, 19:39 Posted By: Shrygue
via Games Industry
God of War designer David Jaffe has launched an attack on Nintendo following the company's marketing director stating only "geeks and otaku" want more storage for the Wii.
Writing on his personal blog, Jaffe accuses Nintendo of snubbing its loyal fanbase for mainstream success, and says Laurent Fischer – who he incorrectly refers to as female – should be ashamed of his comments.
He wrote: "This statement, especially coming from a marketing person, reeks of one of two things:
A - Arrogance at a level that should make Nintendo – if this statement reflects the core of the company – very ashamed.
B - A marketing person who has no real clue about games and thinks she's being cute and coy by dissing the 'geeks' 'cause she thinks the mainstream loves them now... if this is the case, she really needs someone to sit her down and explain to her which side her f*cking toast has been buttered on for years and will eventually get back to being buttered on."
He said that although he's a big fan of Nintendo games, and admires the business and they way it has uplifted the games industry in general, Nintendo is in danger of alienating it's hardcore audience, even accusing the company of "immaturity".
"I like Nintendo. And I love old Nintendo. And both old and new Nintendo have brought so much to this industry that they should be proud and excited and even a little cocky when it comes to their amazing accomplishments.
"Anyone in our business should envy their ability to read, direct, and redirect the market. And to also – when they want to – make some world class, ground breaking games.
He added that the comments by Fischer were "really, really sad. And not so much because Nintendo seems to be telling a chunk of its loyal fanbase to go f*ck itself, but because it's just reeks of junior high school vibe immaturity bulls**t."
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June 13th, 2008, 19:43 Posted By: Shrygue
via Computer and Video Games
Point your eyes to the right of this page and you'll a little square box with moving pictures in it. That's what you want. It's a pretty cool TV spot, specifically for the Wii version. Look at its cool motion controls.
Here's what NGamer says: "Quick rundown: you're Edward Carnby, a 1930's detective in 2008's Noo Yoik. Why so out of time? A mystery deserving of its own TV show, so no surprises to see Alone in the Dark chopped into episodic jaunts - complete with 'previously on' fade-ins. It's far more natter-free than any other TV show, mind.
"An opening segment sees a few words exchanged with some mysterious chaps holding you hostage before all manner of unpleasantness crashes the party, taking out limbs, floors and walls in the process. No party bag for that unpleasantness."
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June 13th, 2008, 19:46 Posted By: Shrygue
via Eurogamer
This week Nintendo has swamped the Virtual Console with five cherished oldies.
Those with a Master System fetish will like Alex Kidd in Miracle World. He's a monkey boy with big ears and is not to be confused with Alex Mack who got some chemicals on her and could dissolve into a pool of liquid. Alex Kidd costs 500 Wii Points (roughly GBP 3.50 / EUR 5).
Or you could be like Kristan and enjoy really old games in cardboard boxes. If you do, Last Ninja and Nebulus for the C64 may be up your alley. Kristan actually had a boxed copy of Last Ninja delivered the other day. These also cost 500 Wii Points (roughly GBP 3.50 / EUR 5) each.
But we think the two NeoGeo games are the best: Ninja Combat and Fatal Fury 2. We always wanted a NeoGeo and used to thumb through magazines drooling over the exotic graphics. Make your dreams come true for 900 Wii Points (roughly GBP 6.30 / EUR 9) a pop.
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June 13th, 2008, 19:48 Posted By: Shrygue
via Kotaku
It almost goes without saying, but Nintendo of Europe's managing director Laurent Fischer deeply regrets stating that "geeks and otaku" were the only people concerned about running out of space on their Nintendo Wii due to WiiWare and Virtual Console titles, comments that ticked off gamers and developers alike. Speaking to videogaming247, Fischer offered the following by way of apology.
“I have huge respect for those who, like me, share a common passion for Nintendo and want to make it clear that I would never use and I didn’t use this terminology in such a context or way to cause offense,” he said.
“I regret that this misunderstanding has created such offense and disappointment within the community.”
You know, in all honesty "geek" and "otaku" are way low in the list of things I've been called that cause me offense, but I can certainly see how some people would get upset. As for Laurent, all I can say is always talk as if what you say is going to end up on the front page of a major gaming blog, because it generally is.
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June 13th, 2008, 19:52 Posted By: Shrygue
via Computer and Video Games
Leisure Suit Larry: Magna Cum Laude developer High Voltage Software has released eighteen new screenshots of The Conduit, the game CEO Kerry Ganofsk hopes will 'look like a 360 title'.
The shots show a variety of environments and locations, from an underground laboratory corridor, a military base, more corridors and more military base, and a couple of exterior shots just to spice things up a bit.
We think it looks okay, but hardly reaches the dizzy heights of 360 graphics. More worryingly is the complete lack of innovation in the level design and colour palette. Didn't we see those corridors in GoldenEye a decade ago?
The Conduit is currently without a publisher and consequently without a street date.
Screenshots
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June 13th, 2008, 19:54 Posted By: Shrygue
via Eurogamer
Rising Star Games has plans to deliver an exclusive fantasy role-playing adventure on Wii.
It's called Little King's Story and is made by Marvelous Entertainment, who gave us various Harvest Moon games.
It will be out here early next year and tells the story of a young boy who finds he has magical powers when he puts a crown on. His adventure begins after he becomes king and returns to the village he grew up in.
In a mixture of real-time strategy and simulation, your task is to expand your village into a wonderful kingdom, fending off any rival nations in your goal of uniting the land.
"Little King's Story has an art style that is very 'story-book' in look and one that we feel will be universally loved. The game has a fairytale quality that will intrigue and delight gamers the world around," said Marvelous boss Yasuhiro Wada.
Sounds quite promising.
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June 15th, 2008, 04:04 Posted By: madcat1990
ok! after lots of programming, it now wakes you up at the given time, and makes a simple math problem for you to solve!
AND! Even asks you if you want to repeat it
(NOTE: Won't stop UNTILL YOU SOLVE THE MATH PROBLEM!)
Download HERE
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June 15th, 2008, 19:50 Posted By: morganDS
Sorry for the long delay between versions, but here is graphDS v0.8! I think that you'll find it worth the wait. I made some pretty substantial additions, so please download.
Additions/changes:
-Two new graph modes: slope field and Euler's method.
-Added a CAS to simplify algebraic expressions, including foiling
-Increased calculation and graphing speed by 2.5x
-Made function nIntegrate faster and more accurate
-Added new catalog functions for approximating definite integrals: euler, monteCarlo, simpson, trapezoid
Download: graphDS v0.8
You can find more info at my site. If you like graphDS and want to help me pay for college, you can make a donation.
Edit: I wrote the CAS from scratch myself, so please tell me if you find any bugs (but please read the readme before using the CAS).
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June 16th, 2008, 09:09 Posted By: pibs
There's no doubting that Wii Fit has helped many a gamer get back into shape since its release, but a new poll by woman-only insurance firm Sheila's Wheels has discovered that users of the software have caused upwards of £20 million GBP damage to their homes whilst exercising on the Balance Board.
Nearly one in five of the 1,000 women polled admitted to causing accidents while using Wii Fit, including bumping into furniture, smashing flowerpots, banging their heads and of course, pulling muscles.
A whopping 86 per cent of those surveyed said that they either already owned Wii Fit or planned on buying it.
Source: http://www.balanceboardblog.com
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June 16th, 2008, 09:55 Posted By: pibs
Yes, more Intellisponse leakage! Another game mentioned that we (or at least I) hadn't yet heard of was a new version of You Don't Know Jack. For the Wii. Not much more to add than that, other than this is a very good idea, and it's baffling why it's taken this long in the console's lifespan for someone to come up with it. No word on a release date or developer/publisher (going off the other leaks, though, we'll presume it's Activision), but they do mention a $40 price-point.
Source: http://kotaku.com
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June 16th, 2008, 16:33 Posted By: JKKDARK
New version of the Nintendo 64 emulator for PC.
Changelog:
* New feature: graphical debugger for R4300 core
* New feature: On Screen Display
* New feature: KDE4 GUI (experimental)
* New feature: cheat system with Gameshark codes
* New feature: search/filter box in GTK GUI
* New feature: single frame advance
* New feature: adjust emulator playback speed up or down in 5% increments
* New feature: Rumble Pak support with force feedback
* New feature: Map emulator functions (fullscreen, stop emulation, etc) to joystick buttons or axis movements.
* New feature: Volume up/down
* Blight Input: Individually configure each direction of X and Y axis, which allows inverting the axis
* JTTL_Audio: libsamplerate support for high quality audio resampling
* GTK GUI: Removed second status bar which was not used
* GTK GUI: Implemented accelerator keys
* GTK GUI: Replaced custom directory browser with GTK file chooser
* GTK GUI: numerous small changes and fixes
* Added Mupen64Plus ´man´ (manual) page
* Removed mupen64_audio plugin, as it was unnecessary and mostly broken
* Added NoMemoryExpansion parameter to emulate 4MB console; fixes some games
* Overhaul of rom handling functions; numerous small fixes
* Bugfix: Removed NoAudioDelay core option to resolve issue #48
* Bugfix: check for stopped state in dynarec jump function, to fix unresponsive emulator when game gets stuck in loop
* Bugfix: GTK GUI: #6 - if a ROM is selected in the ROM browser and ´play´ is pressed, emulation will start
* Bugfix: GTK GUI: #62 - ROM browser column sorting works
* Bugfix: Rice Video: Support hi-res textures with different scale factors for X and Y
* Bugfix: Blight Input: don´t use 100% CPU in configuration dialog
Download and give feedback via comments
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June 16th, 2008, 19:53 Posted By: Shrygue
via Computer and Video Games
Dan Kaufman, the lead game designer of Wii first-person shooter The Conduit, has said that he hopes to include voice chat in multiplayer.
"We are exploring the possibility for voice chat," Kaufman said in a QA posted on the game's official website. "It is too early to make any promises along these lines, but we agree it could make the game even better!"
To state the obvious, the main problem with voice chat on the Wii is there isn't a microphone to chat into. We'd assume then that The Conduit would have to ship with a microphone peripheral to do it. And you'd have to somehow get that past Nintendo.
Kaufman also said the game will include three competitive multiplayer online modes, a single-player experience that would cater to several types of first person shooter players, and would only include one "mini-game."
Sounds promising.
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June 16th, 2008, 20:11 Posted By: Shrygue
via Eurogamer
Fire Emblem DS will be the first instalment in the long-running series to boast online battles.
The exciting prospect spilled from the pages of Famitsu (translated by IGN), and will apparently be available in Japan as early as this August.
Subtitled New Dark Dragon and the Sword of Light, the game will be a remake of the original Fire Emblem that appeared on NES in 1990, but only in Japan.
Original developer Intelligent Systems will be bringing the adventure up to date by adding stylus battle-map controls and stretching the action out across both screens.
The biggest invention is the ability to cobble together a group of five fighters from your single-player game and take them online to fight against your friends.
On top of this, artwork will be re-done, there should be some fresh faces to meet, and apparently Weapon Ranks have replaced Weapon Skill, for those who worry about things like that.
The story tells of prince Marth who is on a quest to rescue his sister and win back his kingdom.
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June 16th, 2008, 20:21 Posted By: Shrygue
via Computer and Video Games
Data Design Interactive, the company behind Wii games Ninjabread Man and Billy the Wizard, had added Kidz Sports to its budget level Popcorn Arcade range and has released six screenshots to celebrate.
Somewhat surprisingly, the screenshots are actually pretty good. The environments are crisp and the backdrops look a lot better than a lot of titles we've seen on Wii.
In fact, the only fault we can find is with the cheesy grin-wearing avatar in one of the night shots. We'd like to punch him in the face.
Data Design Interactive promise 74 holes over four courses in which you can use the Wii Remote just like a real putter.
The game will also include a new 'NuYu' character editor, which allows players to create Kidz Sports versions of them who can be controlled in the game. We don't understand why they didn't implement Mii's though...
Screenshots
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June 17th, 2008, 10:55 Posted By: Darksaviour69
Well folks, looks like the party has come to an end. All of you enjoying your free Tetris are up the proverbial creek sans paddle. Your Wii should be glowing blue as you read this right now.
The latest update, which rolls the Wii Menu to 3.3, not only kills the Twilight Hack, but also allows you to move a Mii from the Mii Plaza into the Mii Parade directly, thanks to the addition of a handy new icon. You just drag and drop as you normally would.
But, let's get back to the real news here. Nintendo has finally gone ahead and sunk the U.S.S. Homebrew. We're anxious to see how the community is going to take this one.
Update: According to commenters, the update doesn't kill the Homebrew Channel (if it was already installed), so there's still something for you all to have fun with.
Via wiifanboy
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June 17th, 2008, 11:02 Posted By: Darksaviour69
Oh dear. I'm getting reports starting to trickle out of Australia that the latest Wii update (3.3) has done more than block the Twilight Princess save-game exploit. I'm hearing it's killed Datel's Wii Freeloader as well, which if true, will not go down well in Europe and Australia at all. Especially with Smash Bros' imminent - and very late - release in PAL territories in two weeks serving as a poignant reminder of just why so many people own a Freeloader in the first place. I'll update once we get some confirmation either way.
Via kotaku
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June 17th, 2008, 18:59 Posted By: JKKDARK
New version of the Game Boy, Game Boy Color and Game Boy Advance emulator for PC.
Information:
Download link:
http://vba-m.ngemu.com/vbam/vbacompi...yAdvance577.7z
D3DX9_38.DLL (If DirectX runtime is missing):
http://vba-m.ngemu.com/vbam/vbacompi...webupdater.zip
Changes:
Win32:
* Fixed Xaudio2 crash (Spacy)
* Overhauled authenticity system. Special thanks to byuu for advice and testing (mudlord, Nach).
* Cleaned the OpenGL code up (mudlord)
Linux/GTK: (bkg)
* Disabled RGB overlays in Xv mode
* Improved icon installation, thanks to joneslee
* Now building without the debugger can be done
* Fixed building without BKPT_SUPPORT
* Fixed misspelling in about box
* Disabled buffer overflow warning
* Modified directories dialog so it uses GtkFileChooserButtons
* Now uses supports displaying of recently used files
* Removed BMP screenshotting
* Uses GTK stock items for menus
* Updated credits
Cmake build system:
* Can choose to build the GTK frontend, SDL frontend or both (bgk)
* Fixed some warnings (Nach)
* Fixed Cmake for cross compiling (bgk)
Download and give feedback via comments
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June 17th, 2008, 19:36 Posted By: Shrygue
via Games Industry
Nintendo of Europe has revealed that Frontier Developments' LostWinds is the current most-downloaded title from WiiWare in Europe - followed by Gameloft's TV Show King and Final Fantasy Crystal Chronicles: My Life As A King from Square Enix.
European marketing boss Laurent Fischer revealed the early top-sellers during an exclusive interview with GamesIndustry.biz, where he talked up the potential of the firm's new games download service.
He said: "We're not communicating on precise figures - this is confidential - but LostWinds has the highest download level in Europe. And then you have the other titles which come close by, like TV Show King and of course Final Fantasy Crystal Chronicles."
WiiWare, which launched in Europe on May 20th, is Nintendo's response to Microsoft's Xbox Live Arcade service, and Sony's PlayStation Network, and Fischer said initial activity had been "encouraging".
"The thing we thought was a trend is that you have a very constant flow of downloads," he explained. "All the titles in the line-up enjoy sales regularly, which is one of the key advantages of this platform. It's the fact that the games are there and anyone can take them at any time."
Fischer further confirmed that the trajectory of the European launch had mirrored that of the US and Japan, where the service launched earlier this year.
"If you relate the sales to the installed base size, which is a good measurement in that area, you see that we definitely have very similar trends everywhere, so that's very encouraging," he added. "And we're looking forward to having more proposals from other developers around the world to see the new gaming concepts we're been hoping for."
LostWinds, from British development veteran David Braben's Frontier Developments, is a platform adventure that makes innovative use of the Wii controller. Critics have lavished praise on the game, with Eurogamer.net scoring it nine out of ten, stating: "It absolutely shames most full-price releases."
Frontier's title costs 1,000 Wii points (roughly GBP 7 / EUR 10).
"LostWinds uses the Wii controller in a very special manner and is a unique approach to the way you play games," said Fischer.
"At the same time you see also that some other games – one which is interesting is TV Show King, which goes into the idea of party games that enable everyone to gather around the Wii and smile, and it is also very successful.
"Both games come from European developers and they are addressing two different needs in terms of what you want to get from a game. From that point of view we believe that it's the very encouraging sign from what we're going to get from WiiWare."
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June 17th, 2008, 19:38 Posted By: Shrygue
via Computer and Video Games
D3Publisher has confirmed that it will release a game based on the Shaun the Sheep TV show for DS before the year's out.
The company, who previously distributed PS3/360 title Dark Sector and Puzzle Quest, will be working closely with Aardman Animation to authentically bring the personality and humour of the series to life.
In the game, the sheep have all escaped and Shaun must find them before the Farmer comes home. He will never to interact with Shirley, Timmy, Bitzer and other characters through areas like the junk pile, the sheep pool and the circus tent. Let us know if that makes any sense to you in the comments, below.
The game will feature three gameplay modes: Story, Mini-Game and Collection mode. There's no information as to the specifics of these modes, yet. Or at least, nothing we find coherent anyway.
Screenshots
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June 17th, 2008, 19:45 Posted By: Shrygue
via Kotaku
The Wii just isn't big enough for all the stuff it offers. That's not conjecture, that's fact. So what are Nintendo doing about? Well, when Nintendo's Laurent Fischer isn't pissing you all off by calling you names, he's promising that - snide comments aside - Nintendo know there's something wrong, and are working on it.
We definitely detect that they [gamers] are serious and we know there is an issue in this, so it's something that we're working on.
Great! So we're getting an external storage solution, then?
Uhh...no.
Definitely there's no plan to issue hardware, an external hard drive, but we know that we have an issue in that area. It's very obvious and we're perfectly aware of it, but there's nothing we can say beyond this.
How terribly cryptic. And terribly unhelpful.
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June 17th, 2008, 20:07 Posted By: Shrygue
via IGN
Taito provided an update today on Space Invaders Get Even, the new Wii adaptation of the classic shooting franchise that was first announced back in March. In addition to a release period, the company shared one major bit of news: the game is now being readied as a WiiWare download.
Space Invaders Get Even turns the play field upside down, placing players in control of a force of 100 invaders who are out to destroy a human city. You move your UFO around with the nunchuck, and use the Wiimote for point and click destruction. Your goal is to defeat the boss of each stage before time runs out.
As far as we know, the title was originally meant to be released as a standard Wii release, unless Taito was purposely keeping mum about it being a downloadable game.
Whatever the case, Japanese Wii owners can look forward to this latest WiiWare game some time this Summer.
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June 17th, 2008, 20:10 Posted By: Shrygue
via IGN
Pick your favourite character, choose your controller and get ready to jump into Nintendo's biggest and baddest brawl ever! On 28th June, selected Gamestation stores nationwide will host the 'Super Smash Bros. Brawl Showdown'. Be one of 64 players in each of our 20 chosen stores to battle it out not only to prove you are the biggest and best brawler of them all and be crowned a Super Smash champion, but to compete for the ultimate prize - a Samsung Home Entertainment Centre.
In order to be eligible to brawl, you'll need to register online before the 21st June at www.gamestation.co.uk/supersmashshowdown - you'll then be contacted by someone at Nintendo to confirm your entry into the tournament.
The tournament itself will see two draws of 32 players at each store battle it out in Super Smash Bros Brawl's 'Tourney' mode where you'll punch, kick and brawl your way, knock out style, through each round. The winners of each draw will play in a two player final for the grand prize. The winner from each store will win a fantastic top of the range Samsung Home Entertainment Centres, consisting of Samsung 40" Full-HD LCD TV and a Samsung Home Theatre System, including a DivX-compatible DVD player, subwoofer and 5 Dolby Digital stereo speakers. Runners up in each store will receive an iPod Nano.
Remember – you need to be over 12 years of age and register at www.gamestation.co.uk/supersmashshowdown to take part.
A full list of participating stores can be found below… Good Luck!
Participating Gamestation stores in the UK:
LEWISHAM 212 Lewisham High Street, Lewisham
HULL 59-60 Propect Centre, Hull
EDINBURGH 134A Princess Street, Edinburgh
BIRMINGHAM 138 New Street, Birmingham
SHROPSHIRE 40 Southwater Way, Telford shopping centre, Telford, Shropshire
BRACKNELL 40 High Street, Bracknell
ERDINGTON 90-92 High Street, Erdington
LEEDS 58 Crossgates Shopping centre
CAMBRIDGE 11 Fitzroy Street, Cambridge
MIDDLESBROUGH 108 Lindthorpe road, Middlesbrough
GATESHEAD Unit 112 Lower Blue Hall, Metro Centre, Gateshead
SHEFFIELD 37/39 The Moor, Sheffield
GLOUCESTER Unit 8B Market Way, Eastgate Shopping Centre, Gloucester
BURTON ON TRENT 6-8 Dame Paulet Walk, Burton on Trent
LIVERPOOL 72 Lord Street, Liverpool
BRIERLEY HILL Merry Hill Centre, Brierley Hill
DUNDEE 40 Murraygate, Dundee
GLASGOW 83 Sauchiehall Street, Glasgow
CANTERBURY 33 St George Street, Canterbury
GWENT 46 Commercial Street, Newport, Gwent
Full terms and conditions here
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June 17th, 2008, 20:38 Posted By: sepro
So here is the 'final' release of my 3D rubik's cube sim. The final is between quotes because I'll still fix bugs but I won't make any significant changes to the program itself.
This won't work with save files from previous releases and like previous versions it won't work with emulators for some reason. Tested on EZ-V
and DSTT.
new in this release
*ADDED A 4x4x4 VERSION
*combined DSCube with pocketCubeDS and new 4x4x4
check options menu
*removed limitation on camera movement
*lots of optimalisations under the hood mainly to speed up the 4x4x4
*added documentation
download here
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June 17th, 2008, 21:32 Posted By: madcat1990
and yet again, here I am with an update to my "Pants-wettingly great" Homebrew
here's the usual changelog:- Otacon's eyes now follow the stylus
- Alarm now rings while the Ds's lid is closed
- Recolored/remade some graphics
- Added copyright at beginning of program
- Added a "Scared" otacon sprite when you get the math problem wrong
- When you get the math problem wrong, the program will generate a new one
- fixed a minimal flickering
Click HERE to download
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June 18th, 2008, 19:29 Posted By: Shrygue
via Games Industry
Nintendo UK has unveiled a series of over 30 'DS Centres' to be housed in a variety of retail outlets across the country, in which gamers will be able to try out new games and download demos to their own consoles.
The Centres can be found in a number of different retail chains, including GAME, Argos, HMV, Zavvi, Toys R Us, Woolworths and ASDA, with the majority falling in specialist retailers in London and the South East.
Titles available to demo at launch include a number of existing best-selling titles, such as Big Brain Academy, New Super Mario Bros and The Legend of Zelda: Phantom Hourglass, with others available to download as demos.
Downloaded content will remain on the user's own DS while on sleep mode, but will disappear if the power is fully switched off. More DS Centres and demo titles will be available over time.
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June 18th, 2008, 19:36 Posted By: Shrygue
via Computer and Video Games
Opoona, the lifestyle RPG developed by the team behind some of the Dragon Quest titles, won't be hitting Europe until September, distributor KOEI has confirmed.
The title was previously dated by KOEI for July 25, but it seems that it won't be making the date.
Localisation and production delays are said to be the cause after the game hit Japanese shelves last November.
Originally unveiled back in March 2007, Opoona took our interest by breaking with the traditional grind of Japanese RPGs and claiming to only use the Nunchuk as the method of input.
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June 18th, 2008, 19:55 Posted By: Shrygue
via Eurogamer
Electronic Arts has confirmed to Eurogamer that new boxing title Facebreaker will be out this autumn.
Facebreaker is in development for PS3, Xbox 360 and Wii. As Johnny reported in his preview last month, it's an arcade fighter with cartoony visuals and a sense of humour. See for yourself by checking out the videos on the gamepage.
News emerged this morning that Facebreaker has been given a September 5th release date in the US. An EA spokesperson has since confirmed to Eurogamer, "It will be the same in Europe."
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June 18th, 2008, 20:46 Posted By: Shrygue
via Games Industry
Seeking to answer claims it is not doing enough to promote its new games download service, Nintendo of Europe has revealed plans for a major TV push to raise awareness about WiiWare.
Marketing boss Laurent Fischer this week acknowledged that it is "Nintendo's job" to support its developers by working harder to drive consumers to the service, and pledged to "promote this more heavily on an above-the-line basis on TV and in print."
WiiWare, which launched in Europe on May 20, is Nintendo's response to Xbox Live Arcade and PlayStation Network, offering complete, low-memory games as part of the company's existing Virtual Console Channel on Wii.
But with relatively little marketing spend going on the launch, Nintendo has received criticism in the press and from gamers via forums that it is failing in its duty to support and promote the titles developers were producing for the service.
Fischer, speaking exclusively to GamesIndustry.biz, responded to these claims, insisting that the company was already making use of existing mechanisms to fuel awareness.
"What we are doing, and this is I think important to keep in mind, is within the tools that we have at Nintendo to support and promote this feature, we are already use them as extensively as possible," he said.
"The key tools of course are the website, which is updated automatically every time we have a release. We also inform the journalists all over Europe about new titles; and we use the Nintendo Channel, which basically allows us to go directly to all of the consumers who have connected their Wii online. These tools area already there and we use them proactively and intensively."
However, Fischer conceded that a broader campaign was necessary, and revealed specific marketing initiatives were in the works to promote WiiWare via mainstream television and print media.
"The next step is that we start to develop TV campaigns – this is on different paths in different countries," he explained. "In France the TV campaign to promote WiiWare in general has already launched and I know that we're considering that kind of activity to promote WiiWare via mass market media. It's just a matter of timing between the different countries.
"We believe that this software we have is very unique so the idea is that we need to drive awareness of what is available and how it works. We know that it takes time to drive that awareness among the general public."
And in a move to reassure the small independent developers Nintendo is keen to attract to the service, Fischer added: "That's our job – to make sure as many people as possible with a Wii check out the WiiWare content. That's Nintendo's job; we are committed to this."
Fischer this week also sought to clarify as a "joke" comments quoted in the press, where he claimed only "geeks and otaku" were interested in extra storage for the Wii, revealing that Nintendo was currently "working on a solution".
LostWinds, by UK developer Frontier, is the current top-selling title on WiiWare in Europe.
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June 19th, 2008, 15:50 Posted By: paul3100
Once again a new version is out. Apart from adding TR-DOS and few little features I haven't touched anything else, but I thought you might want to have it anyway.
Patrik
Download from official web site:
http://zxds.raxoft.cz/
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June 19th, 2008, 19:44 Posted By: Shrygue
via Computer and Video Games
A mother whose nine-year old son wrecked a Plasma TV with a Wii Remote has developed a screen protector designed to prevent a similar catastrophe from occurring again.
The inspiration came when her son and his cousin smashed up her telly while playing Wii Sports. "The end for our Plasma screen came just two days after we had won a Nintendo Wii Console", she said to CVG.
"I was just walking into the room and watched in horror as I saw a Nintendo Wii remote flying across the room into the Plasma screen. Although it wasn't travelling very fast it soon became apparent that the collision had broken the delicate surface of the Plasma screen."
After discovering that "many, many people" had experienced a similar problem, she developed a screen protector to help save Plasma screens from flying Wii Remotes You can take a look at what she came up with below or to the right.
Personally, we've never even seen anyone lose grip on a Wii Remote, let alone damage a TV with one. Mind you, none of us have kids (that we know about).
If we did though and they broke our plasma screen, we wouldn't invent a screen protector. Oh no, we'd pack them off to brat camp spend their college money on a new TV.
Photographs
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June 19th, 2008, 19:54 Posted By: Shrygue
via Computer and Video Games
LucasArts has revealed a number of details regarding new Star Wars: The Clone Wars games, 'Lightsaber Duels' and 'Jedi Alliance' for the Wii and DS.
Wii game 'Lightsaber Duels' is predictably a lightsaber battle game that uses the Wii Remote as a lightsaber.
Whilst it's not one-to-one control, LucasArts has promised that your general movement will be mimicked on screen, providing the best Wii lightsaber experience yet.
You'll be able to participate in the most memorable duels from the animated movie and TV series, while taking control of several different characters each with their own fighting skills and unique abilities.
Comparatively, 'Jedi Alliance' for DS is a story-driven action adventure game that follows the characters from the TV show. It's fully stylus controlled, which somehow makes lightsaber combat more immersive. We're interested in how that works out.
In the game, players get to chose two Jedi from a line-up of six. One will be fully controlled by the player, with AI controlling the other. The pair will embark on a series of missions involving droids, Lightsaber wielding enemies and mini-games.
The characters have unique abilities too, and can be paired up to create different combinations to unlock new areas. Sounds a lot like Lego Star Wars to us, which isn't a bad thing.
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June 20th, 2008, 12:51 Posted By: Darksaviour69
That didn't take long! The team behind the Twilight Princess save-game exploit on the Wii - which Nintendo just "fixed" with their recent update to 3.3 - have already found a way to get past the fix. To be honest there's a ton of technical jibberish behind it that I just do not understand, but the gist seems to be that the update sought out exploited TP save files and nixed them, while these guys have found a way to tell the update to ignore exploited TP saves. That's progress for ya.
June 16 Wii update [HackMii]
Via kotaku
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June 20th, 2008, 19:00 Posted By: wraggster
via gbadev
After 3 years of work, I've finally released my action-adventure for gba, Anguna. (With art from Daydream (Chris Hildenbrand))
It is a short but exciting action-adventure game, reminiscent of the original Legend of Zelda.
Anguna includes:
-5 dungeons and a large overworld to explore
-Multiple weapons and items including: a sword, bow & arrows, bear traps, dynamite, lantern, magic boots, etc
-Many hidden rooms, secrets, and powerups
-Lots of interesting enemies and boss monsters
Downloads, screenshots, faq, walkthrough, etc are available from:
http://www.tolberts.net/anguna/
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June 20th, 2008, 19:03 Posted By: wraggster
via gbadev
Here is "ReBoy", a 7 channels, 16step sample based sequencer for the Gameboy Advance (not tested on DS).
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June 20th, 2008, 19:26 Posted By: JKKDARK
Ingramb has released a New version of the excellent Neo Geo emulator for Nintendo DS.
Changelog:
* Key configuration
* Pause key
* Put DS to sleep when lid is closed
* Save SRAM and NeoDS configuration to flashcard
* Fix crash when switching roms on certain flash cards
* Fix palettte bank swap bug on tile layer (metal slug 1 hud)
* Improve accuracy of vcounter, and vposition interrupts (fix freeze in Samurai Showdown 3, fix graphics in Blazing Star level 2, probly others)
* Fix issues when using dldi and slot2 ram from same flashcard (like supercard lite)
* Fix graphical corruption that occurs after a while when using slot2 ram
Download and give feedback and Compatability reports via comments
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June 20th, 2008, 19:48 Posted By: Shrygue
via Eurogamer
Namco Bandai plans to release an anime-inspired Wii fighter-pilot game in Japan this autumn.
It's called Sky Crawlers: Innocent Aces and is being made by the Ace Combat team, according to Dengeki Online (translated by GameLife).
The game will tie-in with an anime film called The Sky Crawlers, which in itself is based on a Japanese series of books based around some dogfighting pilots in a weird World War II-like setting.
The film is being made by Mamoru Oshii who did Ghost in the Shell, for those who like that sort of thing.
Namco Bandai will be creating its own storyline for Innocent Aces, mind you, and has the Wiimote handling throttle and the nunchuk as the stick control.
The first action-snaps look nice and clean with period planes sporting few missiles but lots of mounted cannon-fire for some up-close and personal battles.
No word on its Western whereabouts just yet.
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June 20th, 2008, 20:02 Posted By: Shrygue
via Eurogamer
The bad news: there are no new Virtual Console titles out this week. The good news: there are two new WiiWare games to be getting on with.
First up is Block Breaker Deluxe, priced at 800 points (GBP 6 / EUR 8). "Block Breaker is basically Breakout - FOR A NEW GENERATION," explains Dan Whitehead, Eurogamer's official Professor of WiiWare.
"You do all the usual Breakouty block smashy stuff, picking up power-ups with the remote, but the twist is that you're taking part in a bright neon pink-and-blue undercover Block Breaker underground, like a weird fusion of Miami Vice and Stu-stu-studioline Hair Gel telly adverts and must impress people by winning presents for them.
"Think Breakout plus Dead or Alive Xtreme Volleyball all done in the style of the cover art of a "Best of Clubland 1994" CD compilation. It seems quite good actually."
The other title on offer is Cocoto Fishing Master, yours for 700 points (GBP 5.50 / EUR 7). As the prof puts it, "Cocoto Fishing Master is a cel-shaded fishing RPG in which you catch fish.".
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June 20th, 2008, 20:03 Posted By: Shrygue
via Eurogamer
Atlus is working on a DS game that sounds an awful lot like PC classic Dungeon Keeper.
It's called Master of the Monster Lair, and the idea is to build your dungeon to attract monsters. However, your end goal is to trap and hunt them, rather than feed them up and amass an army.
You fill the boots of a young man living in a kingdom rife with fear, as monsters rampage around the land at will and probably eat people. Your heroic path is laid before you after a chance encounter with one of those talking shovels. Plus you have spiky hair.
This is all wrapped up in an isometric view, wherein you predictably mine earth and rocks, and replace them with a variety of rooms to lure in your prey. You can have chapels and cellars and stables and trash dumps and plenty more.
When the monsters do decide to show up with all their sparkly treasure, you can hot-foot it over and battle them in a turn-based mode.
Atlus is also making it possible to hop online using Wi-Fi and share your dungeons with your friends.
Master of the Monster Lair is due out in the US on 2nd December. There's no word on a European launch, but you can always import if it takes your fancy.
Pop over to the official Master of the Monster Lair website for the first trailer.
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June 20th, 2008, 20:08 Posted By: Shrygue
via Computer and Video Games
Want to see some Ninja Gaiden Dragon Sword media. We've got some for you. Oh, only four gameplay videos, 10 screenshots and a bunch of art. So, not much then.
It's looking bloody good though, considering it seems to have much if the fighting mechanics of the console games - all controlled entirely with the stylus.
It's expected for release at the end of this month, too. So not long to wait either.
Screenshots
Trailers
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June 21st, 2008, 14:15 Posted By: wraggster
Stravingo posted this on his blog
Motion Twin officially released two weeks ago his new game, Hordes. It is played entirely in a browser, not bother to download anything. While there is no 3D animations or breathtaking, but the atmosphere is very active. It is a game rather strategic, social, where everything depends on the relationship that you establish with other players.
In a few words, Hordes is a game of survival in a world community twilight invaded dead alive. By registering, you join a town of 40 people, all players like you. Your goal is to take your city as long as possible, constructing various buildings and defenses to deal with attacks that have killed living place every night at midnight.
Attention is a game to the morbid atmosphere, with very adult, but it is counterbalanced by a very black humour, very cynical, which gives the cocktail a final taste quite original and really taking. I said that gambling is prohibited under 13 years!
Having had the chance to participate in the beta test stage (thank you again for any team Motion Twin!), I embarked on the development of Hordes Survival Device, a tool for Nintendo DS for displaying information from Thursday
I tried to give him a military origin with a look consistent with the mood of the game, worn, dirty, tried blood. To strengthen the atmosphere, flies attracted by the dead live putrefaction just walking on the device, but can be hunted in their blowing. You can find more details about my software on this page.
http://stravingo.over-blog.fr/article-20611076.html
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June 21st, 2008, 14:31 Posted By: wraggster
News/release from ANTONIOND:
Good morning.
Well, this is the game that I'm working. If everything goes as it should, become a game between tamagochi and Nintendogs, jeje. So far I have prepared the 3D graphics engine, you can tell the character where you have to go and the camera follows him. You can see an example that can load normal objects (a gift box very cumbersome and a refrigerator). Besides ... can be updated from the same game online. Still, a very comfortable way, if I add files and folders to the game what you have to do manually, but the best.
Finally, I leave you here. Parcheadlo with DLDI and put the folder anywhere on the card (up to 6 subdirectories, I think). Works with emulators that support FAT, as the idea.
Controls:
- A: changing mood (test).
- Pad: Move the selected object.
- L: Turning lights.
- L / R: Rotate selected object.
Touching a hole-free map of the bottom of the screen: The character "go" wherever he has said.
- L + R: Update.
- Start: Select another object.
In this version Blobb looks upwards as they for, and I have solved the problems that made sometimes leave the scene.
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June 21st, 2008, 14:36 Posted By: wraggster
News/release from Keda
Moves to Zippo is a small application for the Nintendo DS that allows us to move Zippo by the touchscreen, either with or crosshead with the stylus (if made from mouse emulator).
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June 21st, 2008, 14:40 Posted By: wraggster
The WintenDOS shell that looks like Windows XP for the DS has been updated:
Improving the fluidity of the cursor, réaparition sound start, double-clicks are easier, the deminer now has 120 cases ... no new software from cons.
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June 21st, 2008, 14:45 Posted By: wraggster
News/release from cid2mizard: which is an updated version of his Wifi app that sends now up to 70 Taunts to the DS you are connected via Wifi to.
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June 21st, 2008, 14:47 Posted By: wraggster
News/release from Jeremysr
DSlife is a free Conway's Game of Life implementation for the DS.
Features
256x192 array of life (same dimensions as the resolution of the DS screen.)
Zoom in 1x, 2x, 4x, 8x, 16x, and 32x.
At zoom levels >=4, a grid is displayed.
Draw life while the simulation is running.
Change the rules to whatever you want.
New in version 3.5:
Save and load patterns in the life 1.06 format. (Comes with 2 patterns.)
Lets you erase tiles by pressing an eraser button and then erasing with the stylus.
The keyboard for entering rules now only includes valid rules characters: digits 0 through 8 and slash.
Bottom screen shows the current number of live cells (as well as the current generation).
Source code is liscensed under the GNU GPL.
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June 21st, 2008, 15:12 Posted By: wraggster
News/release from Paco20011
Well, as I reached the beta 6 and it is something semi-playable, I will bring it here to help me test it. I will make a presentation something decent that you deserve it.
Anime Quiz DS
What is and what I need to play?
AnimeQuest is a game of questions in the style of "want to be a millionaire." In principle will be the subject of anime and manga but could be extended. The game is connected to the internet to access the database of users, questions and answers. We therefore need Internet and WiFi connectivity for the DS. He may do a web version of the game to play through the computer.
Okay, now I want to know how he plays.
In his orders. The first thing we are asked to boot the game is a username and password (which will be created through a typical web form). Once we have identified correctly, we access the main menu of the game:
On the menu we see aid (by pressing the question) that will show us what each area of the menu. We can also see the credits of the game, if you press the sobrte i. By clicking on the image of the WWW access the global contest of questions.
The competition is global (for now) the center of the game. Players from around the world will gain points by answering questions and if aciertan. Then there is a general classification.
Once we are in the global contest, the game connects to the database and download the questions. As much unloading 20 questions, although there may be more in the database. We will show the maximum number of questions that are in the database in the upper window of the DS, and we can update the list by clicking on upgrading.
The list shows us the id of the question (mere identifier), the time we have to answer it, and the topic. Once we have selected a push start to answer it. We will submit the question and 4 possible answers. We selected before the end of the time we believe that the answer is correct and click OK. Then tell us if we are successful or not and return to the list of questions.
Anything else of interest?
Well, yes. It has great importance in the game input from users. These may, in part to play, propose new questions through the site, which will become part of the database. There are some filters in the show questions, for example, do not show the questions you've created yourself (in the global contest). This could vary, but I think that there is no advantage to anyone on anyone (I could mandar 50 questions and answer them, thus "scams" results).
What is finished?
As Peudada see, is still a beta for its probe. There are no real questions (are test) and many things are put ... cutremente something (like animations "has right" or "Fall"). Nor is made screen classifications that is what is underneath the menu at www. That will show the world rankings and so on, ultimately, a ranking.
Jeje, I am very listillo and I will cheat to hit all the questions
Well, I am more listillo you, because there is a system of "security" so as not worth start answering a question, turn off the console, look online and then re-plug the game and answer it. Nor is worth close the DS to enter into sleep mode and then reopen. At the moment is implemented so that it works but can be improved, and what will go to improve gradually.
Po voucher, but where the low?
Time to take the links to download the data and also access clear. Download:
Anime Quiz DS - beta 7
NOTE: folder "semsam" must be at the root directory of your cartridge. I forgot to put a name something more descriptive, the next beta will be pa ...
The data access are as follows (user: password). Choose one:
user1: User
user2: User
user3: User
user4: User
user5: User
Ojo, when answering a question, you do not grow back. If you do not leave any questions on the list is because they have already answered all the user has chosen. Start with another user or Dimelo here and delete the answers (a beta).
Update - Beta 7
He changed the name from Anime Quest of Anime Quiz, which hits more (thanks for the advice CaronteGF)
Added the general classification
It has replaced the system SAI to access FAT, for access via c + +. This gets better compatibility
It was added in MP3 music instead mod music (thanks to no longer fails to use the SAI).
Have been solved (I hope) the problems of corrupt funds, 99% of the time (in the V ezflash I went a little corrupt a fund once)
Advancing in the programming PHP (server). I am currently with the party to propose new questions.
Download Here and give feedback via comments
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June 21st, 2008, 15:15 Posted By: wraggster
News/release from Rob
This small open source program demonstrates, among other things, some of the NDS' graphics hardware capabilities.
Now with DLDI / SLOT1 support!
Features
Hardware volume shadowing - A mini-tutorial is included in the readme!
Motion blur with video capture, using only one VRAM bank, at 60 FPS
Hardware lighting, texturing, fogging, antialiasing etc.
Display brightness control
Viewport scissoring (thanks to gabebear off the gbadev.org forum)
Loading text and binary files (through libfat)
Converting .tga 24/32bit image data to 16bit nds textures
Displaying a custom font and a text area over a background image
Smooth touch input
Simple frame rate counting and display
... and other things
It is mainly targeted towards new NDS homebrew developers, who want to see how to activate and utilize some of the NDS' graphics hardware features.
Build with devkitARM R23b, libnds 20071023 and libfat 20070127.
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June 21st, 2008, 15:19 Posted By: wraggster
News/release from Rob
This is a demo I made to develop a little 2D particle system.
Based on that particle system, the game is a bloody and simple shooter.
Remember, it's not a complete game, just a Work In Progress "technology demo."
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June 21st, 2008, 15:22 Posted By: wraggster
News from Rob
This game is about random nonsensical scenarios that the team comes up with for Jorge, the first being a trip up the Eiffel Tower to save the children that were kidnapped by the C'im-Pan-Z. Jorge is Mario's French cousin, a bit of a humiliating secret of their family (just read its backround - I say "it" for lack of a better word.) In any case, this game will be a multi episode parody of lots of classic games, the first being the arcade version of "Donkey Kong" (or "Kinky Dong", as Silent_Code would call it - which consists of climbing ladders and jumping around.) Later episodes will be other games, such as "Super Mario World" and "anything else we can come up with." The game is still in its early stages, but it's a start! =)
http://jorge.robs-basement.de/wiki
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June 21st, 2008, 15:26 Posted By: wraggster
News/release from hotkebab99
YahtzeeDS is the port for DS game Yam's.
The goal is to make combination to score maximum points.
The best scores are saved.
For more information on the game:
Item
History:
06/06/08: 1.0 - First public version
How to play:
The game consists of several tours. Each round consists of two shots.
It makes the first start by choosing "throwing" on the touchscreen. Once this first launch carried out on blocks, via small dice at the bottom of the screen, the values you want to keep.
The red dice are blocked while diced green will be revived in the second run.
They then make the second start by choosing "relaunch" and "throwing". The dice not get blocked when a new value.
At this point, then chooses one of the two pages (accessible via small arrows) the score you want to fill. If it does not correspond to the combination, then the score is set at zero.
The game is finished once all the scores of two pages are filled.
The M icon gives access to a menu during a game.
Technical information:
The project was developed under Eclipse with excellent emulator NO $ GBA.
Sub emulator safeguarding the best scores is not working.
It was tested on hardware via a linker R4 and it worked properly without patchage. The best scores are corresctement saved.
Bookstores used:
-- The libnds for development 2D and 3D
-- EFSlib for backups
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June 21st, 2008, 15:43 Posted By: wraggster
A new release from Kukulcan:
Mollusk contacted me long ago this month so I created a port of Thursday XUMP on our Nintendo DS. In fact I was unable to create the port (and not motivated either), and beatings while I was re-programmed my way (there I was motivated). I like to watch a game and tried to create a version that is truly made for the DS (Story Double tap the screen) and then it must be that I put my key staff, so we 2x more level, and new blocks compared to the original version and everything has been redesigned for our DS. I hope the result will be a live up to your expectations.
CREDITS:
Original PC game by Kedo, kojote and ne7 http://www.psilocybindev.org
Nintendo DS version by Kukulcan (code) and Lobo (gfx), NE7 (music).
Creating levels:
+ The original PC version includes 32 levels.
Levels 01-32 by Kojote
+ The DS version includes 32 levels over directed by:
Levels 33-34 by Kukulcan (establishment of new blocks unpublished report by the original version)
Levels 35-56 by Lobo
Levels 57-64 by Cid2Mizard.
Music: NE7
Palib: Mollusk.
The game:
The goal is simple, you must destroy all the blocks (the clear blue and dark blue only) that are present on the screen from above without dying. The fact remain on a block destructible more than 5 seconds creates its destruction and of course your death.
The time is against you.
Do you finish the 64 levels and see the screen?
Orders
PAD: move our red ball on the screen.
L / R or by touching the bottom screen (pointing left and right of the minimap): make the screen scroller game to see the entire level (for grades too large)
YXBA: Changing the direction of scrolling of Background background of gambling on the top screen.
START: Music (yes / no)
THE BLOCKS
Green and gray: Blocks indestructible
Pale blue: not destroyed after 1 above
Dark Blue: After not above 1 turns into a pale blue block
x2: jump 2 boxes farther
Arrows: It requires a follow directions on the block included automatically.
Barre vertical: As a barrier, it only runs in the vertical direction.
Horizontal bar: As a barrier, it only runs in the horizontal direction.
Teleport: Teleportation 1 teleporter to the 2nd.
good fun.
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June 21st, 2008, 17:55 Posted By: wraggster
thos_thom has released and updated his Frog game for DS, heres the info from him:
Hi everyone, its been a while since I released anything so here is a little touch screen puzzle based upon the picking demo found in the libnds examples.
press A to start, then touch groups of shapes as they whizz around the screen. Select three of the same type to make them go away. remove all shapes to move up a level. Game ends when time runs out.
check it out from:
http://www.treesofgreen.co.uk/frog.nds
or
http://www.treesofgreen.co.uk/frog.ds.gba
I've uploaded a new version with better spacing and a better view of the objects. The picking in this version seems more or less spot on. I've also added a really annoying sound for good measure. ;D
Let me know what you think. I am trying to load more interesting models but for now simple shapes will have to do. Any help with that would be appreciated.
thanks,
thom.
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June 21st, 2008, 18:02 Posted By: wraggster
Kram has released a new version of his application that allows you to transfer via Wifi from one DS to another.
Couldnt translate any more info, damn page wouldnt let me copy it
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June 21st, 2008, 18:06 Posted By: wraggster
Quirky has released a new version of his Homebrew web browser for the Nintendo DS
Theres no info on whats new apart from this on his main page
Bunjalloo is a web browser for the Nintendo DS. It under active development, and can already display simple pages, follow links and view images.
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June 21st, 2008, 18:14 Posted By: wraggster
News/release from Jayenkai:
This game was made a while ago! The initial plan was to build a few "BOMB!" levels myself, throw it all together, and pop it online.
I'm lazy!
The bomb thing hasn't happened yet!
So, rather than have it do nothing, here's the version so far.
The game contains lots of levels.. Count 'em!
The levels are from 2 sources.
1. Fraggle's Puzznix game on the Amstrad CPC
2. The freeware game "Vexed" available from http://vexed.sourceforge.net/
Hopefully those guys don't mind be clumping all this together, and sticking it online!
If they do, let me know..
Like I said.. I would've added, but.. That's not quite happened yet!
Maybe some time in the future I'll pop back into this, add the bombs, stick in a level editor, and all the rest of it.
We'll have to wait and see.
I'd appreciate at least a teensy bit of feedback, so if news sites could bother to write something like "Crap/Average/Good" other than just copy and pasting this, that'd probably help. (You'd think that would be the norm, but unfortunately not!)
As it stands, loads of levels, and plenty to play through.
Should keep you going for a little while!
Enjoy!
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June 21st, 2008, 18:16 Posted By: wraggster
kukulcanDS posted this news:
Hi,
I'm also working on a "Vexed" clone for the DS with 48 worlds and 60 levels for a total of 2880 levels.
I just have to work on the graphics.
I don't add CPC levels but i'm interested with your .DSK file containing the 4 packs levels game, to add it to my website CPCGAMES => Puzznix By The Fraggle
Packs C and D are missing in my version.
http://forum.gbadev.org/viewtopic.php?p=158330
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June 21st, 2008, 18:19 Posted By: wraggster
News/release from BigBob85 :
Im going to use this thread (mainly this post) to keep people update with my game im working on. PongDS.
The basic concept of it is you hold a DS sideways. A user will use the D-Pad to control there paddle, and another user will use the *other* pad.
Any comments/suggestions will be accepted with open arms.
Also, I am going to need some testers to either test this on a real DS or via emulator (No$GBA would be probly the best for this job).
Update 4: After some hassles with David's server, and it hiding .nds files, I figured I'd just zip both files .
You can find the latest release below. The zip contains both PongDS.nds and PongDS.ds.gba. Use whatever your emulator/ds wants (most likly the .nds one).
Release 0.3: 12th June 2008 (1:11am Release)
- Added sound to the game.
- Added single player mode. You can control your paddle with the Left/Right on the d-pad or the A/Y buttons.
- AI has 1 difficulty... I call it "rediculus". It can be beaten though.. its just pretty hard.
Release 0.2: 11th June 2008
Added a main menu. Only the shared ds play works at the moment.
- Using different method for drawing sprites, now middle gap (where mic is) is counted for.
- Numerous speed improvements.
- Fixed bug: Ball speeds going faster/slower depending what way ball is heading.
- Ball bouncing off bat improved.
- Possible bug: Ball hugging the wall after you hit it. (Please tell me if this happens).
Release 0.1: 10th June 2008
- No AI.
- No pause.
- No standby.
To use this, you turn your DS sideways, and you (player one) will use the Left/Right d-pad buttons to move your paddle (on your left), and someone else (player two) will use A/Y to control their paddle (on their left).
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June 21st, 2008, 18:22 Posted By: wraggster
elhobbs has released a new port of Quake for the DS, heres the original release info:
I have released my version of a quake port for the nintendo ds. I named it cquake for lack of a better name. The frame rate is not the best but I think it is playable on easy or normal. Hard and Nightmare are not very playable.
you can check it out at:
http://code.google.com/p/cquake/
be sure to read the readme_cquake.txt file as it includes some important notes about defragmenting the PAK files.
I left some debugging code turned on that can be used to trace failure points at startup. If you see a message that says "wait for it..." then you need to press the A button to continue. This only occurs during startup. You can turn off the rest of the debug messages by going to the console and setting developer to 0
Like this:
developer 0
I have tested this on:
Ezflash 5
Supercard Lite microsd
Max Media Doc CF
I have not tested this on a FAT32 or SDHC card as I do not have the hardware. So, I would be curious to know the results.
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June 21st, 2008, 18:27 Posted By: wraggster
News/release from theoxylo
Update, June 13, 2008: New version rsw_061308.nds now available! Feedback appreciated.
Hi all,
I'm pleased to announce Rainbow Sprite Wars for the NDS. a 2D sprite-based shooter. The game is still very early, but I think it's to the point where it's at least fun to play for a few minutes (hopefully). Still lots and lots of stuff to do... I'm going for some kind of an AI sandbox with tactical assault overtones! ) Any feedback is appreciated.
Here is the demo download page (geocities):
http://www.geocities.com/theoxylo/rsw-download.html
Thanks to devkitPro, libnds, no$gba, dev-scene.com, gbadev.org, and everybody who makes NDS homebrew possible!
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June 21st, 2008, 18:30 Posted By: wraggster
giovanni has updated his Wifi app for DS:
Update your usrcheat.dat from your DS trough Wi-Fi!!
Version 0.9
What's new:
Added simple GUI
Now you can see, on the lower screen, the latest changes of usrcheat.dat by Narin
Added progression bar for download and decompression
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June 21st, 2008, 18:37 Posted By: wraggster
News/release from ANTONIOND
A greeting to all!
Well, I am presenting my latest creation. Broadly is a tetris 3D which keeps records on the card (key), allowing stylus control (asquito, but in order ...) y. .. Lets you listen to your MP3 while playing! To do this you have to remove enough quality ... left around 2.5 Mb, but something is something.
Well, do not entertain more, if you want more information see the readme. I hope you like.
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June 21st, 2008, 18:40 Posted By: wraggster
Bassacegold has updated his paint app for DS:
Features:
-Saving and Loading 256X192 24 bit bitmap images
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors (just seemed mandatory to me...)
-fill tool
-line tool
-rectangle tool
-circle tool
-eraser.... Don't even really know if i should of added it as its just the draw tool stuck on white color
-Supports D-Pad Mode for plotting pixels (When fully zoomed)
-10 pallets ready for customization
-15 levels of undo!
-color editor: Supports all colors the hardware can support!
-Custom pallet save support (press Enter on the keyboard to save pictures and pallets)
-supports canvas sizes 256X192 and less
Any suggestions are welcome!
Download: http://www.nds-zone.com/bassacegold/...uapaint101.zip
Release History
Version 1.01
-No more crashing!
-Fixed pallet saving bug
-Fixed Grid problems
-prevents user from opening unsupported file sizes
Version 1.00
-Changable canvas sizes! (You can load or create images 256X192 or less now!)
-Now scans card for UAPaint Directory (directory can be placed anywhere)
-Fixed black BG bug when exited pallet menu
-zoom now zooms to the last place moved too
-streamlined copy and paste & fixed copying bugs (no longer have to select stuff from top left to bottom right; all directions work now)
-added new option to options menu
-added X flip and Y flip in copy and paste options
-fixed zoom bar positioning
-releasing the B button when zoomed now returns to correct zoom level
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June 21st, 2008, 18:44 Posted By: wraggster
News/release from Morok:
¡A naval battle game singles lequelle you have to find 5 vessels with a number of coup specify.
History:
V 1: Thursday finished, it lacks perhaps a little background music.
How to play:
Once in the game you must press start to start a new game, and then click on the boxes to find the boats.
Anything plays stylus.
Good Thursday!
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June 21st, 2008, 18:51 Posted By: wraggster
News/release from t4ils:
StillAliveDS is a puzzle game inspired by the flash version of Portal, itself based on the game Portal de Valve.
You must catch all of the cakes before they reach the exit of it.
To do this, you are equipped with your PortalGun which lets you portals in the walls in order to be able to teleport elsewhere.
Throughout your journey, you'll be guided by a robot you learn the mechanisms Thursday
History:
16/06/08: V 1.1
bugfix:
-- The turrets will not take more through the coffers
-- The maximum number of crates and turrets in a level is in agreement with the publisher
-- A portal buckle down / down is no longer accelerating object that makes a loop
-- More than portal laid one on another ground
-- Fixed energy green wall that was more effective after missing if you restart the game
-- The turrets located at (0, Y) may draw
-- The turrets can now draw after the disappearance of a wall blue / green in front of them
-- Viewing the last character in dialogues on the upper screen
-- No more eating cakes already eaten if you fall outside the screen at the bottom right
-- The scores are now well advanced saved
-- If you have finished the game and once again we finished the 28 level to normal, the advanced level will return more 1
-- You can not launch a portal (or erase) if an object is still inside
-- If a fund sends to the ceiling and crushes us, no longer through the ceiling
Additions:
[Thursday]:
+ Route portal fired
+ Facility poses greater portal (1 pixels floating allowed on each side)
+ Display the name of the map under way in custom / wifi
+ Leave the party returns to the mode where it was (leaving custom menu returns to custom, leave the wifi returns to wifi ...)
+ Its wood broken when the body leaves the screen explodes
+ The ball explodes plasma funds
+ Animation portals and portalGun
+ The arrival flag is red and white becomes when you can finish the level
+ The character slips a little less ground
+ More pressing the button jump over the figure jumps high
[Menus]:
+ Appropriations accessible from the menu if already ended Thursday
+ Appropriations slightly modified at the end
+ Adding an explanation of the buttons on the menu
+ Use of the pad can to get around the maps menu Story (already present for Custom modes and wireless)
[Custom]:
+ Upload map since the DS (We choose a map, on the cheek, and if we finished the upload starts)
+ Support for an infinite number of maps in the directory customMaps
+ Publisher level (new map or change map selected)
[WiFi]:
+ Report bad map to wifi since the DS
[Other]:
+ Support of the German language (thank you to Elric Ackbar)
30/05/08: 1.0 V - Initial Release
How to play:
A quick tutorial is available here:
http://stillaliveds.free.fr/index.php?page=tutorial
Other information:
Project Web site:
http://stillaliveds.free.fr/index.php
Using the menu
To use the menu, grab the box with your stylus and then plan on your selection
You can build maps using the editor levels and send them on the website.
Then everyone can download your creation on the site or directly from the NDS in the menu wifi
Thanks:
I would like to thank:
-- ZeBlackos for its magnificent GFX, you déchires
-- Mollusk for PAlib
-- RøßiN for help on the new website
-- All the Shan dev as a forum for support during these weeks of development
And now ... have fun
I love you
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June 21st, 2008, 18:58 Posted By: wraggster
News/release from dub3000
dsmcu implements the most important parts of the MCU mix protocol. it talks to audio workstation software (mainly tested with Reaper PC + allegedly Mac, may possibly work with other apps) over WIFI via DSMI.
i.e. mix + record arm from your couch. or the hallway. kinda.
youtube video:
screenshot: [Images not permitted - Click here to view it]
download link: http://remaincalm.org/?p=19
instructions (important!): http://remaincalm.org/?p=17
more info on the linked pages. main thing that needs to change is the channel selection/solo/mute etc, and some graphics refactoring (it's really clumsy at the moment). i've been meaning to do a lot more work on this before doing a proper announcement, but i've been really busy (and it's working okay anyway), so treat this as a technology preview/concept app.
big thanks to tobw for the DSMI library!
--dan
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June 21st, 2008, 19:03 Posted By: wraggster
An entry in the DevFR Coding Comp which translates to silly game comp for some strange reason:
Release from Mony
The reflex tester musical fate of marrés!
OK, I'll balance my homebrew for the composition stupid # 1 on the theme of ziq! Developed for DS with PAlib, I coded it quickly made a few nights
I've tested on hardware, it works well, not against under DesMuMe, but good, not serious
For the gameplay then, well, a hem .... it's pretty simple, on the top screen, "tricks chelous" appear, you find player on the frog and affect them: if you touches correct, the frog makes a nice noise, otherwise a noise evil! Then, well, must go quickly, after a few parties, it was the mastery and
After some time, the game stops and counts points, more than 10 is good, if not ...
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June 21st, 2008, 19:06 Posted By: wraggster
An entry in the DevFR Coding Comp which translates to silly game comp for some strange reason:
Release from Zeblackos
And hop! A mini homebrew stupid superbly appointed 'meumeuh DS'.... I did not have done better in only 1 day!
have fun!
blk....
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June 21st, 2008, 19:08 Posted By: wraggster
An entry in the DevFR Coding Comp.
Release from trabitboy
unless you are not torn,
you do not win
mixture and beat them all
of rhythm game, this small beginning
could become a real game!
ps: in fact I like cats. .
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June 21st, 2008, 19:10 Posted By: wraggster
An entry in the DevFR Coding Comp.
Release from EvilSpoon
Here is my contribution to the composition.
Rather than a draft stupid, I see more a parody of the famous game Guitar Hero.
Only then, more question to be on the scene.
You are a bundle of Guitar Hero, especially when the concert risk of a pacifier part because of you! .
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June 21st, 2008, 19:12 Posted By: wraggster
An entry in the DevFR Coding Comp.
Release from Kram
You are part of a jury, which puts hearings, the goal is to break all those who sing badly (hence who notes rotten over the head) as soon as possible and with the instrument with which they play ( ==> Screwed guitarist with the guitar, trumpet with the trumpet ...) and select the instrument must be R or L (right-handed or left-handed) and touch the instrument. .
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June 21st, 2008, 19:16 Posted By: wraggster
An entry in the DevFR Coding Comp.
Release from MasterDjé
Thême: Music = OK
Genre: silly = OK
Gameplay: Approximate = OK
All of Bugs = OK
Well, I made the turn, then ...
Otherwise, although no $ gba found error-free, no emulator does justice to the soft ... music is a little too what it wants ... against a NDS is happiness ...
Enjoyez .
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June 21st, 2008, 19:30 Posted By: wraggster
An entry in the DevFR Coding Comp.
Release from Decjo
It is a piano because the theme of the composition is still music
but the keys have been changed to a can enter the theme
stupid of compovous alez therefore be able to play your air like a base prout!!
I plan to make updates as the mod 2 butt (or 2 pen) and of course add
theme as piano and piano désacordé very désacordé or piano with expression (or chit Alsatian or breton).
That's all!
PS: The best touch is all right ^ ^ .
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June 21st, 2008, 19:33 Posted By: wraggster
An entry in the DevFR Coding Comp.
Release from Mars_Visage_Software
A xylophone classic if you type the keys with the stylus,
and so the more you leave a key you have the sound of animals.
Attention this game is classified PEGI 18m + (it is rare nowadays).
Indeed it was produced for the composition but also for my daughter, who handles
the stylus as a virtuoso and less than 2 years.
If so extraordinary, she uses pencils, stylot and therefore the stylus
normally
and not a full hand.
Of course it unclear draw, it makes it gribouillies
uses the stylus very well in "Wario Paint" mini bonus in wario ware where clicking
in the drawing you color areas.
She began by clicking anywhere Xylophono then understand
they were sensitive areas (the keys of the instrument and not
Sphere's hot).
to 18 hours it made me a crisis in order to continue to play with
beta version.
She loves this game should I add more option with the button,
it seeks
Learn what they do, she can also turn off the machine (it turned off and
and then closes it gives me so I range)
A true daughter of gamer ...
This game music for someone bigger may be regarded as
stupid so it complies with the criterion to prequalify. :-)
PS: The best touch is all right ^ ^
.
Download and give feedback via comments
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June 21st, 2008, 19:40 Posted By: wraggster
News from Moonbooks:
The Moon Books Project is breaking new ground, setting new trends and going where no DS website has gone before.
Tired of downloading all the same films to watch on your Nintendo DS? Wish you could convert your own videos, or even download something converted by one of your peers? Well now you can!
Using our state of the art video conversion process, you too can now whip up your own DS format videos from the comfort of your web browser, and share them with your friend via The Moon Books Project.
And yes, we did say from your web browser, no messy software to download. No ritual sacrifices to get it working.
Um...
download firefox, it's good for you.
http://moonbooks.net
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June 21st, 2008, 19:42 Posted By: wraggster
News from Michoko
Hi!
I finally finished book II of the Lone Wolf series for the Nintendo DS: "Fire On The Water". For those who had missed the first volume, Flight From The Dark, this is an attempt at porting good old paper gamebooks to the DS console.
So what's new in this second book?
- A totally new and exciting adventure!
- Improved the game engine for handling more complex events
- Made 4 new musics (1 intro and 3 ingame) for even more variety
- Added mini-games
- Added merchants
- and many other fixes and improvements
You can get the game here : http://www.projectaon.org/staff/frederic/index.php
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June 21st, 2008, 19:44 Posted By: wraggster
Finally some word on the Snes emulator for DS:
No SNEmul is not dead, it’s simply sleeping. I Hope I will have more time later to fix bugs and add improvements to the emulator, but it’s not really possible for the moment.
Due to a change in the MySql from my provider, Wordexpress was not working correctly since some months. I was hoping that the bug will get fix itself but it seems I needed to upgrade Wordexpres. Anyway it seems ok now…
http://www.snemul.com/ds/
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June 21st, 2008, 19:46 Posted By: wraggster
News from Neoflash:
R6 gold can control games via motion, now we have test the #0340 passed,but i'm too lazy don't want to make the video for it
more info: http://www.neoflash.com/forum/index....ic,5174.0.html
i think r6 gold user will can use this new menu for support more games motion play in next week
and the lastest R6 menu : R6_motion_menu_v3.1.1037_for_R6 [6-20-2008]
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June 21st, 2008, 19:52 Posted By: wraggster
News/release from clone45
repeaterDS is a free music application for the Nintendo DS that allows you to “play” a sample by drawing on the DS screen. The vertical axis controls repeat length. The horizontal axis controls the playback offset into the sample.
Features include:
Control repeat length and offset using the stylus
Record and playback your gestures to create repeating stuttering noise
Shift your recorded gestures in realtime to create evolving patterns
Load in your own sounds
BPM settings
Download and give feedback via comments
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June 21st, 2008, 20:02 Posted By: wraggster
Some missed news while i was away from bushing:
I didn’t think that I had to explicitly say this, but I see the same things come up over and over again, so I’m hoping I can clear this up for people.
The Wii is not a PSP, or an Xbox, or any other console system. Stop making guesses about the Wii based on your experience with other consoles. It Doesn’t Work Like That.
(Warning: I don’t own either of those systems; most of what I know came from TyRaNiD’s excellent presentation about the Pandora Battery at 24c3, my conversations with him afterwards, and a little bit of Google searching.)
Downgrading
I see a lot of talk (questions, ideas) about “downgrading the firmware” of a Wii. As far as I can tell, this comes mostly from the PSP world, where there was once a firmware which contained no signature checks whatsoever (1.0) and a firmware which contained an easily-defeatable check (1.5). Later firmwares fixed these bugs, so it was desirable to take a PSP with a new version of the firmware and downgrade it to an old version.
This is meaningless in the Wii world. First, there is no such thing as a “firmware version” on the Wii — the Wii stores a copy of every firmware (IOS) that has been released, and new firmwares for new games are just added to the collection. You also have the System Menu, which has the only visible version number — 3.1E, etc — but it tells you nothing about the firmware. The System Menu is responsible for launching most code (from disc or NAND), but it’s the IOS firmware which does the security checks.
Even the IOS version numbers don’t really matter so much. Any program on the Wii can switch to a different IOS version while it’s running with one simple function call — it’s not really a hack, but more like how the system was designed.
From a homebrew point of view, there is almost no difference whatsoever between any of the IOS versions. With one famous exception, there are no security holes that have been fixed between versions of IOS — it’s all a game-compatibility thing. The one exception — IOS37 — is still harmless because it’s never used; a future system menu will probably use it, but even that could be bypassed by using something like the Twilight Hack with Gecko Region Free. (Remember, you can easily switch back and forth between IOS versions in the middle of any program!)
For more info about the IOS system, see Wii System Software: a guided tour and On firmware patching, risk and responsibility.
This came up most recently in discussion about Waninkoko’s “Downgrader” video. In his defense, he never said this was useful to do, but people jumped on it because of the title. This is not a solution to any currently existing problem. If a problem develops, this would be the wrong solution; a better solution would be patching the System Menu TMD to use a different version of IOS. It’s possible for Nintendo to go back and patch all of the versions of IOS to fix the signing bug, which would prevent that from working; the best solution would eventually be to patch IOS37 to disable the fix. Which brings me to…
Custom Firmware
Dark Alex is consistently mentioned in the same breath as “custom firmware”. It looks like he’s done some quality work — as far as I can tell, it’s mostly
Ability to use different versions of the firmware for better game compatibility without losing the exploits
Warez issues (enhanced versions of built-in isoloader code?)
Recovery code
Of those three things, the first is completely irrelevant — we can already switch firmware versions all we want. If Nintendo only patches IOS without patching boot2, we can just go an patch them back. The second is of no interest to me, and probably much harder on the Wii anyway. The third is much more interesting, and is something I’m working on for boot2. And speaking of recovery,
Unbricking
The PSP has a much smaller NAND Flash chip (32MB vs 512MB), and when it becomes corrupted, the unit becomes bricked — much like a Wii. Originally, the recovery method available involved reflashing this chip with a dump from someone else’s unit — not possible on the Wii, because each NAND Flash is uniquely encrypted per console. The second, nicer method (and the main subject of TyRaNid’s talk) involves a battery and a memory stick, and to plagiarize from his presentation:
The Pre-IPL was not very large, less than 4KBytes
Based on a hardware register the Pre-IPL would either:
Read IPL from Flash
Read IPL from Memory Stick
This tied in with the leaked information about the service mode
The Pre-IPL is the equivalent of our boot0. We have no such ability to read code from another source. There will never be a “Pandora Battery” equivalent.
Banning
Both Sony and Microsoft are known for banning people from their various online services, particularly Xbox Live! Nintendo’s online services are not nearly so sophisticated — I’d even go as far as to call them primitive — and they seem to have no intention of banning people for anything. If people start cheating in online games, that may change, but until then I don’t think it’s an issue. If the Nintendo Channel uploads your playtime log, and that includes the Homebrew Channel, then … then … nothing. They don’t care. Really.
http://hackmii.com/2008/06/your-wii-...a-psp/#more-45
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June 21st, 2008, 20:03 Posted By: wraggster
Some missed news while i was away from bushing:
One of the medium-to-long-term projects that Marcan and I have been working is hacking Skyeye to get it to emulate the Starlet. I don’t think will ever be useful as more than a tool for debugging the lowest-level hacks to boot2 that we plan to attempt, but it’s neat to actually see this code really running.
Skyeye is a generic ARM emulator, and it happens to emulate a lot of devices that we don’t need and can’t use (LCD panels, keyboards, networking, etc…). So, we’ve been coding drivers for the other parts of the Starlet that we know about — OTP and SEEPROM for keys, NAND flash driver, AES and SHA engines, GPIO ports, debug port …
At this point, it can either boot a modified version of boot2 (directly from a specially-crafted ELF), or it can boot from a specially-crafted ELF of boot0, its bootrom. After months of hacking on it, if I give it a real NAND flash dump, boot0 can load and run boot1, and boot1 can load, verify, and run boot2 (which then dies when it tries to load the FS driver due to an MMU problem — we’ll get there eventually).
[Read more →]
http://hackmii.com/2008/06/boot0-skyeye/
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June 21st, 2008, 20:04 Posted By: wraggster
Some missed news while i was away from bushing:
Something that has caught my obsession has been the question — How are Wiis made? Specifically, after the parts are soldered down, how are they programmed? There do not seem to be any data ports which could be used to upload data, nor download output. (My motivation here, of course, is that we might be able to use the same technology for unbricking.)
I’ve found a few hints (but nothing to get excited about) — some may find this interesting. [Read more →]
http://hackmii.com/2008/06/factory/
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June 21st, 2008, 20:05 Posted By: wraggster
Some missed news while i was away from bushing:
boot1 is the second stage of the Wii’s bootloader. It lives at the beginning of flash; it is encrypted by AES, using a fixed key. It is hashed using SHA1, and verified against a hash that is burned into OTP memory inside the Hollywood during manufacturing. Therefore, boot1 can be changed in a Wii before it leaves the factory, and new Wiis could have a new version of boot1 — but it’s not possible to upgrade or modify boot1 in an existing Wii.
Fortunately, there is at least one bug in boot1 — the strncmp / hash verification bug — and this is what makes all of our firmware hackery possible.
If you want to look at boot1 yourself (to follow along), grab the first few kilobytes of any Wii NAND Flash dump, strip out the spare data (0×40 of ECC data after every 0×800 block), and then decrypt it with a command like:
openssl enc -d -aes-128-cbc -K 9258a75264960d82676f904456882a73 -iv 0 -nopad -i boot1-encrypted.bin -o boot1-decrypted.bin
You should end up with 17184 bytes. This is much much larger than boot0, and is already to the point where it’s difficult to follow all of the code by just staring at a disassembly. That space is broken down about like so:
1167: initialization code; AES, SHA, signature checking, NAND, ECC functions
2336 bytes: main(), described below
6134 bytes: low-level hardware setup code (to configure the DRAM, talk to the SEEPROM, initialize GPIO pins, etc)
3850 bytes: RSA verification code
2816 bytes: Library code: strncmp, memcpy, printf (!)
872 bytes: Data, including jumptables, the common key (why?!) and the public half of the Root key.
boot1 is interesting to us because it is the first vulnerable code in the Wii. It’s what decides whether or not a hacked boot2 will run. So, we must understand all of the checks it makes if we want to construct a boot2 that will be allowed to run.
[... several days pass ...]
Analyzing boot1 has proven much more difficult than I had feared, so I’m just going to post my disassembly for those who are interested. I’ll follow up soon with the output of SkyEye, which I will post with an explanation of what is actually happening.
Disassembly: boot1.txt
Update: I’ve had some requests for it, so here’s the binary of boot1: boot1-dec.bin
And here’s an IDC file: boot1.idc
Load boot1-dec.bin into IDA Pro (I use 5.2) as an “unknown” file, set processor type to ARMB (ARM Big-Endian), and set it to load the file to 0×0d400000. Once it has loaded, run the IDC file, and you should have something resembling my IDB file. Feel free to post with any questions or ideas.
http://hackmii.com/2008/06/boot1/
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June 21st, 2008, 20:06 Posted By: wraggster
Some missed news while i was away from bushing:
Inspired by henke37’s idea of making a diagram that shows how the different processors on the Wii relate to each other, I took a stab at it. I got a little carried away I guess.
I can’t promise everything here is right — there are just too many things we don’t know, and even some of the things we do know, we don’t all agree on. So, here’s my first attempt at summing it all up:
http://hackmii.com/2008/06/wii-hw-architecture-diagram/
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June 21st, 2008, 20:08 Posted By: wraggster
Some missed news while i was away from bushing:
Breaking news (har har har)! Check back for updates.
Several pieces of Nintendo system software have been updated:
====== Titles Changed ======
SystemMenu
Title ID: 00000001-00000002
Version: 0x 161
Size: 23511040
Contents: 9 (of which 6 are shared)
IOS30
Title ID: 00000001-0000001e
Version: 0x a10
Size: 1933312
Contents: 15 (of which 14 are shared)
IOS31
Title ID: 00000001-0000001f
Version: 0x a10
Size: 1933312
Contents: 15 (of which 14 are shared)
bc
Title ID: 00000001-00000100
Version: 0x 4
Size: 98304
Contents: 2 (of which 0 are shared)
mios
Title ID: 00000001-00000101
Version: 0x 8
Size: 262144
Contents: 2 (of which 0 are shared)
Channel 'HACA'
Title ID: 00010002-48414341
Version: 0x 5
Size: 8290304
Contents: 7 (of which 3 are shared)I’m currently disassembling these to see what has changed. Please do not pester me about this or ask what our response will be; this isn’t exactly easy or quick. Comments will be enabled once i’ve completed my analysis.
Update 1: IOS30 and IOS31 have been changed — specifically, the kernel. The old timestamps read:
$IOSVersion: FFS: 06/08/07 18:10:10 64M $
$IOSVersion: ES: 07/10/07 18:11:26 64M $
$IOSVersion: IOSP: 06/25/07 14:17:16 64M $The new timestamps read
$IOSVersion: FFS: 06/08/07 18:10:10 64M $
$IOSVersion: ES: 07/10/07 18:11:26 64M $
$IOSVersion: IOSP: 04/03/08 19:37:33 64M $It’s interesting that Nintendo bothered to update the IOSP timestamp, because the only change I see in IOSP is that the version reported changed (there’s a variable that stores the value “040308″). They’re trying to be clever; the actual bug fix was in ES, where the encryption code lives.
The strncmp signing bug has been fixed in IOS30, which is what the system menu uses. (The new signature-checking code is identical to that in IOS37.) This probably means that it will no longer boot Trucha-signed discs, but I have not yet tried it. Early reports on IRC indicate that the Homebrew Channel still works; this is consistent with my understanding that the system menu does not verify the content of already-installed content.
I don’t know why IOS31 was patched.
Update 2: Okay, now this is just silly. Three functions have been added to the system menu. Guess what they do:
ipl::utility::ESMisc: eleteSavedata((unsigned long long, EGG::Heap*))
ipl::utility::ESMisc::VerifySavedataZD((unsigned long long, EGG::Heap*))
WADCheckSavedataZD
We Are Not Impressed.
Update 3: They wrote a special-purpose function to try to check for the exact exploit we used — specifically, if a savegame is for Zelda, it checks the length of 6 strings inside the savefile (two of which are the player name and horse name). It repeats this check for all 3 saveslots, and then another three times for all 3 backup slots.
No, we do not have a response to this yet; we will probably take a few days to formulate one. I predicted Nintendo would *not* do this; I’m disappointed. This was the first bug we found, in the first game we tried. We’ll find others, and they’ll have to try to catch up to each.
I’ll open up comments, but please only post if you have something constructive to say.
Update 4: It’s interesting to look at the timestamps here. The System Menu has a build marker of “systemmenu.rvl.0803060727″ – yes, that’s March 6, 2008, 07:27. This update to the menu only accomplished one thing, as far as I can tell — the blocking of the TP hack. (I guess we can count the IOS30 patch together with it.) They spent 3 months testing it — this isn’t actually that surprising, when you consider the potential financial damage if they roll an update out that bricks Wiis.
Congrats to tmbinc and tehpola for finding a combination of two bugs in the code that Nintendo added that — when combined — allow us to fool their check into ignoring the TP hack. More info will be forthcoming — I still wouldn’t rush to update my system, anyway.
This still leaves the issue of how to deal with IOS30; there are several different ways to deal with this — some of which have already been released by people — and we’ll need to take some time to decide on the best one to use and test it thoroughly. There’s no urgency here, no need to rush into something.
http://hackmii.com/2008/06/june-16-wii-update/
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June 21st, 2008, 20:10 Posted By: wraggster
Some missed news while i was away from bushing:
Okay, I’ve spent a little bit of time trying to reconstruct the C code used to build the channel from my disassembler. The full IDA Pro output for those funcs is here: http://static.hackmii.com/verifyzelda.html.
Below, you’ll find my C version. I’ve tried to make it function exactly like the one in the new system menu. Hopefully I did a good job, because I’d like to see people try to find bug in this that could lead to an exploit. There are at least two here, which we used in combination; can you find any more?
Don’t worry, I’ll give the answers if nobody gets them
// this helper function gets called during the NAND check
// for the TP hack files
int ipl::utility::ESMisc: eleteSavedata(u32 titleid_h, u32 titleid_l) {
char pathname[0x100];
int deleted_files = 0;
sprintf(pathname, “/title/%08x/%08x/data/”, titleid_hi, titleid_lo);
int num_dir_entries = 0;
int retval = nandReadDir(pathname, 0, &num_dir_entries);
if (retval != 0 || num_dir_entries == 0) {
OSReportError(”iplESMisc.cpp: eleteSavedata: ”
“Could not read1 %s: %d\n”, pathname);
goto done;
}
dirent_t *direntries=malloc(sizeof dirent_t * num_dir_entries);
if (direntries == NULL) {
OSReportError(”iplESMisc.cpp: eleteSavedata:”
“Could not alloc: %d\n”);
goto done;
}
retval = nandReadDir(pathname, num_dir_entries, direntries);
if (retval != 0) {
OSReportError(”iplESMisc.cpp: eleteSavedata: ”
“Could not read2 %s: %d\n”, pathname);
goto done;
}
int i;
for (i=0; i < num_dir_entries; i++) {
char buf[0x100];
strcpy(buf, pathname);
strcat(buf, direntries[i].filename);
retval = NANDPrivateDelete(buf);
if (retval != 0) {
OSReportError(”iplESMisc.cpp: eleteSavedata: Failed to delete %s: %d\n”, buf);
goto done;
}
deleted_files = 1;
}
done:
if (direntries != NULL) free(direntries);
return deleted_files;
}
// this function is called upon boot or something
ipl::utility::ESMisc::VerifySavedataZD(u32 titleid_hi, u32 titleid_lo) {
int savegame_bad = 1;
char pathname[0x100];
sprintf(pathname, “/title/%08x/%08x/data/%s”, titleid_hi, titleid_lo, “zeldaTp.dat”);
if(ipl::utility::ESMisc::ChangeUid(titleid_hi, titleid_lo)==0) goto done;
int retval = nandPrivateOpen(pathname, &fd, O_RDWR);
if (retval == -ENOENT) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD: Does not exist %s: %d\n”, pathname);
goto done;
}
if (retval == 0) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD:O pen save data file failed: %d\n”);
goto done;
}
u32 file_length;
retval = NANDGetLength(fd, &file_length);
if (retval != 0) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD:G et file length failed: %d\n”);
goto done;
}
char *buf = malloc(file_length);
if (buf == NULL) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD: Alloc failed: %d\n”);
goto done;
}
int bytes_read;
bytes_read = NANDRead(fd, buf, _align_size(file_length, 32));
if (bytes_read != _align_size(file_length, 32)) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD: Read file failed: %d\n”);
goto done;
}
if (WADCheckSavedataZD(buf) == 0) {
OSReport(”iplESMisc.cpp::VerifySavedataZD: Verify failed for %016llx\n”,
titleid_hi << 32 | titleid_lo);
NAND_Close(fd);
fd = 0;
ipl::utility::ESMisc: eleteSavedata(titleid_h, titleid_l);
}
savegame_bad = 0;
done:
if (buf) free(buf);
if (fd) NANDClose(fd);
ipl::utility::ESMisc::ChangeUid(1,2);
return savegame_bad;
}
int _align_size(int value, int alignment) {
// round up value to next highest multiple of alignment
// e.g align_size(40, 32) = 64
return value + (alignment-1) & ~alignment;
}
int _check_strlen(char *string, int max) {
int i;
for (i=0; i< max; i++) if (string[i]==’\0′) return 1;
return 0;
}
int _check_save(char *buf) {
if (!_check_strlen(buf + 0×56, 8)) return 0; // random strings
if (!_check_strlen(buf + 0×60, 8)) return 0; // inside savegame
if (!_check_strlen(buf + 0×7A, 8)) return 0;
if (!_check_strlen(buf + 0×96, 8)) return 0;
if (!_check_strlen(buf + 0×1BC, 17)) return 0; // player name
if (!_check_strlen(buf + 0×1CD, 17)) return 0; // horse name
return 1;
}
int WADCheckSavedataZD(char *buf) {
int i;
// check 3 primary saveslots
for (i=0; i<3; i++) if (!_check_save(buf + i*0xA94)) return 0;
// check 3 backup saveslots
for (i=0; i< 3; i++) if (!_check_save(buf + 0×2008 + i*0xA94)) return 0;
return 1;
}
// this function is called when any savegame WAD is being
// installed (copied from SD)
int _wad_check_for_twilight_hack(WAD *wadfile) {
int i;
for (i=0; i < wadfile.numfiles; i++) {
// skip any leading directory names
char *p = strrchr(wadfile.filename[i], ‘/’);
if (p == NULL) p = wadfile.filename[i];
else p++;
if (strcmp(wadfile.filename[i], “zeldaTp.dat”)==0) {
return WADCheckSavedataZD(wadfile.filedata[i]);
}
}
}
http://hackmii.com/2008/06/wii-menu-...ller-analysis/
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June 21st, 2008, 20:42 Posted By: wraggster
MAsteroids is a multiplayer asteroids clone. Up to 4 players can play simultaneously in co-op or competitive mode.
2008/06/09 - Version 0.4 is out. Grab it whilst it's hot. New features can be found in the Readme along with a description of control layouts. Main improvements include Nunchuk and Classic Control support!
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June 21st, 2008, 20:47 Posted By: wraggster
Hell Hibou has posted a new release of his Wii Homebrew Launcher:
Following various bug appeared in version 0.5, I just put online version 0.6 of Wii Homebrew Launcher. The problems encountered in version 0.5 is due to mismanagement of memory, I implement a memory manager to manage and use the memory MEM2 of the Wii, leaving a maximum of conventional memory to load homebrews.
In addition, the library LIBOGC was last for days and benefit from the rapid initialization of the wiimote (more pressing need (1) + (2)).
Finally, it is possible to use the lever classic. The new version the ELF, DOL and WAD (string) is available in the Downloads section.
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June 21st, 2008, 20:50 Posted By: wraggster
Eluan Miranda has released an Hardware accelrated version of Quake for the Nintendo Wii:
Release Notes for version 0.01
To correctly see the transparent water without artifacts, please apply Vispatch to your pak0.pak (and pak1.pak, if you have the full version) file.
This is an early release. I am not currently able to solve the freezing bug until my USBGecko arrives. International mail is SLOW, so please be patient.
Be sure to read the "Installation" section for info regarding the different Wiimote button mappings.
If you notice a split-second freezing, quickly save you progress and quit the game, then reload it. At least it warns before freezing.
General notes
You can freely change button bindings on the Wiimote without affecting the GC pad bindings, except for the D-Pad on both controllers and Start/Plus. These are paired and changing one's binding will change the other
There is still no music support, but expect it for future releases. (Probably you will have to rip your original quake music from your CD.)
There is a new menu option for adjusting the size of the screen to adjust for your TV's overscan. (Does not work with the GX accelerated version yet.)
Software rendering notes
All of the original dosquake rendering features are supported.
Unfortunately, the original palette is converted from RGB8 to RGB565. The best way to correct this is writing a full 24-bit software renderer, but don't expect it soon.
Framerate may be a bit choppy and there is still no support for going back to the old 320x200 resolution.
Software rendering is only available through svn.
Hardware rendering notes
Full speed, fully implemented GX port of the original glquake, with some new features being added gradually.
Supports all of the original glquake features: dynamic lightmaps, water transparency, and more.
To make the water correctly transparent, you will need water-vised maps.
Download Quake Shareware Version
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June 21st, 2008, 20:53 Posted By: wraggster
Knight0fDragon has released a new version of the Nes classic for the Nintendo Wii:
Duck Hunt is a clone of the classic NES/Famicom game Duck Hunt where you shoot ducks.
All are welcome to try my first Wii project, good ol' Duck Hunt
I have tried my best to replicate as much as the original that I can. This is my first wii experience, so I hope you all like it, I can be found hanging around #dsdev and #wiidev on the Blitz IRC network. Many thanks to Wintermute and the others there for helping me understand what is going on with the Wii.
The earlier versions of this game were not meant to really be posted to the general public, but whoever did that, thanks, now I have some motivation to fix this game.
I am now up to version 1.8.
With this version, I fixed up some bugs from v1.7 and added some things that are listed below.
For 1.9, I am going to add sound and hopefully fix up the source code for better handling of the controller, and get the levels working
If you notice any bugs, please feel free to let me know, I would like as many bugs squashed for original version by the time I release v2.0
Everything but clayshooting that is.
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June 21st, 2008, 20:58 Posted By: wraggster
uschghost has updated his Snake game for the Nintendo Wii:
Snake2 for Wii is a Wii homebrew version of the game snake.
June 19. 08 - v2.1 beta
Added Twoplayer Mode
Added Sound (again)
Added Menu
June 04. 08 - v2.0
Added Wiimote Support
Added New Look And feel
Added Score Displaying while the Game is running
Added eyecandy
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June 21st, 2008, 21:00 Posted By: wraggster
SD Explorer by miom is now at v0.9, heres the info:
SD Explorer is an SD card file manager with the following possibilities:
create directories
delete directories recursively
create empty files
delete files
move and rename dirs and files
Info: The selected operation concerns the directory in that you are or the file you selected. Check them always at the bottom screen before you do something. This version does not allow you to undelete files or dirs!
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June 21st, 2008, 21:08 Posted By: wraggster
Cboomf, Felix123 have released a simple web-server for the Wii.
Changelog
alpha v0.4
Front SD html only, loading support XD (finally !!)
alpha v0.31
Favicon added
alpha v0.3
Added wiimote support
Added image support
Added /img image test link
alpha v0.24b
Bug fixes for 0.24a
//a is now back to /a, but //quit is still there for other reasons
alpha v0.24a
Fixed the main page hyperlink to //a
alpha v0.24
Changed /a to //a and /quit to //quit to avoid conflicts
Request parser rewritten, now quicker and more streamlined
alpha v0.23
Now doesn't have to restart the server to serve more than one page (i.e presseing B then A)
Quitting the server is from a server path of "/quit"
alpha v0.22
Handles links
alpha v0.21
Now detects the HTTP/1.x version as requested by the browser
alpha v0.2 - First fully web-page serving release
Now serves a built in test page
No longer needs telnet
Forced use of HTTP/1.1
alpha v0.11
Serves html to telnet (don't know why)
Can accept multiple connections (not at once)
alpha v0.1
Added Gamecube control menu control
Added GRRLIB logo
Added return to loader
Opens port 80
Opens a socket and allows for connection
Accepts connection on open socket at port 80
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June 21st, 2008, 21:20 Posted By: wraggster
Simon by teknecal is now at v0.3:
Simon, everyone's favourite memory game makes it to the Nintendo Wii.
5 June 2008 (v0.3) - Now uses the Wiimote
3 June 2008 (v0.2) - Added graphics and sound
30 May 2008 (v0.1) - Initial Release
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June 21st, 2008, 21:22 Posted By: wraggster
News/release from foxysofts:
This time I decided to change his platform and I started to conquer the Wii.
It is therefore with the first port to test the beast that I come back and run the court homebrew
For the moment it is a beta that I made a 2-day history of the test kit and my utilities conversion of images.
To install, it is best to go through the chain homebrew, the launch from TP Hack also should work in theory.
In short, it's playing the wiimote, the DPad to move and B to jump.
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June 21st, 2008, 21:28 Posted By: wraggster
WiiPy by tehpola, comex, heres the release info:
Pronounced "weepy".
PyOGC is an OGC wrapper for Python written in Pyrex (a hybrid Python-C language designed for extension development). The author, tehpola, made a working demo, but the demo itself was made in Pyrex, not real Python. I (comex) hacked Python a little so the interpreter as well would run, and you can run .py files.
Aside from Python being an awesome language, I think Python on Wii might eventually make it much easier for GUI applications to be developed on the Wii, or really anything.
Right now, however, it does not have any GUI, and PyOGC itself is incomplete-- this is really just a demo. The finished version might have have a file selector and maybe a GUI and all that fancy stuff.
Usage
To use, download wiipy.elf, run it by the method of your choice, and put a file called "run.py" on your SD card root containing whatever Python code you want to run.
Besides the modules in PyOGC (the documentation for this is nonexistent, but you can look in the source) you have some basic modules (math, sys), and the standard open() function will open files on the SD card. However, notably, time is presently not available, nor is os and maybe other things.
Alpha 2: Network is available, do this:
import net, _socket as socket
net.init()
Then use the socket functions, but there are some bugs:
socket.accept won't actually tell you the IP address which connected
You must receive and send data in small chunks. 1024 works, 8192 doesn't (you get a socket error). This is a limitation of the net functions, but future version will deal with this more smartly (chunk data up for you).
Bugs
For some reason, this app seems to fail in weird and wacky ways when launched over the network from HBC. I've only gotten it to work when launched from the SD card. I haven't tested with any additional loaders or the Twilight Hack. YMMV.
If the script crashes, you will not get a delay before an immediate return to the loader. This is because traceback (which would be required to print the stack trace without exiting python) wants to import os for some reason. This is fixable.
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June 21st, 2008, 21:32 Posted By: wraggster
Feesh has released Lua for the Nintendo Wii:
Lua is a small and powerful scripting language that is perfect for use in projects that require changes in logic without the hassle of recompiling the program's source code. Lua can be told to load a file and execute functions from that file to create a dynamic program flow. Being extensible, Lua allows the programmer to define new functions for use in the script files they create.
The source code comes with a functioning example. To use the example, you need to copy the 'test.lua' to the root of your SD card, then run the lua.elf, either from Wiiload, the HBC menu, or (possibly- not tested yet) any other homebrew bootloader.
Reasons To Use Lua
To poke at a few popular uses of Lua; Lua was used in World of Warcraft for the GUI, in Farcry for the console system and all of the programmed user materials in Gmod(the famous retail HL2 sandbox mod) are made with it. It's been used in a bunch of open source game engines because it is simple to use and pretty versatile.
Bugs
FAT system needs to be initialised by the user before calling any file loading functions (such as luaL_dofile(...)).
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June 21st, 2008, 21:38 Posted By: wraggster
News/release from Scognito:
Scogger for Wii is a porting I made of the “famous” Nintendo DS and PSP game Scogger I wrote a months ago.
The game is almost identical to the original, with same levels (10 random out of 100 avaiable, so each new game you get different levels!), except here you cannot use the stylus for obvious reasons, but it can take advantage of the wiimote!
Download & Installing
Download the package from here, and unpack it. There are 2 versions: gamecube and wii.
The Wii version is ready for use with the homebrew channel. Just put the scoggerwii-0.2 (you can rename it) directory in the apps directory of your SD card, otherwise boot it with the Twilight Hack or other boot methods.
The Gamecube dol can be booted it using SDLoad or other boot methods.
How to Play
The goal of the game is to make the frog jump over all the tree trunks.
You can use the Gamecube pad, the Wiimote, or the Wiimote d-pad.
The only avaiable direction the frog can move are forward, left and right (no diagonals), with no jump distance limit!
Remember that the frog cannot jump backward, and pressing B on the Wiimote (or A in the Gamecube pad) to restart the level!
Clean the stage to go to the next level (they are 10) or press (+) or START to go to the next one.
This trick is only avaiable if you make the so called “konami trick” (you know what is that, don’t you?) at the titlescreen, (with the exception “B” and “A” button are mapped to (-) and (+) on the Wiimote).
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June 21st, 2008, 21:38 Posted By: wraggster
News/release from Scognito:
Scogger for Wii is a porting I made of the “famous” Nintendo DS and PSP game Scogger I wrote a months ago.
The game is almost identical to the original, with same levels (10 random out of 100 avaiable, so each new game you get different levels!), except here you cannot use the stylus for obvious reasons, but it can take advantage of the wiimote!
Download & Installing
Download the package from here, and unpack it. There are 2 versions: gamecube and wii.
The Wii version is ready for use with the homebrew channel. Just put the scoggerwii-0.2 (you can rename it) directory in the apps directory of your SD card, otherwise boot it with the Twilight Hack or other boot methods.
The Gamecube dol can be booted it using SDLoad or other boot methods.
How to Play
The goal of the game is to make the frog jump over all the tree trunks.
You can use the Gamecube pad, the Wiimote, or the Wiimote d-pad.
The only avaiable direction the frog can move are forward, left and right (no diagonals), with no jump distance limit!
Remember that the frog cannot jump backward, and pressing B on the Wiimote (or A in the Gamecube pad) to restart the level!
Clean the stage to go to the next level (they are 10) or press (+) or START to go to the next one.
This trick is only avaiable if you make the so called “konami trick” (you know what is that, don’t you?) at the titlescreen, (with the exception “B” and “A” button are mapped to (-) and (+) on the Wiimote).
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June 21st, 2008, 21:42 Posted By: wraggster
News/release from BG
Use two Wiimotes and an infrared pointer to make an interactive whiteboard. This is a port of Johnny Chung Lee's Low-Cost Multi-point Interactive Whiteboards Using the Wiimote to the Nintendo Wii.
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June 21st, 2008, 21:48 Posted By: wraggster
News/release from pho:
So far only a demo, but I will try to make a kind of library, to add the keyboard to any app = 3
Missing for implementing the shift, numbers, nature. esp., a cursor most beautiful xD ...
Salu2 = 3
Bugs:
The key Bckspace clears two characters
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June 21st, 2008, 21:56 Posted By: wraggster
News/release from Cortes48:
My first homebrew wii.Un little rudimentair but catchy.
History:
08/06/08
Launch of version 0.1a, which presents the concept seulemnt
How to use:
Chario the Controller to the aid of PAD gamecube order to avoid the bullets.
Other information:
For the moment the games works only with the pad gamecube with arrows.
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June 21st, 2008, 22:10 Posted By: wraggster
News/release from teknecal:
Matching Cards is another simple game for the Nintendo Wii. Pair up all the cards before the time runs out to proceed to the next level. There are 3 difficulties (easy, normal, hard) and 7 levels.
History
14 June 2008 (v0.2)
Added difficulty setting
Now uses Wiimote IR
No more multiple JPEG card files
11 June 2008 (v0.1)
Initial Release
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June 21st, 2008, 22:20 Posted By: wraggster
NonameNo has released a final version of what he calls is the first old school music disk demo for the Nintendo Wii.
Controls
Wimote (UP/DOWN) keep pressed B to speed up. A to select)
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June 21st, 2008, 22:24 Posted By: wraggster
SL JPEG VIEWER 0.13 beta
by Sanlink
XD
Designed to view JPEG files directly from an SD card inserted in slot A or Slot B. It opens jpeg files from sd:/JPEG/ and scales them down if necessary, to fit the gamecube video buffer (640x480).
Instructions:
- Create a folder named "JPEG" in the root of your sd card, notice the uppercase
- Place whichever JPEG files you want to view in that folder, you can also place any other file (it won't be read)
- Load the slviewer0.13.dol using your prefered loading method, on a gamecube or on a wii on gc mode
- Press A or B to choose which slot your card is in
- It will show how many files were found and the first jpeg will be loaded
- Press A to see the next file or B to see the last file
Beta features:
- It shows debugging texts to help me find out glitches
- It has some delays to be able to read those texts, although the jpeg decompression and scaling is quite fast (good gc!)
Known Issues:
- Images bigger than 1024x768 crash the JPEG_Decompress function, I don't know how to fix it
- Never tested on PAL
- SD cards bigger than 1GB can't be read because the libsdcard has bugs
Future improvements:
- Add a folder browsing menu to open any directory (DSC00011 for example)
- MP3 background playing, just viewing is boring
- Language selection (as soon as I understand SRAM reading codes)
- Maybe I could improve the image downscaling using interpolation, maybe XD
Developed using devkitPPC r14 and libOGC 02-28-2008
Libraries used: libjpeg by softdev, libfreetype, libsdcard, libogc
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June 21st, 2008, 22:31 Posted By: wraggster
News/release from Grillo
Hi, im developing this in my free time (witch right now its almost 0 xD), it's a battle royal tank game like the one that comes with wiiplay, want to know your opinions, and if someone can test it with 4 players (have not tried it myself cos of the lack of wiimotes at home xDDD)
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June 21st, 2008, 22:36 Posted By: wraggster
News/release from Chaosteil, Feesh!
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics.
libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.
libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.
Currently 24bit and 32bit PNGs are the only supported image format. We are working on allowing images to be loaded from compiled-in texture data and even more formats.
The library comes with full Doxygen documentation to help get development started. It is also available online:
0.2.0 - We put a lot of effort and polish into this release, so we hope you will enjoy it as much as we enjoyed making it!
Quad was added as an additional Layer-based class to use. You can now draw colored rectangles without textures.
TiledLayer now supports transparency.
Sprites can now get stretched with SetStretchWidth() and SetStretchHeight(). Check out the documentation for further instructions.
You can get information about the current position of the sequence in a Sprite with GetFrameSequencePos().
Frame sequences in Sprites now can get actually longer than the image has tiles.
Layer got additional SetX() and SetY() methods for quicker position setting of one axis.
LayerManagers now can erase their Layer list with RemoveAll().
Bilinear filtering for textures can be turned off now. Look up the texture transformation enumeration for sprites.
Fixed showing up of a green bar on startup.
Squished out several small bugs to enhance stability. Also possible performance increase.
Image.LoadImage() now returns an error code when loading an image with the wrong format.
Loading of 24bit PNGs is also possible now.
Complete compatibility with the previous version. Your code should work out of the box with no changes at all.
There is now a Makefile for installing libwiisprite to your appropriate folders. Check RELEASE.TXT for further information.
Documentation is more complete. There are several pages which explain the more "advanced" features of the library.
All of the examples got updated. We also added an template example.
0.1.9
This is mainly a bugfix release, no new features included. You may need to update your sources to correctly use the display now. The examples also got updated.
Added a wrong size check to image loading errors. Image width and height have to be a multiple of 4.
The whole screen estate is used. Pointer correction is also explained in the spritetest example.
LayerManager.SetViewWindow() fixed. Displays correctly now.
Fixed TiledLayer displaying (last version crashed GX) and collision detecting with sprites.
Now doing more checks throughout the code.
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June 21st, 2008, 22:40 Posted By: wraggster
News/release from joedj
FTPii is an FTP server for the Wii, giving people easy access to their SD cards without having to eject it from the Wii itself.
Requirements
You will need an FTP client in order to connect to your Wii, but once you have got one set up, all you have to do is use wiiload to send FTPii to your Wii and once the network has initialised it's good to go.
History
Version Changes
0.0.6 Incorporated SD-card and USB hot-swapping patch. (thanks srg!)
0.0.5 Added support for buggy FTP clients that use "LIST -aL" or similar, at the expense of breaking paths that begin with '-'.
Compiled with corruption-fix and usbstorage libfat patches. (thanks svpe!)
Uncommented FAT read-ahead support (oops)
0.0.4 Added rename support, as well as append and resume.
Fixed _another_ nasty crash bug introduced in 0.0.3 when creating directories. (thanks nilsk123!)
0.0.3 Multi-client support (up to 5), using LWPs. Unfortunately this makes things quite a bit slower, due to the reduced buffer sizes.
This has the nice side-effect of making clients like FileZilla work.
0.0.2 Fixed display/crash bug when creating directories. (thanks feesh!)
Enabled fat read-ahead caching. Increases read speed from ~80KB/s to ~250KB/s for me. (thanks svpe!)
0.0.1 Public release
Usage
The best way to get a feel for ftpii is to install it, using itself. When you download ftpii, use wiiload (with the Homebrew Channel) to start it up. When the network has initialised, use your favourite FTP client to connect to you wii. You can enter anything for a user name and password right now. Once you have logged in, navigate to the apps folder on your SD card, and upload the ftpii directory (containing boot.elf, meta.xml and icon.png) here.
Once you are done altering files, close the connection from your client, then push the A button on Wiimote #1. This will bring you out of ftpii and back to the HBC application selection menu. ftpii will now be in the list to run again without the need of Wiiload.
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June 21st, 2008, 23:03 Posted By: wraggster
News/release from aquilino
copy the carpet apps on the root of the card and play
crosshead same movements 1 and 2 and home to return to HBC
including the Source
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June 21st, 2008, 23:24 Posted By: wraggster
News/release from nozintusei
At the end what I have achieved. I have programmed my first game for the Wii (with its images, moving with the remote control and lots of action).
And it works great!
A few days ago found a following page to develop software for the Wii home.
I gave a little envy, and between yesterday and today I have developed "Bichejos. The game".
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June 21st, 2008, 23:28 Posted By: wraggster
News/release from PaRaDoX :
This is a simple PONG game for Wii. Includes source with comments on every part of it.
You are free to use it(the source) for anything you need/want.
Controls
UP and DOWN on the Wiimote to move in menus and in-game.
A or B to do action.
PLUS to open pause screen.
V1.1 - Actual - 13/06/2008: Corrected the collision/bounce that used a completely incorrect algorithm (Thanks zosh for taking your time). Added sound, CPU and many other things.
V1.0 - 10/06/2008: Initial release.
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June 21st, 2008, 23:34 Posted By: wraggster
News/release from Frontier:
I present you the new version of my png handling library for Wii and GC. It comes with a lot of new features, so I hope you like it
Current version features:
It's based in libpng 1.2.29
Handles images of 8 and 16 bits per channel.
Handles images in RGB, RGBA, grayscale and grayscale + alpha formats.
Reads image dimensions, pixel format, background color and transparent colors list.
Converts images to YCbYCr, linear RGB565, linear RGBA8, 4x4 RGB565, 4x4 RGB5A3 and 4x4 RGBA8 formats.
Saves YCbYCr images in png RGB8 format.
Handles images stored in memory or in devoptab devices (SD, Gecko SD, etc...).
It's ready to be used in multithreaded applications.
Current version limitations:
Doesn't handle images of 1, 2 or 4 bits per channel.
Doesn't handle paletized images.
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June 21st, 2008, 23:43 Posted By: wraggster
News/release from dlkj
Figure out the correct placement of all the numbers.
This project implements a simple sudoku game on the wii. The recommended way to launch this is via the homebrew channel. Control is via the standard wiimmote (1 player only) held sideways.
The project is open source with plans for as open a license as possible. However, certain subcomponents may have licensing restrictions which affect the license of the project as a whole. Further study on this item required before license terms are finalized.
Details
Presently at version 0.1b of the game, the following has been implemented.
generation of classic 9x9 sudoku puzzle (no difficulty control)
save and continue of puzzle
auto checking of the puzzle for incorrect cells
screenshot capability
menu system
The puzzle is controlled by moving an on screen cursor. The cursor will wraparound the edges of the puzzle if you try to move past the edge.
The value under the cursor is incremented/decremented to the desired value. Value '0' is shown as a blank cell. Values are wraparound from 0 to 9 as well.
If desired, the user may mark a cell as 'uncertain' by pressing the 'A' button. This can be toggled off if desired via the same button. 'uncertain' cells are marked with a gray background.
The game will check for any incorrect cells (i.e. duplicate numbers in any row, column or 3x3 cell). Any incorrect cells will be highlighted with a red tint.
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June 21st, 2008, 23:53 Posted By: wraggster
News/release from Forgotten Linkz is a new rock paper scissors game for the Wii:
V0.2 20/06/08
Made 2 player mode
Extra images
Rumble!
V0.1 16/06/08
initial release
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June 21st, 2008, 23:56 Posted By: wraggster
Yet another awesome release for the Wii Scene, heres the new version of the Twilight Hack from Bushing
This new version of the Twilight Hack is compatible with version 3.3 of the Wii System Menu, using the workarounds explained in previous posts. Thanks to everyone on IRC who contributed to the search for the bugs, and to tmbinc and tehpola for finding the two bugs that make this possible.
Changelog for this release:
The Twilight Hack is now compatible with version 3.3 of the Wii System Menu.
Improvements in video configuration. The entire console should now be visible in all video modes, and scrolling has been improved.
For the USA version, the two variants of the hack have been packed into one save file. Just select the save slot that corresponds to your version of Twilight Pricess when you start the game.
New savegame icons by drmr. The new icons now show which region that version of the hack is for.
This version now tries to load boot.dol, and falls back to boot.elf if boot.dol is not found.
???????
Many, many bug fixes.
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June 22nd, 2008, 00:16 Posted By: wraggster
News/release from Bug Bang Theory:
Windows program and menu that installs everything you need to start running homebrew on you wii.
Formats your SD Card for the Wii
Installs the correct Twilight Hack files onto SD card with correct folders
Installs the Homebrew Channel beta 8 onto SD card
Installs homebrew apps that can be launched from the Homebrew Channel
Includes instructions and a how to video built right into the installer program
Updates
Each version update will include updates/additions to the homebrew apps and any new workarounds/hacks for installations on current incompatible Wii System firmwares.
Compatible Firmware
All Wii firmwares below 3.3
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June 22nd, 2008, 00:25 Posted By: wraggster
News/release from Eke-Eke:
Here is another version: I didn't really look into emulation bugs but took the time to implement most features already included in other ports.
Also, I included preliminar support for CD-ROM images but only for .ISO or .BIN files. This means that there is still no .MP3 or .WAV support and the games won't play their CD tracks properly. This is still work in progress as I need to understand a little better the .HCD format used by Hu-go! as well as getting my hand into MP3 playback using libogc (any help would be appreciated !)
Here we go, as usual, the full changelog:
Quote:
14/06/2008:
-----------
[PCE]
- sourcecode cleanup
- fixed multiplayer support (max. 4 players)
- added preliminary Super CD-ROM support: Data only (.ISO & .BIN image files), no CDDA track support
[NGC/WII]
- fixed progressive mode support, now automatically detected
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for WRAM files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
sourcecode
KNOWN BUGS:
. WRAM Load & Save options are inverted
. 480p is not enabled by default when detected, you have to switch PROGRESSIV rendering mode in options to have it enabled
. some games have missing sound and graphic glitches due to some emulation inaccuracy
ISO/BIN SUPPORT:
. a ROM image of the System Card (better use 3.0) must be renamed as syscard.pce and placed into /hugo directory
. CD Audio & ADCPM playback is currently NOT supported
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June 22nd, 2008, 00:25 Posted By: wraggster
News/release from Eke-Eke:
Here is another version: I didn't really look into emulation bugs but took the time to implement most features already included in other ports.
Also, I included preliminar support for CD-ROM images but only for .ISO or .BIN files. This means that there is still no .MP3 or .WAV support and the games won't play their CD tracks properly. This is still work in progress as I need to understand a little better the .HCD format used by Hu-go! as well as getting my hand into MP3 playback using libogc (any help would be appreciated !)
Here we go, as usual, the full changelog:
Quote:
14/06/2008:
-----------
[PCE]
- sourcecode cleanup
- fixed multiplayer support (max. 4 players)
- added preliminary Super CD-ROM support: Data only (.ISO & .BIN image files), no CDDA track support
[NGC/WII]
- fixed progressive mode support, now automatically detected
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for WRAM files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
sourcecode
KNOWN BUGS:
. WRAM Load & Save options are inverted
. 480p is not enabled by default when detected, you have to switch PROGRESSIV rendering mode in options to have it enabled
. some games have missing sound and graphic glitches due to some emulation inaccuracy
ISO/BIN SUPPORT:
. a ROM image of the System Card (better use 3.0) must be renamed as syscard.pce and placed into /hugo directory
. CD Audio & ADCPM playback is currently NOT supported
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June 22nd, 2008, 00:37 Posted By: wraggster
News/release from Markus1981
I made some minor changes to the source code
I took the cue support out of yui.c and also all the non working stuff of the menu
With this version you can load only the iso
The iso must be renamed to game.iso
The bios must be named bios.bin
you need the following structure
apps\yabause\boot.elf
apps\yabause\game.iso
apps\yabause\bios.bin (tested with european bios)
the rar has a compiled binary and includes modified source code (i changed yui.c)
a logo and a xml
This is maybe not a 100% solution but at least it should let you play more games . I am just learning to programm in C
I tested it with bubble bubble and it works at almost full speed
the colours of the intro are just a little mixed up
Credit goes to team yabause for their awesome work
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June 22nd, 2008, 00:41 Posted By: wraggster
nIxx has posted this release:
MiniMP3 Player is a basic MP3 Player with Wiimote and FrontSD support
v0.2
Changed MP3 directory to /MUSIC/ (like with Mobile Phones)
Better GUI
Directory support (only directories in MUSIC)
Icon and XML File for Homebrew Channel
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June 22nd, 2008, 00:44 Posted By: wraggster
News/release from Jay
just wanted to play a little with networking functions on the wii so I started with something simple, the HTTP/1.0 protocole. Then I decided to try the sd card api and ended up with threads. Very interesting :-)
However, I won't work much on this project because:
* there's already another project of that kind
* the HTTP/1.1 protocole is far more complex to handle
* there's no real point in running a web server on the wii :-S
* there's already some specialized software for that (apache, ...), would be more interesting to port existing robust software
* I don't have enough time
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June 22nd, 2008, 00:47 Posted By: wraggster
News/release from teknecal
Wiihttpd is a simple multi-threaded HTTP Webserver for the Wii. Wiihttpd is built on the ftpii source code
Features
Basic HTTP/1.0 support
Able to serve any file type you like (you can add more file types in common.h)
Able to use spaces in file names
View server uptime, pages/files served and not found by going to /stats
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June 22nd, 2008, 00:56 Posted By: wraggster
News/release from Cboomf
Just point your browser @ your wii's ip, the rest is obvious.
For more long distance fun get someone else to dial in to it.
Supports up to 4 wiimotes, no wiimote attachments are recommended, the wiimote jacket may be used for more comfort.
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June 22nd, 2008, 01:00 Posted By: wraggster
Nuke is back with new version of gecko the region free game loader for the Nintendo Wii:
Gecko0S - First public beta for WiiRD / Region Free.
This is the first public beta to allow people to try out WiiRD (Wii Remote Debugger). It also has a new Gecko Region Free engine which will boot nearly all games, even from the homebrew channel.
SD card features and USB Gecko client commands are disabled in the version as they are unfinished but I wanted to release a version of WiiRD / GeckoRF engine due to large amount of requests and the fact Gecko RF 1.5 had too many bugs
The package comes as a app which can be launched with the homebrew channel, also a DOL file is included if you want to make trucha based DVDs or custom channels.
The region free settings can be set in the config menu if your just using the app for region free, or if using WiiRD this information will be stored in its config file.
WiiRD is a game hackers dream app, with a large number of cool tools you can use. The official website for it is http://wiird.l0nk.org/wp/
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June 22nd, 2008, 10:28 Posted By: wraggster
New from Divineo USA
Bust a move on this slip resistant dance mat and enjoy arcade style realism in the comfort of your home. Not only will you improve your dancing skills but stay fit while playing your Wii dance games. Dance mat controller for Nintendo Wii / Game Cube Compatible with Nintendo Wii dancing games Non-slip, heavy duty plastic covering Hard wearing pressure pads Lightweight and Foldable design for easy storage.
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June 22nd, 2008, 10:30 Posted By: wraggster
New from Divineo USA
Don't let wires restrict your movement when you are enjoying your favourite games, free yourself with the Wireless Nunchuk Adaptor. Compatible with all games that require the Wii Nunchuk the Wireless Nunchuk Adaptor fits comfortably in either left or right hand. Powered via 2 x AAA batteries (included), provides up to 30 hours playtime.
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June 22nd, 2008, 10:38 Posted By: wraggster
New from Divineo China
- High storage capacity (6GB) for storing essential digital content such as high quality photos, videos, music and more
- Optimal speed and performance for microSDHC compatible devices
- Speed performance rating: Class 4 (based on SD 2.00 Specification)
- High Quality microSDHC card backed by 5 year limited warranty
- Built to last, with an operating shock rating of 2,000Gs, equivalent to a ten-foot drop *
- SanDisk microSDHC 6GB card ships with Bonus MicroMate� USB 2.0 SD/SDHC Reader, to ensure compatibility when downloading pictures or other digital content
Easily transfer files between your digital devices and computer
High speed USB 2.0 certified reader/writer for fast data transfer
Price - $ 62.95
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June 22nd, 2008, 10:41 Posted By: wraggster
New from Divineo China
Enjoy full wireless freedom with all your favourite Wii games without the hassle of any wires tethering your hands together for over 72 hours and with a wireless range of up to 10 metres.
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June 22nd, 2008, 10:44 Posted By: wraggster
New from Divineo China
Wouldn't it be nice to play games without a cord stretching across your living-room floor, especially if you have little kids or large dogs in your household? Nintendo's Wave Bird isn't the first wireless controller ever brought to market, but it's a whole lot better than what came before. You may remember a brief fad a few years ago with spotty infrared devices. These units failed because they were a lot heavier than standard controllers, and also because they required a direct line of sight between the controller and the infrared receiver. The Wave Bird is much lighter (it weighs a bit more than a regular controller) and uses radio frequency signals for reliable game control at distances of up to 20 feet. Unless your playing on a stadium-size TV screen, that should be more than enough. The unit will last for about 100 hours of use on just two AA batteries and has 16 channel frequencies, so you'll easily be able to hook up four controllers without interference.
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June 22nd, 2008, 10:44 Posted By: wraggster
New from Divineo China
Wouldn't it be nice to play games without a cord stretching across your living-room floor, especially if you have little kids or large dogs in your household? Nintendo's Wave Bird isn't the first wireless controller ever brought to market, but it's a whole lot better than what came before. You may remember a brief fad a few years ago with spotty infrared devices. These units failed because they were a lot heavier than standard controllers, and also because they required a direct line of sight between the controller and the infrared receiver. The Wave Bird is much lighter (it weighs a bit more than a regular controller) and uses radio frequency signals for reliable game control at distances of up to 20 feet. Unless your playing on a stadium-size TV screen, that should be more than enough. The unit will last for about 100 hours of use on just two AA batteries and has 16 channel frequencies, so you'll easily be able to hook up four controllers without interference.
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June 22nd, 2008, 10:54 Posted By: wraggster
New from Divineo China
For per Mario Super Sofubi Plush:
- Official licensed product
- Approximately 4 inches tall
For Super Mario Mushroom Plush:
- Official licensed product
- 3 different characters from Super Mario
- Approximately 2.5 inches tall
- Shipped randomly
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June 22nd, 2008, 11:08 Posted By: wraggster
Ketsui DS has an official site, and while all sections are filled in, what you should really be looking at is the extra features. It's pretty impressive. They've got game sharing, wherein a second player can download a boss attack mode from you, for one thing. Next there's a replay mode. You play, the replay is saved, and you can watch it again, and send it to friends wirelessly as well. There's an Evac Report thing which I don't really understand, and then best of all, there's the "oshiete IKD san!" mode, in which Cave president IKD gives you tips and tricks. If this mode were really built out, it could actually teach you how to get better at shooters.
http://www.insertcredit.com/archives/002410.html
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June 22nd, 2008, 11:11 Posted By: wraggster
Windy X Windam is the Success/Ninja Studio DS fighting game that features Izuna as a character, if you've forgotten, and the site has been updated with a roster of 9 characters (looks like there's one to be revealed still) a description of the system, though much more of that will be revealed later. But because the system section is up, that means there are a couple of screens, and the sprites look really nice.
http://www.insertcredit.com/archives/002403.html
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June 22nd, 2008, 11:14 Posted By: wraggster
According to Game|Life and Dengeki Online, Namco Bandai is bringing Ghost in the Shell director Mamoru Oshii's latest film, "The Sky Crawlers," to the Wii in the form of a flight combat sim. The genre (not to mention Namco's Ace Combat team) makes for a perfect fit given the movie's focus on a group of fighter pilots, albeit in an alternate setting.
Though it won't be measured in Japan until fall, the success of Sky Crawlers: Innocent Aces will likely hinge on how well the controls are implemented -- the Wiimote functions as the throttle and the nunchuck acts as the control stick -- and how popular the film ends up being. At least the game will let us skip all the existential chatter, right?
http://www.joystiq.com/2008/06/20/na...awlers-to-wii/
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June 22nd, 2008, 11:18 Posted By: wraggster
Newly released:
features
Simple, Active Controls: Rookies and veterans alike will be hittin' it home in no time. Simply swing the Wii Remote controller like a bat, or use a pitching motion to test your strike power from the mound!
Live the Dream: Show your face at the plate; play as your Mii!
Play Ball! ...With Friends: Up to four players can challenge one another on a single Wii console. Go nine innings or try one of the minigames - including a home run contest!
Stadium Mania: Select from nine unique stadiums - everything from an ice-filled castle to an urban cityscape! Many stadiums can be acccessed day or night, allowing double-headers under the lights!
description
Step up to the plate with Mario and friends. Make the intuitive Wii Remote controller your bat as you dominate the diamond with Mario, Luigi, Peach and the rest of the gang!
Dust off your cleats! It's time to play ball!
http://www.play-asia.com/SOap-23-83-...j-70-2oms.html
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June 22nd, 2008, 11:20 Posted By: wraggster
Newly released:
description
Choose your own motherland, invade and unify the world of Neverland by becoming the overlord of the rest of the thirty nine countries. This game has already made a name for itself with the last installments by having a cast of intriguing characters and a complex web of political as well as personal relationships between them.
This newest installment makes use of the touch pen facility in battle wars to make controls more intuitive. Direct your armies with your touch pen and indicate the speed they should march at with your movements. Some armies are better with speedy battles and some are better with prolonged sieges, understand your forces before you deploy them.
Each character has a different set of attacks when they enter the battlefield. Use your touch pen to initiate special attacks against your enemies. You need to deal with random events like taxation, diplomatic missions, battles etc at random intervals, so be sure that you are equipped for all of these tasks at all times.
View event scenes once you have accomplished a specific task. There is a library section that allows you to review all the scenes and graphics awarded to you. Since the game consist of elements from all the previous installments, there is a glossary section for you to look up the terms. This feature is especially helpful for the beginners who start their Spectral Force experience with this game.
http://www.play-asia.com/SOap-23-83-...j-70-2nfl.html
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June 22nd, 2008, 11:28 Posted By: wraggster
Newly released:
features
Make the adventure yours – Rediscover true role-playing as you build your party of stalwart adventurers from 12 different classes. From basics like name and sex to advanced settings like combat formation, skills, and spells, every detail is yours to customize!
The Odyssey continues – Experience an all-new story, more classes, improved mapping capabilities, new Force Skills, and over 100 side-quests.
Chart your progress through the dungeons – Etrian Odyssey’s innovative mapmaking tool returns with more options and features! Use the touch screen to map out the halls, chambers, treasures, and dangers of the realms you explore.
description
In the Grand Duchy of High Lagaard, it is said that the Duke is descended from inhabitants of a castle in the sky. When an unforeseen crisis befalls the nation, it is decreed that the first explorer to retrieve the Grail of Kings from that mythical floating palace will be rewarded with wealth and fame beyond imagining. Enter the central city of Lagaard and begin your journey to the clouds!
Etrian Odyssey II boasts an all-star development team, led by director Shigeo Komori (scenario designer - Etrian Odyssey, Odin Sphere). Composer Yuzo Koshiro (The Revenge of Shinobi, Streets of Rage, Etrian Odyssey) returns for Heroes of Lagaard, in addition to character designer Yuji Himukai and monster designer Shin Nagasawa, who both worked on the original Etrian Odyssey.
http://www.play-asia.com/SOap-23-83-...j-70-2o3x.html
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June 22nd, 2008, 11:33 Posted By: wraggster
Newly released:
Space Invaders Extreme combines the captivating essence of the original game with a stunning alliance of futuristic graphic design and cutting-edge audio. The gameplay experience has been developed to maximise on the consoles' abilities, offering players a whole new range of amazing features including a vast array of new power-ups.
http://www.play-asia.com/SOap-23-83-...j-70-2mde.html
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June 22nd, 2008, 11:40 Posted By: wraggster
New from SuccessHK
The fury-fueled video game features key moments from the film, as well as additional plotlines and characters from The Incredible Hulk universe. Players crash through New York City, battling gigantic enemies amidst soaring skyscrapers in a massive open world.
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June 22nd, 2008, 11:44 Posted By: wraggster
New from SuccessHK
International Chessmaster Josh Waitzkin coaches players through courses and tutorials adapted from his book, The Art of Learning.
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June 22nd, 2008, 11:53 Posted By: wraggster
You thought Activision had killed it off? Oh no. No, no no no no. They were just experimenting. See if they could kill it, then bring it back. To kill us all. Train them to go for our brains, while we're frozen watching this, wondering where Helmet and Stevie Ray Vaughan got to while a bunch of overly-excited teen models cavort in a park.
http://kotaku.com/5018514/guitar-her...-of-the-living
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June 22nd, 2008, 12:06 Posted By: wraggster
News/release from Navarr:
A simple text-based demonstration of the Les Paul Guitar Hero 3 controller (and presumably Guitar Hero: Aerosmith controller).
Requires the Guitar Hero controller to be hooked into your wiimote.. Or, well, nothing happens.
Hold down the fret buttons and strum the guitar.
Home button on the Wiimote exits to loader
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June 22nd, 2008, 12:08 Posted By: wraggster
News/release from bmic
Presently at version 0.2b of the game, the following has been implemented.
a better sprite
audio
The puzzle is controlled by moving an on screen cursor. The cursor will wraparound the edges of the puzzle if you try to move past the edge.
The value under the cursor is incremented/decremented to the desired value. Value '0' is shown as a blank cell. Values are wraparound from 0 to 9 as well.
If desired, the user may mark a cell as 'uncertain' by pressing the 'A' button. This can be toggled off if desired via the same button. 'uncertain' cells are marked with a gray background.
The game will check for any incorrect cells (i.e. duplicate numbers in any row, column or 3x3 cell). Any incorrect cells will be highlighted with a red tint.
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June 22nd, 2008, 12:13 Posted By: wraggster
GRRLIB for GX Rgb Renderer Library, some very very nice function for noob coder.
OLD version (1.0, 1.5, 1.6, 2.0) are no more supported !! (they didn't use a real full GX support)
GRRLib 3.0 is out here http://grrlib.santo.fr/
via wiibrew
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June 22nd, 2008, 12:15 Posted By: wraggster
Bushing gives us more news on wii hacking:
The June 16th (”3.3″) Wii System Update did more than bring the death of the Twilight Hack (sort of) and a patched version of IOS30. It also brought new versions of BC and MIOS — which actually may be the more interesting of the changes in the update.
BC and MIOS are titles 1-100 and 1-101, respectively. MIOS is the Gamecube compatibility layer — a fairly small amount of ARM code that runs instead of IOS when Gamecube games are running, and then the 157k Gamecube IPL — the PPC code that actually reads the Gamecube disc and boots it. BC is still an unknown; in many ways, it resembles boot1. Both are about the same size, and both contain code to load boot2 from flash and execute it. When the Wii System Menu detects a Gamecube disc, it launches title 1-100 — BC, not MIOS. It’s possible that BC launches boot2 which launches MIOS — we’re still not sure. Let’s come back to that.
MIOS contains the GC IPL that was discovered about a year ago. The ARM code serves mainly to load the GC IPL into memory and start the PPC running it; the rest of the code seems to just be a stripped down version of IOS (and therefore resembles everything else.) However … some highly suspicious code has been added!
I’d imagine it looks something like this:
int do_hash_comparison(void) {
// using the memory mapper, this should be aliased to
// 0x0D408000. This resides in the on-chip SRAM.
u8 *buffer = (u8 *)0xFFFF8000;
u8 *MEM2_ptr = (u8 *)0x10000000; // = 0x90000000
u32 hash1[5];
u32 hash2[5]={0×4F00A54E,0×57E1E2C4,0×78634365,
0xF56BA5D3,0xF7DECA52};
int i;
memset(buffer, 0xCAFEBABE, 0×8000);
memset(buffer + 0×8000, 0xCAFEBABE, 0×8000);
aes_set_key(0×2B7E1516, 0×28AED2A6, 0xABF71588, 0×09CF4F3C);
sha_init();
for (i=0; i<1024; i++) {
aes_set_iv(i, i, i, i);
aes_encrypt(MEM2_ptr, buffer, 0×10000);
sha_update(MEM2_ptr, 0×10000);
}
sha_finalize(hash1);
if (hash1[0] == hash2[0] && hash1[1] == hash2[1] && hash1[2] == hash2[2] &&
hash1[3] == hash2[3] && hash1[4] == hash2[4]) {
do_log_message(”%s shaHash: %x %x %x %x %x [%u ticks]\n”,
NULL, hash1[0], hash1[1], hash1[2], hash1[3], hash1[4], 0);
return 0;
}
do_log_message(”Hash comparison failed. Halting boot!\n”);
return -1;
}This is actually pretty clever — far more so than anything else in this update. I don’t think there’s anything special about any of those “magic numbers” — what this does is overwrite all 64MB of MEM2 with (pseudo-) random garbage, verify that it was actually written, and only then reboot into GC mode.
This not only prevents the tweezer attack we used to get the common key last year — which was the primary piece of information that has made everything else possible, but it prevents what tmbinc called the “anti-tweezer attack” where we short some address lines while it’s trying to clear the memory to keep it from actually clearing the memory. That won’t work, because it verifies the hash to make sure the garbage was actually written.
Why?
I’m not really sure — getting the common key was a one-time hack. The only thing I can think of is that they are trying to reclaim the platform. Maybe they intend to generate a new common key for use on new Wiis — Wiis that will not be able to read current games — and current Wiis will not be able to read any game that will work on those Wiis. Does this make any sense?
Maybe. Nuke mentioned on his forum that new Korean discs can’t be decrypted using the normal USA/JAP/PAL common key. I can’t confirm this — the only disc image I’ve seen seems to have been corrupted — but it’s certainly possible, and it would explain this MIOS change.
In other news, the new BC has a fixed signature check. This might prevent MIOS or boot2 from being modified (if you’re using the new BC) — but more likely, it means that new Wiis coming out of the factory have a fixed boot1 without the signature-checking bug. I’m surprised it’s taken this long, but I guess we won’t know until someone dumps their NAND flash.
http://hackmii.com/2008/06/genie-into-bottle-mios/
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June 22nd, 2008, 20:21 Posted By: wraggster
Marcan posted this :
If you try to install The Homebrew Channel beta8 with version 3.3 of the system menu, you’ll get a message that looks like this:
You have Wii System Menu version 353 (v22 USA) installed.
The Homebrew Channel has only been tested with
Wii System Menu version 290 (v18) and below.
Press ACCEPT to continue at your own risk or CANCEL to abort
As we have tested The Homebrew Channel with this new system menu, continuing installation at this point is safe. Please make sure you check with the usual sites to make sure any future updates are still compatible with The Homebrew Channel. This only applies to the System Menu 3.3, shown in the message as v22 <region>.
http://hackmii.com/2008/06/v33-and-t...ebrew-channel/
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June 22nd, 2008, 22:38 Posted By: wraggster
Askot has released a new version of the Gameboy/Gameboy Colour emulator for the Wii and Gamecube.
Heres whats new:
- Updated to devkitpro r15.
- libfat support.
- Added support for GC.
- LFN support for selecting/saving files.
- Fixed save/load SRAM in SD.
- Added save/load state in SD.
- Added PSO/SD/TP reload option.
- Added reset console option.
- Added more custom color palettes from Goomba Color.
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June 22nd, 2008, 22:38 Posted By: wraggster
Askot has released a new version of the Gameboy/Gameboy Colour emulator for the Wii and Gamecube.
Heres whats new:
- Updated to devkitpro r15.
- libfat support.
- Added support for GC.
- LFN support for selecting/saving files.
- Fixed save/load SRAM in SD.
- Added save/load state in SD.
- Added PSO/SD/TP reload option.
- Added reset console option.
- Added more custom color palettes from Goomba Color.
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June 22nd, 2008, 22:45 Posted By: wraggster
updated release from Cboomf, Felix123
A simple web-server for the Wii.
Still is very early stages of development and at present can only display a built in test page.
alpha v0.6
Can now send any file size (thanks to joedj's ftpii write_exact function)
Ditched GRRLib to make the server smaller in size
Cleaned up the sources
alpha v0.5
Can now load any file type (those listed below) from FrontSD
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June 22nd, 2008, 22:52 Posted By: wraggster
Zalo has updated Gea vs Codos to work with r4 carts. this was made from his multiplatform 3d engine for the ds.
In Gea vs Codos you take control of GEA a super heroin that has to capture the photons trapped in the atmosphere by the greenhouse effect. Co2 particles won't make the things easy for you. So, what are you waiting for? Gea needs your help!!!!
Whatever troubleshotting you have, please let my know. We'll try to fix it. And, now, it's time to save the world
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June 23rd, 2008, 01:34 Posted By: wraggster
Clone45 updated glitchDS heres the release info:
Another version of glitchDS is ready! Go get it in the download section. Remember: glitchDS must be installed on the root of your card. This version introduces some new features:
1) Volume control of each sound. Volume parameters are saved along with your snapshot.
2) I added a “pad play” page — which is of questionable value — but it was easy to add. If there are too many sounds playing at once, glitchDS might ignore your incessant tapping. However, if you stop the sequencer, you should be able to play these like drums.
3) Quickly save new versions of snapshots: This is easiest to explain with an example. If you select a snapshot named “Bevis” and hit the Right directional button, a new snapshot named Bevis.1 will be saved with your current settings. If you select Bevis.1 and hit [Right], a new snapshot, “Bevis.2″ will be saved. nitro2k01 suggested this new feature and even programmed it for me! Thanks nitro2k01!
4) On the Trigger and Frequency Modulation pages, when you select a swatch, the filename will be displayed at the bottom of the screen.
5) Loading snapshots works the same as before if the sequencer is stopped. If the sequencer is running, loading a snapshot “queues” it for loading. The snapshot will load after the sequencer is completed with its current cycle. Usually this transition is smooth, but sometimes it produces small digital “artifacts” if the sequences are significantly different.
Upgrade instructions — As usual, if you already have glitchDS installed, download version 1.3 and copy the rom files (glitchDS.nds and glitchDS.sc.nds) over your existing roms. For complete install instructions, read the documentation. Your version 1.2 snapshots will load properly in version 1.3.
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June 23rd, 2008, 01:38 Posted By: wraggster
News/release from Chaosteil, Feesh!
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics.
libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.
libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.
Currently 24bit and 32bit PNGs are the only supported image format. We are working on allowing images to be loaded from compiled-in texture data and even more formats.
The library comes with full Doxygen documentation to help get development started. It is also available online:
0.2.1 - We added some new stuff which could enhance game development.
Sprites now also can use additional collision detection which includes the rotation and the zoom of the sprite. Check the documentation on how to do it.
Implemented additive blending which can be useful for particle effects. Check the transformation enum in sprites.
Fixed a bug with transformations. Now Sprite accepts u8, so transformations can be used as flags.
Added defines for IR pointer correction. Check spritetest on how to use the pointer the right way.
Several additions to GameWindow: You can now stop the Video subsystem, as well as poll for the height and width of the screen.
You can now use Image to draw on the image. You must derive from the image to an own class to use it.
Images can now only initialized only once. This prevents from freaking Sprites and TiledLayers out when changing images.
Some optimizations here and there.
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June 23rd, 2008, 01:42 Posted By: wraggster
News/release from noeska:
gl2gx OpenGL wrapper on gx for libogc
Info
Using gl2gx will enable you to do easy porting of opengl application to the wii and/or gamecube. Currently there is only an first alpha version released.
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June 23rd, 2008, 01:42 Posted By: wraggster
News/release from noeska:
gl2gx OpenGL wrapper on gx for libogc
Info
Using gl2gx will enable you to do easy porting of opengl application to the wii and/or gamecube. Currently there is only an first alpha version released.
Download Here and Give Feedback Via Comments
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June 23rd, 2008, 01:47 Posted By: wraggster
More wii hacking news from Sven:
You've probably already heard about segher's public wii tools and you maybe even used them if you had the right keys.
While most of them (i.e. the shared keys) are floating around somewhere on the internet the NG- 'keys' needed to create a savegame that you can copy to your sdcard then are really hard to get.
Bushing already explained that these 'keys' are console-specific, stored in the OTP area and that they can only be dumped with access to the Starlet.
Getting code running on the Starlet is currently very dangerous since there are no public exploits that allows injecting code at run time and you would have to modify the IOS stored on the NAND to be able to get all those keys. This is a really dangerous process when you have no way of backing up and restoring your NAND and can easily result in bricks.
However, the IOS does not contain any functions to create the file which will be copied to the SD - it doesn't even contain the IV and the MD5 blanker needed to encrypt and sign it. The system menu itself takes care of this and the system menu is running on the PowerPC. We have access to the PowerPC and we can gain System Menu privileges if we want to.
You can probably image where this is going to lead to, can't you?
If the System Menu is able to sign those files why can't we just also do it? Bushing already reversed all the required functions the System Menu uses and segher has written twintig which is able to create those savefiles and sign them when you know your keys.
You need the following five components in order to create such a savefile from scratch by using it:
NG-id This file just contains a unique id for each Wii. It isn't secret at all and can be retrieved using the ES_GetDeviceID() function.
NG-mac This is the MAC address of your Wii which is stored in the header of the savefile. You can either create a NG-mac file with the address you can get from the sysmenu settings or you can just leave it blank and hope that it works.
NG-sig, NG-priv and NG-key-id are the three files used to create the signature of the savefile. The System Menu doesn't know about any of those files and just lets the IOS do everything needed: It uses the ES_GetDeviceCert() and ES_Sign() functions to create the whole signature and just stores it at the right place in the savefile.
If we want to create our own savefile now, we basically have the following two possibilities:
We could either port twintig to the Wii and would just need to call the ES_* functions there to generate the whole signature. The data you would like to add to the savefile would then be transferred by either using a USB Gecko or a TCP connection or just be read from the SD card or a USB mass storage device. A small GUI would however be needed to select the folder you want to create the savegame from and a PC application to send the savedata over a gecko or the tcp connection to the Wii.
But I'm a bit lazy and didn't want to write all this stuff and decided to use the second solution:
I just created a small Wii server that can be reached by using a USB gecko and allows you to use the required ES_* function with the data you provide. I just needed to do some small modifications to twintig and find some USB Gecko code. The server itself also wasn't really hard to write since it's just some gecko code (again) and a few calls to the ES functions.
After thinking about releasing this for about three hours now I think that I can't do much things wrong here: Nearly the same things are already possible with wanin's savegame installer and with dhewg's wiifuse_server. It's probably even easier to use one of those two solution to achieve your goals. However, you can still grab the results here.
The current version doesn't get the MAC address from the Wii so you either have to create NG-mac yourself or just hope that an empty address also works.
Please note that I did just verify that this tool works by using tachtig to check the signature and tried only one savegame on my Wii.
I have not tested this on Win but the gecko stuff will probably work if I didn't do something really wrong as I'm using dhewg's code from wiiload.
To compile mkwiisave just type make like you did with the previous versions of segher's tools. Compiling the wii-server works the same: Change to its root directory and run make there.
You still need the sd-key, sd-iv and the md5-blanker and also some more files because the ES_Sign requests only works with certain privileges: root-tik, root-tmd and root-certs. Those three files are the Tik, TMD and certificate chain for a title that is allowed to run certain ES functions - find out yourself where to get them and don't bug anyone about them. They're still much easier to get than the NG keys.
The usage of twintigmkwiisave has not changed at all. You just need to make sure that you have the WIIESSERVER environment variable set to your USB Gecko device (e.g. /dev/ttyUSB0) and you'll need to run the es-server.dol on your wii before starting it.
All this would not have been possible without the reversing of the /dev/es functions by bushing and marcan, segher's great (public) wii tools and dhewg's wiiload code I borrowed.
I just did some small modifications to those tools so thank and/or donate to them if you like this
However, this is not the original twintig but 'just' based on it so don't bug segher or anyone else (this includes me :P) with questions about this!
I originally also wanted to add TCP support to this but removed it again after hunting a stupid bug for about two hours.
http://svenpeter.blogspot.com/2008/0...ead-of-ng.html
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June 23rd, 2008, 01:53 Posted By: wraggster
News/release from Cortes48:
Totitoes is a small playground with a simple concept addictive.
History:
21/06/08
Launching the first version.
How to play:
You control the player down with the stylus, but the top with your stylus aussi.Vous must pick up the pieces on the bottom of the screen and avoid the peak on the screen above.
Other information:
This game is developed in partnership with the store AsiaToyz in Grenoble
The origin of the word "Totitoes" is very simple.
Totitoes is deus thing and two screen therefore Two Thing Two Screen.Si takes on the first letter that makes TwoThiTwoS.Aprés at home on this word and we get Totitoes
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June 23rd, 2008, 09:04 Posted By: Xeron
Xeron/IRIS has released HiivelyPlay 1.0, a tool that lets you play back AHX and HivelyTracker songs from the SDCard. A collection of HivelyTracker tunes is included.
You can download it here, and grab the source here.
You can learn more about hivelytracker at the hivelytracker homepage.
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June 23rd, 2008, 18:29 Posted By: Shrygue
via Computer and Video Games
The Wii version of Call of Duty: World at War will boast a control option designed specifically for the Wii Zapper, Treyarch confirmed to CVG.
Senior producer Noah Heller said that the Wii version is being worked on by a dedicated in-house team. "It's a special team at Treyarch - not some out-sourced team. Not some group living in another country. These guys live, eat and breathe Wii," he said. No s******ing at the back.
He went on: "They're doing a lot of control work and developing a lot of special technology to make sure you're able to find the enemy as quickly as possible, and we'll be supporting the Zapper."
He didn't explain exactly how the controls will work this way, but did acknowledge that, with just three buttons at your disposal when using the Zapper, getting a good control system using it is a challenge.
"We'll be showing the Wii [version] soon," said Heller. That means E3 to us.
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June 23rd, 2008, 23:59 Posted By: wraggster
As you may recall, Mickey DeLorenzo rose to some degree of internet stardom a little over a year ago by dropping a whopping nine pounds using Wii Sports as his sole exercise routine and, after packing on a few pounds, he decided to give it another go using Nintendo's latest weight-shedding wonder: Wii Fit. Unlike a certain other would-be success story, DeLorenzo actually managed to complete his experiment, and the results are fairly impressive. After 45 days, he managed to shed a full 15 pounds, or about 2.56 pounds a week, and he dropped his body fat % from 20.8% to 18.4%. Of course, DeLorenzo admits that doing anything involving movment an extra 60 minutes a day will result in some weight loss, but he seems pretty sold on the benefits of Wii Fit, saying that it made it "especially easy" to work the training into his daily life.
http://www.engadget.com/2008/06/23/m...5-pounds-shed/
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June 24th, 2008, 00:18 Posted By: wraggster
Newly released:
features
Packaged with a revolutionary Guitar Hero™ Guitar Grip™ peripheral that fits snugly into the DS
Guitar Hero: On Tour has been designed specifically for the DS platform and will offer the DS audience an all-new compelling music experience
description
Rock out to Guitar Hero on the DS with the Guitar Hero Guitar Grip and local wireless multi-player modes. Use the stylus to strum the touch screen like a true rocker. Select from a variety of classic rock, pop and alternative rock favorites. Guitar Hero: On Tour for the DS features over 20 monster tracks. Pick from 4 different game play modes.
http://www.play-asia.com/SOap-23-83-...j-70-2nyb.html
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June 24th, 2008, 00:40 Posted By: wraggster
Newly released:
features
Outsmart Dick Dastardly's crazy traps!
Use Wacky Powers to damage your rivals!
Official Cast & Vehicles – Choose from Penelope Pitstop and The Compact Pussycat to Peter Perfect and The Turbo Terrific!
Wacky Widgets – Gain Wacky Powers by collecting Wacky Widgets on the race track.
Original Race Tracks – Race on 24 colorful tracks across six rallies, all from the TV series.
Enemy Traps – Be sure to outsmart Dick Dastardly and Muttley’s crazy and hilarious traps!
Multi-Player – Up to 4 players can race in “Crazy Circuit” mode on the Wii™
description
Wacky Races is a party, racing game that involves all your favorite characters from the original TV series!
Join Dick Dastardly and the gang in all the racing fun and madness, Wacky Races style! First you’ll need to choose your vehicle, but choose carefully as the fastest car might not always be the best! Compete in a series of cross-country rallies where anything goes, Watch out for Dick Dastardly and Muttley’s traps, and use your racer’s unique abilities inspired by some of the crazier sequences in the cartoon series.
http://www.play-asia.com/SOap-23-83-...j-70-2ovp.html
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June 24th, 2008, 00:42 Posted By: wraggster
Newly released:
features
Explore the five different environments of the Digital World: Forest, Desert, Mountains, Ice field and Volcano territory
Fight against more than 20 different enemies, super tough bosses and the brand new monster from season 4, the Kolossus
Carry out exciting missions with Odd, Yumi, Ulrich and Aelita each with individual skills, weapons and stats
Some attack commands triggers mini games
Battle against your friends in 3 different multiplayer modes using the Nintendo® DS Wi-Fi connection
description
William is being held captive somewhere inLyoko by the evil virus X.A.N.A. and it's up to you to help the Code Lyoko Warriors find and free him! To achieve this goal Ulrich, Yumi, Odd an Aelita must complete a number of challenging missions in the different sectors of the digital world of Lyoko. X.A.N.A. has created a new virtual world consisting of Replikas based on Lyoko. To get to William the Code Lyoko team must first destroy all of the Replikas from inside as well as the Super Computer linked to each of them hidden in strategic locations around Lyoko and protected by tough high tech bosses. Their final challenge is to defeat the mysterious and dangerous Volcano Replika containing the very core of X.A.N.A.: a crater containing a number of towers one of which contains William…
Code Lyoko 2 on NDS combines high-tech gadgetry and adrenaline-packed missions in an innovative blend of adventure, combat and space shooting gameplay. Journey to the virtual universe with your favourite heroes to and experience another chapter in an RPG adventure that's out of this world
http://www.play-asia.com/SOap-23-83-...j-70-2owu.html
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June 24th, 2008, 00:43 Posted By: wraggster
Newly released:
description
Practice, get gigs, look stylish, and keep the band together as you climb to the top of the music industry. Along your journey you can play songs using drums, guitar, bass, and piano.
Jam with your friends in multiplayer mode and customize your characters with numerous hair styles, outfits, accessories, and more.
You can even earn money as the band works its way up the charts to the No. 1 spot. Land your very own recording contract and live the dream in Imagine Rock Star!
http://www.play-asia.com/SOap-23-83-...j-70-2oww.html
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June 24th, 2008, 00:48 Posted By: wraggster
Newly released:
features
Late-night settings with colorful characters take these familiar solo games to a whole new level
Choose your game from pool, bowling, poker, solitaire, or Block Breaker
Experience beautiful 3D graphics and intuitive controls for immediate gaming pleasure
Compete against your friends and family in exciting tournaments of up to 6 players
Evolving difficulty for beginners and advanced players
description
Immerse yourself in lively and bold nightlife environments to play your favorite activities. Meet colorful characters that will make each game a unique electric experience! A real Midnight experience!
http://www.play-asia.com/SOap-23-83-...j-70-2ts7.html
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June 24th, 2008, 00:50 Posted By: wraggster
Newly released:
features
There are over a dozen brand new shops, with even more types of shops than ever before. Upgrade your shops, and combine them to keep customers coming back for more!
Play fun games and make your customers happy!
The wildly popular Violetchi will be added as a playable partner! Players can now choose to partner with Mametchi, Kuchipatchi, Memetchi, and now Violetchi at any time! Swap characters anytime you like, too
Give your Tamagotchi partners new clothes and presents!
Create your very own Park, a relaxing place to meet your friends and chat with other Tamagotchis.
More Tamagotchi appear in Corner Shop 3 than ever before!
Use the microphone to sing babies to sleep at the Day Care Center, blow the dust off of items in the archeology shop, and more!
description
Business is booming in TamaTown, and has been so good that over a dozen new shops have just been built. Come by and bake some fresh bread at the bakery, scoop a cone at the ice cream parlor, or help plan a party at the party shop! With so many new stores to manage, and so many customers to make happy, you will need a lot of help! Therefore, you can partner up with returning favorites Mametchi, Kuchipatchi, or Memetchi, and now you can also join up with Violetchi, too!
http://www.play-asia.com/SOap-23-83-...j-70-2md7.html
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June 24th, 2008, 00:51 Posted By: wraggster
Newly released:
features
Official Cast & Vehicles – Choose from Penelope Pitstop and The Compact Pussycat to Peter Perfect and The Turbo Terrific!
Wacky Widgets – Gain Wacky Powers by collecting Wacky Widgets on the race track.
Original Race Tracks – Race on 24 colorful tracks across six rallies, all from the TV series.
Enemy Traps – Be sure to outsmart Dick Dastardly and Muttley’s crazy and hilarious traps!
description
Wacky Races is a party, racing game that involves all your favorite characters from the original TV series!
Join Dick Dastardly and the gang in all the racing fun and madness, Wacky Races style! First you’ll need to choose your vehicle, but choose carefully as the fastest car might not always be the best! Compete in a series of cross-country rallies where anything goes, Watch out for Dick Dastardly and Muttley’s traps, and use your racer’s unique abilities inspired by some of the crazier sequences in the cartoon series.
http://www.play-asia.com/SOap-23-83-...j-70-2owx.html
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June 24th, 2008, 01:17 Posted By: wraggster
New from SuccessHK
The Spiderwick Chronicles video game is based on the upcoming film adaptation by Paramount Pictures and Nickelodeon Films and will feature multiple playable characters, each with unique abilities. The Spiderwick Chronicles is a best-selling book series by Holly Black and Tony DiTerlizzi in which twin brothers Jared and Simon, along with their sister Mallory Grace, embark on a perilous journey filled with adventure and danger.
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June 24th, 2008, 01:18 Posted By: wraggster
New from SuccessHK
Take on the role of a shaman in this action game as you try to save lost souls by encasing them in different kinds of protective bubbles.
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June 24th, 2008, 01:27 Posted By: wraggster
Anyone who obsesses over NPD numbers, Media Create data and other signifying-nothing sales info needs to get over themselves. There's a new numbers obsession to be had: the Nintendo Channel.
As of last Monday the Wii's Nintendo Channel in the U.S. started spitting out usage stats for most Wii games. Anyone who opted in and let Nintendo snoop into their play history has been contributing to a public trove of great game usage data. And we can now use these numbers for speculation at cocktail parties and on our favorite forums. Nintendo may have just unleashed the best new tool for message board argument since the animated GIF.
To wit: did you think people only bought Wii Play for the remote? If so, you're wrong. The Nintendo Channel reports that its data-sharing users have played this game for more then four million hours, averaging nine hours per person. They're actually playing this game! The channel also indicates that people who own or rented Wii Play have played it an average of 9.75 times. So much for the remote theory.
http://kotaku.com/5018904/nintendo-c...boom-blox-more
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June 24th, 2008, 02:08 Posted By: wraggster
Knight0fDragon has released a new version of the Nes classic for the Nintendo Wii:
Duck Hunt is a clone of the classic NES/Famicom game Duck Hunt where you shoot ducks.
All are welcome to try my first Wii project, good ol' Duck Hunt
I have tried my best to replicate as much as the original that I can. This is my first wii experience, so I hope you all like it, I can be found hanging around #dsdev and #wiidev on the Blitz IRC network. Many thanks to Wintermute and the others there for helping me understand what is going on with the Wii.
=== v1.81 ===
Features added
- Intro sound
- Fixed 4 shots per round
- Fixed Various little bugs
Known Issues
- Dog walks a little funny
- Not enough sound
- No actual levels, just counting
Planned Features
- K0D special
- source code
.
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June 24th, 2008, 02:11 Posted By: wraggster
News/release from joedj
FTPii is an FTP server for the Wii, giving people easy access to their SD cards without having to eject it from the Wii itself.
Requirements
You will need an FTP client in order to connect to your Wii, but once you have got one set up, all you have to do is use wiiload to send FTPii to your Wii and once the network has initialised it's good to go.
History
Version Changes
0.0.7 Added virtual path support for /sd and /usb. (thanks srg!), Added SITE LOADER command to return to loader, Added SITE CLEAR command to clear the console, Support for starting without a device connected (thanks srg!), Support for SD Gecko (though currently disabled in libfat) (thanks srg!), Re-enable read-ahead when remounting (thanks srg!)
Usage
The best way to get a feel for ftpii is to install it, using itself. When you download ftpii, use wiiload (with the Homebrew Channel) to start it up. When the network has initialised, use your favourite FTP client to connect to you wii. You can enter anything for a user name and password right now. Once you have logged in, navigate to the apps folder on your SD card, and upload the ftpii directory (containing boot.elf, meta.xml and icon.png) here.
Once you are done altering files, close the connection from your client, then push the A button on Wiimote #1. This will bring you out of ftpii and back to the HBC application selection menu. ftpii will now be in the list to run again without the need of Wiiload.
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June 24th, 2008, 02:17 Posted By: wraggster
Askot has released a new version of the Snes Emulator for Gamecube and Wii
Features
Four player support
Mode 7, Super FX, SDD1, SRTC, SA-1, DSP1, DSP2 support
Partial DSP4 support
Gamecube Features
Read files from DVD, SD Gecko.
Supports snes, zip files.
Save SRAM and State files to Memory Card or SD Gecko.
Wii Features
Read games or write SRAM and State files to the WiiSD, Memory Card, or SD Gecko.
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June 24th, 2008, 02:17 Posted By: wraggster
Askot has released a new version of the Snes Emulator for Gamecube and Wii
Features
Four player support
Mode 7, Super FX, SDD1, SRTC, SA-1, DSP1, DSP2 support
Partial DSP4 support
Gamecube Features
Read files from DVD, SD Gecko.
Supports snes, zip files.
Save SRAM and State files to Memory Card or SD Gecko.
Wii Features
Read games or write SRAM and State files to the WiiSD, Memory Card, or SD Gecko.
Download and give feedback via comments
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June 24th, 2008, 20:09 Posted By: Shrygue
via Eurogamer
Rockstar has declined to confirm Nintendo's claim that Manhunt 2 is due out for Wii in Europe this August.
"We have no confirmed release date set for Manhunt 2 in Europe," a Rockstar spokesperson told Eurogamer this afternoon.
Manhunt 2 was originally banned by the British Board of Film Classification (BBFC) but after resubmission and a protracted legal battle the BBFC gave up and issued it with an 18 certificate.
The game launched in the US on Wii, PS2 and PSP last October.
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June 24th, 2008, 20:11 Posted By: Shrygue
via Eurogamer
New stats appearing on the US Nintendo Channel have revealed what Wii owners prefer to play - and for how long.
The Nintendo Channel is available in Europe too, but the stats only appear to be accessible via the American version. According to Kotaku's calculations, Wii owners spend a whole lot of time on Guitar Hero III - racking up an average total playing time of 53 hours and 28 minutes. Each person who owns the game has booted it up 30 times on average, and in total six million gaming sessions have been logged.
Next up is Wii Sports. The average time spent playing the game is 33 hours and six minutes, and owners have played the game 28.3 times. More than 21 million gaming sessions have taken place, and 24.7 million hours of play have been racked up.
Metroid Prime 3: Corruption has been booted up an average of 9.9 times by everyone who owns it. They've played it for 4.1 million hours in total, or an average of 21 hours each.
At the lower end of the scale, Okami, Carnival Games and Wii Fit have all been played around 5.7 times by their owners. Okami wins out when it comes to average time spent playing - 14 hours 25 minutes, compared to just over 9 hours for Wii Fit and nearly eight hours for Carnival Games.
The figure for Boom Blox stands at 8 hours 25 minutes, and it's only been booted up 3.8 times on average. What a shame. It is good!
Stats are also available for WiiWare games - Final Fantasy: My Life as a King is apparently most popular, with an average play time of 11 hours and 46 minutes. Visit MTV multiplayer for more exciting WiiWare-related maths fun.
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June 24th, 2008, 20:20 Posted By: Shrygue
via IGN
Nintendo has just issued an updated European release schedule for both the DS and Wii, with the most prominent addition being Wario Land: The Shake Dimension which is set to launch on September 26.
Not much has been seen of Wario's latest outside of a Famitsu preview, but expect a side scrolling jaunt that takes some cues from Treasure's time with Mario's mischievous foe. Elsewhere on the list of forthcoming Wii games there is Manhunt 2, due out in August following its protracted travails through the High Court.
Nintendo's DS also gets a few morsels, with a new Ace Attorney game – titled Trials and Tribulations – coming on October 3, and Activision's Guitar Hero: On Tour being given a July 18 street date.
Feast your eyes on selected highlights of Nintendo's summer schedule -
Wii Release Dates, Summer 2008
- Super Smash Bros. Brawl (Nintendo) - June 27
- Bejing 2008 (SEGA) - June 27
- Guitar Hero Aerosmith Bundle Pack on Wii (Activision) - June 27
- Okami (Capcom) - June
- We Love Golf! (Capcom) - June
- Baroque (Rising Star Games) - July 18
- Brothers in Arms: Earn in Blood (Ubisoft) - August 14
- Brothers in Arms: Road to Hill 30 (Ubisoft) - August 14
- Tiger Woods PGA Tour 09 (EA) - August 26
- Soul Calibur Legends (Namco Bandai/Ubisoft) - August 28
- Manhunt 2 (Rockstar Games) - August
- TNA impact (Midway Games) - September 5
- Pipe Manja (Empire Interactive/ Kochmedia) - September 14
- Sim City Creator (EA) - September 19
- Star Wars: The Force Unleashed (LucasArts/Activision) - September 19
- De Blob (THQ) - September 26
- Wario Land: The Shake Dimension (Nintendo) - September 26
- Family Trainer (Namco Bandai) - September
- Sambe De Amigo (SEGA) - September
- Wild Earth: African Safari (Majesco/Codemaster) - September
- Rockband (EA) - Q3
- World of Goo (RTL Playtainment) - Q3
- WWE Smackdown vs. Raw 2009 (THQ) - Q3
- Skate It (EA) - 2008
- Top Spin Tennis (2K Sports) - 2008
- Sonic Unleashed (SEGA) - Late 2008
For the Nintendo DS game list, see it over here
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June 24th, 2008, 20:20 Posted By: Shrygue
via IGN
Nintendo has just issued an updated European release schedule for both the DS and Wii, with the most prominent addition being Wario Land: The Shake Dimension which is set to launch on September 26.
Not much has been seen of Wario's latest outside of a Famitsu preview, but expect a side scrolling jaunt that takes some cues from Treasure's time with Mario's mischievous foe. Elsewhere on the list of forthcoming Wii games there is Manhunt 2, due out in August following its protracted travails through the High Court.
Nintendo's DS also gets a few morsels, with a new Ace Attorney game – titled Trials and Tribulations – coming on October 3, and Activision's Guitar Hero: On Tour being given a July 18 street date.
Feast your eyes on selected highlights of Nintendo's summer schedule -
Nintendo DS Release Dates, Summer 2008
- Ninja Gaiden Dragon Sword (Ubisoft) - June 26
- Final Fantasy Tactics Advance 2: Grimoire of the Rift (SquareEnix) - June 27
- Sid Meier´s Civilization Revolution (2K Games) - June
- Top Spin 3 (2K Sports) - June
- Bakushow(Rising Star Games) - July 4
- Pokémon Mystery Dungeon: Explorers of Time/Explorers of Darkness (Nintendo) - July 4
- Guitar Hero: On Tour (Limited Edition Bundle) (Activision) - July 18
- BangaiO Spirits (D3Publisher of Europe) – August 22
- Imagine Figure Skater (Ubisoft) – August 28
- Gauntlet (Eidos) - August
- Spore Creatures (EA) – September 5
- Rune Factory: A Fantasy Harvest Moon (Rising Star Games) – September 12
- Dungeon Explorer (Rising Star Games) – September 19
- Ontamarama: Music Maniacs (505 Games) – September 19
- SimCity Creator (EA) – September 19
- Star Wars: The Force Unleashed (LucasArts/Activision) – September 19
- De Blob (THQ) – September 26
- Make 10: A journey of numbers (Nintendo) – September 26
- Nanostray 2 (Majesco/Codemaster) - September
- Sonic Chronicles: The Dark Brotherhood (SEGA) - September
- Ace Attorney: Trials and Tribulations (Nintendo / Capcom) – October 3
- Naruto Ninja Council 2 (Nintendo / TAKRA TOMY) - October
- Arkanoid (Ubisoft) - Summer
- Space Invaders Extreme (SquareEnix/Ubisoft) - Summer
- Skate It (EA) - 2008
- Sonic Unleashed (SEGA) – Late 2008
For the Wii game list, see here
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June 24th, 2008, 20:24 Posted By: Shrygue
via IGN
Rune Factory: A Fantasy Harvest Moon was released on the Nintendo DS last summer and provided a refreshing twist on the long-running Harvest Moon formula. Today publisher Natsume confirmed that its sequel is slated for this fall. Rune Factory games take the Harvest Moon premise of raising a farm and place it in a fantasy RPG setting.
"The first Rune Factory title was a great success for us and our fans have been eagerly awaiting a sequel," said Hiro Maekawa, President and CEO at Natsume. "The Rune Factory series is a great expansion of the Harvest Moon universe; it takes the addictive Harvest Moon gameplay that fans know and love and combines it with the action and adventure of a fantasy RPG. Rune Factory 2 offers better graphics and even deeper gameplay than the first, along with many innovative new features."
The sequel takes place several years after the first game. The world is at peace, but in a mind-bending twist that no other RPG has ever come up with, "dark premonitions foretell of dangers to come." In addition to raising their farm, players will have to raise monsters, marry, and go on adventures. This time around, the story is "multigenerational," playing as both Kyle and, eventually, his son.
Natsume will be showing Rune Factory 2 at E3 next month.
Screenshots
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June 24th, 2008, 21:00 Posted By: Shrygue
via Kotaku
Still the better part of a month away from release, the fact that Square Enix saw fit to tease us with these images from the DS remake of Final Fantasy IV is painful enough, but the image up at the top there was really mean. Palom and Porom represent the first time a video game ever made me cry, and while I know how the story ends now I still sniffle every time I get to that one particular part. Next month I get to relive it all over again, with voice acting potentially endearing me to the characters even more before the incident. So mean, Squenix. So very mean.
Screenshots
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June 24th, 2008, 21:37 Posted By: Shrygue
via Eurogamer
Electronic Arts is producing a pair of US-only DS games for different age groups based on the Brain Quest educational card game.
The reason you have no idea what that means is that you're not an American child: apparently the kids over there have bought up more than 28 million copies.
EA likes money, so the union makes sense, and will be consummated with one DS game for third and fourth graders and one for those in the fifth and sixth. We'd consult Saved By The Bell for a translation table but don't care enough.
Both games are due out in September and will feature "over 6,000 unique questions" apiece.
According to EA, they will include Brain Mode, where you face fast-paced quiz games in subjects like English, history, maths, science and geography, and Quest Mode, where you have a "light story" and progressively more difficult challenges.
There's also multiplayer that can be played co-operatively or more likely in competition with your young friends. Assuming you're a young person. Otherwise, you're nicked.
Plus, inevitably, there's "Sudoku for Kids", with 4x4, 6x6 and 9x9 puzzles.
Kids will also be able to score points to unlock collectibles, which can be used to "customise up to six scenes in the game".
There's currently no word on a European release, although we contacted EA for comment. (Update, 11.28am: And have since been told that Brain Quest is a "North American only title".)
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June 24th, 2008, 21:45 Posted By: wraggster
New from Divineo China
Special designed for Wii Family Trainer game (which features 15 sport games), this is one fully functional sport center shrunk to the size of around 1 meter squared. The high quality non-slip material provides you the most comfortable feeling and you can enjoy the game to the most!
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June 24th, 2008, 21:48 Posted By: wraggster
New from Divineo China
Durable and Washable Yoga Mat with high density elastic material reduces impact on your body and floor with 3 layers of support, specifically designed to increase grip and provide support for your training.
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June 24th, 2008, 21:58 Posted By: wraggster
Newly released today:
Become an angel of death, or shinigami in this simulation RPG. The plot of the game bridges the gap between the past and the present through the twins, Kudou Fujimaru and Matsuri. The storyline of the game is split into the flashback arc and the present arc.
The flashback arc introduces Suzunami Seigen, the traitor Aizen Sousuke's deceased superior and the twins. The outer ring of the Soul Society has always been under the Hollow's attack, and during one of the many rescue missions, Seigen discovered the orphaned twins and brought them home to rear up as his children. As time passed, the twins grew up, graduated from the academy and were assigned to work under Suzunami Seigen.
On the other hand, in the present arc, Ichigo is battling the vizards and arrancars. In the face of their overwhelming power, Ichigo and his friends' forces prove to be futile. In one pivotal moment, the Kudou twins traveled from the past to the present to his aid.
This game does not only provide an exciting gaming experience, but enhance your understanding of the world of Bleach. Aside from gaining a deeper insight into the intriguing Aizen Sousuke's character and the previous generation of leaders of the thirteen Divisions, the game also depicts the childhood of the main characters from Soul Society.
http://www.play-asia.com/SOap-23-83-...j-70-2o7c.html
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June 24th, 2008, 21:59 Posted By: wraggster
Newly released today:
A great chaos is overcoming the demon kingdom after the demon lord's death, the noblemen who have been lying low under great lord's influences now desires the throne for themselves. As the demon prince, you have to get to the throne before they do, by looking out for information in the castle and completing quests on the world map.
Meet a cast of enchanting characters, from demons to angels, make use of the wide spectrum of items in the game to aid your adventures, prove to the demon kingdom that as the demon prince, you are not only the rightful heir to the throne, the best fighter, but also the best person to lead them.
Nippon Ichi Software's highly acclaimed strategic RPG series spots an entertaining plot and adorably designed characters. The Nintendo DS™ remake of Disgaea: Hour of Darkness is in stock today, shipping as a region free Japanese version for US$ 48.90 only.
http://www.play-asia.com/SOap-23-83-...j-70-2o92.html
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June 24th, 2008, 22:01 Posted By: wraggster
Newly released today:
features
Two co-existing worlds – explore the real world in human form and transform into Mega Man to maneuver through the virtual “Wave World”
Each character has their own customizable Personal Page in the game where Battle Cards and information can be viewed and traded with friends to compare progress
Nintendo Wi-Fi connection or the Wireless LAN allows players to connect with in-game friends where they can share cards, status upgrades, and even help each other to perform, upgraded transformations
Each game version offers a unique powered-up transformation of Mega Man based on the respective elemental powers and can unleash spectacular special attacks
description
Mega Man Star Force™ 2 is available in two versions, Zerker X Ninja and Zerker X Saurian with players able to choose between Zerker, Ninja, or Saurian depending on which version they choose.
Developed by the team behind the popular MegaMan Battle Network™ series, Mega Man Star Force™ 2 continues two months after the previous game left off. Geo Stelar and crew return to battle a whole host of UMA’s (unidentified animated beings) and a new rival character appears named “Rogue.” Amidst this new conflict, a mysterious organization emerges with plans to revive the ancient civilization of “Mu” by utilizing the force of an ancient heritage “OOPArt.” It’s up to Geo and his virus-busting buddy, Omega-Xis, to thwart this latest threat.
Mega Man Star Force™ 2 blends a unique formula of RPG exploration elements with fast-paced action, as players travel and battle between coexisting worlds, the physical world and the virtual Wave World, to unravel the mystery around this new troublemaker. Players will encounter enemies in the virtual Wave World and battle them on three-by-five battle grids with their Battle Card deck. Mega Man Star Force™ 2 also adds an upgraded “Transer” system.
http://www.play-asia.com/SOap-23-83-...j-70-2owz.html
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June 24th, 2008, 22:19 Posted By: wraggster
Newly released today:
features
Hundreds of Fashion Possibilities: Dress your puppies with over 400 fashion accessories including hats, shirts, pants, shoes, accessories and more
Mix and match accessories and hold your very own fashion shows starring your favorite dogs
Play touch-screen mini-games such as soccer, catch and jump rope with your favorite dog
Interact with your puppies and teach them a variety of tricks such as salute, flop and beg
Make your puppy’s room exactly like you want it
Make sure your puppies are healthy and happy by feeding them the right amount of food and water
description
Dress your favorite puppies in the hottest fashions and help make the cutest puppies even cuter.
http://www.play-asia.com/SOap-23-83-...j-70-2mdc.html
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June 24th, 2008, 22:44 Posted By: wraggster
Updated release from Cboomf, Felix123
A simple web-server for the Wii.
Still is very early stages of development and at present can only display a built in test page.
Doesn't exception out when a file or page cannot be found
Will now serve a "404 Page not found" page
Download Here and Give feedback Via Comments
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June 24th, 2008, 22:46 Posted By: wraggster
News/release from teknecal
Wiihttpd is a simple multi-threaded HTTP Webserver for the Wii. Wiihttpd is built on the ftpii source code
Features
Basic HTTP/1.0 support
Able to serve any file type you like (you can add more file types in common.h)
Able to use spaces in file names
View server uptime, pages/files served and not found by going to /stats
24 June 2008 (v0.0.2)
Removed configurable GMT text setting in HTTP header and instead allowed timezone change
Added Connection: close to HTTP/1.1 header
Added more mime types
Added HTTP HEAD method
Protection against ./ and ../ in HTTP path by displaying a 404 page
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June 24th, 2008, 22:58 Posted By: wraggster
Ulti posted this release for Wii
Hey, it's missile command time! This uses the excellent libwiisprite for graphics and Sndlib BETA 1.0 for sound. The background music is Epoq - Lepidoptera, available for free from the Kahvi Collective. The sound effects were made by me spitting on my microphone.
Current Version
0.4a - Added background music and sound effects (contact me on IRC if you think you can do a better job with the sound effects)
Changelog
0.3a - Added split missiles, missiles now have trajectory lines
0.2a - Added silo health and ammo, marginally better sprites
0.1a - Initial release
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June 25th, 2008, 00:00 Posted By: wraggster
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June 25th, 2008, 00:08 Posted By: wraggster
via cidmizard/nintendomax
Philoo we introduced the game for the DS, "Awale" which is of course the adaptation of the famous game Africans bearing the same name.
Quote:
So that I spear. This is the game Awale.
Sorry I do not have a snapshot. I will try to put a next time.
The rule of the game is integrated. It may (or even very likely) whether
incomprehensible. In this case I modifierai a consequense.
Obviously I am open to all remarks in order to improve it.
Thank you.
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June 25th, 2008, 18:44 Posted By: wraggster
Remember my post about Ikatan? I've found out a bit more about this 'mysterious' DS title from Cyberfront. First, I didn't realize that the page was launched on April 1, so that's something on its own. Essentially, it seems to be some sort of viral marketing ploy, unfortunately, as on May 30 they put little dog prints on the Ikatan page, and said he went somewhere. It didn't take much to find him on this Inigaisha page, which is a game based on a series where dogs wear suits and work in an office. Well, quite lame then! They're still updating the Ikatan page with "clues" but they all seem to just point to going to the Inugaisha page. I'm guessing it won't be a real game after all? Quite anticlimactic.
http://www.insertcredit.com/archives/002418.html
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June 25th, 2008, 18:44 Posted By: wraggster
Summon Night 2's official site for the DS remake has been updated with some proper things now. Click the bottom right link to get some movies, which have animation from Production I.G. if you care about that sort of thing. The main point with this game is that it's a 2D tactics RPG, and is by Flight Plan, for whom I have an irrational love. It will also probably have way too much text, as per normal. I'm still waiting for a Black Matrix A/D port!
http://www.insertcredit.com/archives/002419.html
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June 25th, 2008, 18:48 Posted By: wraggster
Newly released:
Daigasso! Band Brothers DX is a sequel to the best seller Daigasso Band Brothers. This game transforms many novice's concept of music enjoyment, instead of sitting back as a listener, they become the performers. By making use of the innovative music scores, players who are complete beginners learn how to perform on their DS, and by enabling the network facility, a maximum of eight players can join the music session.
This new game comes with a singing training session, sing into the microphone as if you are singing Karaoke and the software will analyse how well you sing, what sort of songs suits your voice etc.
Like the old game, you can perform on all sorts of instruments with the stylus, and there are more new songs for you to perform than ever.
Make use if the Wi-Fi connection on your DS and download, as well as share your compositions with your friends. Connect your DS to other appliances like the Television to expand your Daigasso experience to the MAX.
http://www.play-asia.com/SOap-23-83-...j-70-2olk.html
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June 25th, 2008, 18:55 Posted By: wraggster
Newly released:
Tales of Symphonia: Knight of Ratatosk is the continuation of Tales of Symphonia from the Game Cube era. Due to Loyd's and Collette's efforts, the land has merged and this led to a change in climate and natural environment. Aside from the environmental disturbances, the social gaps between the former continents Silverland and Teseara are getting wider.
Since Teseara is prosperous and technically advanced, its residents has always been looking down on Silverland. Being unfairly treated, the Silverlands blame Teseara, Loyd and Collette for their misfortunes. Skirmishes and violence become increasingly intense and eventually leads to the blood bath of Panacosta where large numbers of innocents die.
The sequel to the popular RPG features both old and new heroes and wraps up the lose ends from the previous game. Prove to the people that creatures of different races can live together in peace, this much awaited game features a battle system which allows you to make allies out of beasts and monsters.
http://www.play-asia.com/SOap-23-83-...j-70-2omo.html
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June 25th, 2008, 19:09 Posted By: wraggster
New from SuccessHK
The Laser Jacket adopts super material,which can protect your console from scrtaches, dusty and finger prints.
It is suitable for NDS Lite.
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June 25th, 2008, 19:10 Posted By: wraggster
New from SuccessHK
This is a high quality stereo ear canal ear phone with powerful, bass driven stereo sound for listening "on the move." Ear adapters in three different sizes ensure a perfect fit, high wearing comfort and an excellent attenuation of ambient noise. It is ideal for use with MP3, CD, MD, or DVD players and many other portable devices.
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June 25th, 2008, 19:21 Posted By: Shrygue
via IGN
Nintendo's WiiWare service is going to be expanding beyond games shortly. Sun Denshi announced today plans to distribute digital comics through the Japanese version of the service starting later this summer.
The company will be forming a new Sunsoft Books brand for distributing content through the service. Wii owners will be able to view the digital comics using a viewer application that was developed internally at Sun.
Sun is kicking off the new initiative in a major way, with an original manga produced by Reiji Matsumoto, creator of the Space Battleship Yamato series. The company plans on first distributing the manga through the new WiiWare service, then expanding the new property to games, anime, books, pachinko and other media.
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June 25th, 2008, 20:12 Posted By: Shrygue
via Eurogamer
SEGA has joined the chorus of PRs clarifying release dates issued en masse by Nintendo yesterday, telling Eurogamer that there's no Beijing 2008 for Wii or Sonic Unleashed for DS despite listings for both.
Sonic Unleashed is due out on Wii though, with SEGA listing the Wii, PS2, PS3 and 360 versions for November, and the listing for Samba de Amigo Wii in September does match up to the publisher's recent projections.
Meanwhile, The Incredible Hulk is indeed out now on DS and due out next month on Wii, and BioWare's Sonic Chronicles: The Dark Brotherhood is also down for September.
We're glad that's all straightened out.
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June 25th, 2008, 20:41 Posted By: wraggster
via pdroms
Anguna is a Gameboy Advance homebrew game created by Nathan Tolbert, featuring art by Chris Hildenbrand (SpriteAttack).
It is a short but exciting action-adventure game, reminiscent of the original Legend of Zelda.
Anguna includes:
5 dungeons and a large overworld to explore
Multiple weapons and items including: a sword, bow & arrows, bear traps, dynamite, lantern, magic boots, and more
Many hidden rooms, secrets, and powerups
Lots of interesting enemies and boss monsters
Changes:
-fixed viewing map in caves would lock up game
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June 25th, 2008, 21:03 Posted By: wraggster
Askot has given us another good reason to be in the Wii Homebrew Scene and thats a Neogeo Pocket Emulator for the Nintendo Wii and Gamecube
20/06/2008 (Askot):
- WII mode support added
- updated to devkitpror15
- added libfat support
- removed sdcard support
- former System Reboot option now separated in PSO/SD/TP reload
- added reboot console option
- added sort file method when selecting file
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June 25th, 2008, 21:03 Posted By: wraggster
Askot has given us another good reason to be in the Wii Homebrew Scene and thats a Neogeo Pocket Emulator for the Nintendo Wii and Gamecube
20/06/2008 (Askot):
- WII mode support added
- updated to devkitpror15
- added libfat support
- removed sdcard support
- former System Reboot option now separated in PSO/SD/TP reload
- added reboot console option
- added sort file method when selecting file
Download and Give Feedback and Compatability Reports Via Comments
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June 25th, 2008, 21:16 Posted By: wraggster
New version out, heres the details:
DS Game Maker improves on the powerful engine of XtenDS providing a fast, clean and useful environment for developing DS Games. Not only can you visually piece together characters, scenes, and scoring, you can add Wifi, Rumble and sound without having to know any programming!
Unlike any other program of it's kind, DS Game Maker has a comprehensive manual which will set you on the track of making great DS Games. And when you think your game is good, you can upload it to the dsgamemaker.com community for others to play.
Click here to download DS Game Maker.
With DS Game Maker
Visually plot and organize sprites in the room designer
Add a vast range of actions to your game, including basic 3D support
Customize the whole development experience
Share your games with the dsgamemaker.com community
+ 256 color sprite problem solved! (but you can't add more than 16 sprites to your project on the left... but 16's enough until we sort that out. At least you can work again.)
+ Slight tweaks in upload to site process, backgrounds larger than 256x192 do not affect the screen shot size any more.
+ 3 actions fixed: Init FAT and Play Sound MP3 and Create Sprite (after the new system was introduced in this version).
+ Transition In and Transition Out - you can now use constants instead of numbers, .e.g. LEFTRIGHT, FROMCENTER, STARS, DIAMONDS for the shapes and directions.
+ Fixed a crappy little bug with registration.
Still to fix/make/do:
+ Font chooser
+ Sprite transparency on/off (button is there, does nothing)
+ Global actions list
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June 26th, 2008, 01:12 Posted By: wraggster
News/release from Forgotten Linkz has updated his rock paper scissors game for the Wii:
V0.3 25/06/08
Changed the name to Another Rock Paper Scissors game
Now using GRRLIB for image
Fully graphical!
Cleaned up some code
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June 26th, 2008, 19:59 Posted By: Shrygue
via Computer and Video Games
If you like your strategy battle games you should be looking forward to grabbing the latest in the Final Fantasy Tactics series for DS, and we've got 15 new screenshots for you to ponder over.
Final Fantasy Tactics A2: Grimoire of the Rift gives you control of a clan of fighters, from warriors to mages in an Advance Wars-style battle system.
It's out here tomorrow and, as this review will tell you, it's pretty good.
Screenshots
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June 26th, 2008, 20:02 Posted By: Shrygue
via IGN
Today Electronic Arts announced a sequel to last year's music game, Boogie. Titled Boogie SuperStar, it seems to ignore the first entry and its weirdo characters. Instead, this time out players will be dancing and singing with customizable cartoon girls. EA says there will be millions of possible characters to create. The game will include over 40 songs from artists like Rihanna, Fergie, Maroon 5, Alicia Keys, Good Charlotte, Britney Spears, and Kanye West.
Versions of the game aimed outside the U.S. will include local artists from France, Germany, Italy, and Spain. EA is apparently still holding onto its ace in the hole – a "global music sensation" who will act as Boogie Superstar's featured artist and help promote the game.
"Boogie SuperStar promotes self-expression, creativity and empowerment for girls worldwide," said Robert Nashak, VP of Casual Studios, EA Casual Entertainment. "We have created a game where girls don't just observe someone else's rise to fame, they experience it themselves, singing and dancing their way through a world most girls only dream about."
The premise is that players are "discovered" and taken to a mysterious island to learn how to become a star. Two- and four-player modes will be available for co-op and versus play.
Boogie SuperStar will set you back $59.99 and includes a microphone.
Screenshots
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June 26th, 2008, 20:46 Posted By: Shrygue
via Computer and Video Games
The home console, which has sold in excess of 25 million units worldwide since its November 2006 Japanese release, will make its debut in Taiwan on July 12.
According to platform holder's official site, the system will release as a Wii Sports bundle for 8,500 New Taiwan Dollars ($280). Wii Play is the only software listed, at a cost of NTD 1,500 ($49).
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June 26th, 2008, 20:47 Posted By: Shrygue
via IGN
Our ears perked up last week when we saw Capcom had filed the title Mega Man 9 with Australia's Classification Review Board (down under's version of the Entertainment Software Ratings Board). It's been over ten years since we were blessed with a proper new Mega Man game. Now it looks like the next entry in the series is set for Nintendo's WiiWare service.
Fansite The Mega Man Network has gotten its hands on a couple (blurry) scans from the next issue of Nintendo Power. The screenshots look like the classic 8-bit Mega Man we all know and love. Capcom is apparently going old school with this one. Mega Man Network lists the following robot bad guys:- Magma Man
- Galaxy Man
- Jewel Man
- Concrete Man
- Hornet Man
- Plug Man
- Tornado Man
- Splash WOMAN (although this isn't confirmed, yet)
Mega Man 9 is being developed by Inti Creates, a team made up of former Capcom devs that brought us the first three Mega Man X games, Mega Man Zero, and the Mega Man ZX series.
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June 26th, 2008, 21:38 Posted By: wraggster
News/release from Squidman:
Touhou Fangame is a homemade version of Touhou for the Wii. It is written from scratch with images from the internet, GRRLIB 2.0, and Sndlib.
Touhou is a danmaku shooter praised for being difficult, beautiful. This attempts to replicate all those things. The second beta release is out! Enjoy the beautiful danmaku-ness of the Touhou Fangame!
Latest download is always here: http://otokoyariika.vectorfive.net/wii/Touhou.zip If you are looking for a specific release, check the releases section.
That zip contains 3 more zips, one for the HBC, one with the source, and one more with special tools I wrote to assist me in writing this.
Requests
These are things YOU can do to help the development of this program.
Graphics
Well, I would greatly appreciate if someone could make a new level 1 background, preferably a very tall one so I don't have to use this crappy, half-ass scrolling of mine. Also, if anybody can, I would like some boss chat pictures (anybody who has played Touhou will know what I am talking about) for the following characters: Eirin, Shinki, Reisen, Alice, Marisa, and Reimu.
More requests will come later. Please post all submissions in the talk page.
Releases
Beta 1: http://otokoyariika.vectorfive.net/wii/TouhouBeta1.zip
Beta 2: http://otokoyariika.vectorfive.net/wii/TouhouBeta2.zip
Download Above and Give Feedback Via Comments
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June 26th, 2008, 21:48 Posted By: wraggster
Boy of 13 was found hanging from his school tie by his father just hours after a family argument over a Nintendo Wii computer game.
Jake Roberts had celebrated his birthday just days before, and had used some of his birthday money to buy a computer game for his Wii console.
But when he returned to the family's semi-detached home on 11 February this year, he found his sister was watching the television.
An argument developed and his father confiscated the game with Jake fleeing to his room, where he was discovered hours later.
The talented teenager, described as a sensitive boy with a fantastic imagination enjoyed writing stories and poems and even had one verse published after his school entered it into a competition.
The inquest heard evidence from Jake's devastated parents, Andrea and John, who lived with their son and daughter in Scarborough, North Yorkshire.
Andrea, a bank clerk, became tearful as she recalled how her son had stormed off to his room after being told he could not play on the game.
She said: 'We gave him some money for his birthday so he went out and bought a computer game.
'When he came back he wanted to play it but his sister was using the television.
'He had a temper tantrum and stormed off upstairs.'
Dad John, a printer, said: 'The first thing I saw when I walked in to Jake's bedroom was all the paper he had ripped up on the floor during his tantrum.
'The door was open with his bed to my left behind the door. I was going to tell him off when I turned. It took me a few seconds to register what I was seeing.'
'His school tie was round his neck and he was hung from his cabin bed. I tried to lift him and his tie was attached to a bar on the bed.'
An ambulance was called and Jake was rushed to Scarborough Hospital, but he was pronounced dead two days later as a result of hanging.
John continued: 'I honestly don't think he meant to hang himself. I think he was mad about the computer game and just did something stupid.'
Andrea added that the family had watched an episode of the BBC drama Casualty together weeks, before which had featured a young person hanging themselves.
She said: 'It did occur to us a few weeks after this happened that we had seen a Casualty programme on a Saturday night at about 8pm.
'This had shown a hanging. I know I was really shocked they had shown it at that time.
'But I don't think anything he had seen influenced him. When he was younger he had a bit of a temper and he'd had tantrums with us before. '
Recording a verdict of accidental death at the inquest in Scarborough Coroner Michael Oakley said: 'There is no evidence whatsoever that he took things he had seen into account.
'He didn't have any particular temper tantrums other than those you would expect from someone who had just become a teenager.
'There had been a minor argument. The circumstances in which he was found do not suggest to me this was a deliberate act to end his life.'
In a statement after the verdict, Jake's grieving parents said: 'Jake was a kind, caring and sensitive boy who had a wonderfully dry sense of humour and huge potential for the future.
'He had a special and unique talent for writing stories which stemmed from a fantastic imagination.
'We love him so very much and miss him more and more with each passing day, and are still struggling to come to terms with his loss.'
Jake was a popular pupil at St Augustine's Roman Catholic secondary school in the town and a page on social networking site Bebo has been dedicated to him.
It features emotional tributes from school friends. One reads 'your face just made my face light up in a way, just to see your big cheesy grin. Miss you loads'.
Another simply says: 'Miss you every single day you have a special place in everyone's heart.'
http://www.dailymail.co.uk/news/arti...t-new-Wii.html
What a terrible story my heart goes out to the family
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June 26th, 2008, 22:19 Posted By: wraggster
libosk is an easy to use, 100% configurable on screen keyboard for applications written using libwiisprite, written by beardface. Changing language, look and feel, etc... can all be accomplished simply by modifying a config file.
A demo application showing how to use libosk is included in the release.
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June 26th, 2008, 23:10 Posted By: wraggster
Via devfr
Here are some screenshots of the latest version of Legion, Thursday homebrew for Nintendo DS developed by myself, and Smealum Lobo.
Check them out via link above.
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June 26th, 2008, 23:11 Posted By: wraggster
Hi, along the release of the new 2.0 version of my EFS lib, I've decided to create a whole new post as the 10 pages old one has became quite hard to find information inside and because it now mostly contains outdated info.
What is the EFS Lib?
EFS (Embedded File System) is a new set of library / tools to manage files embedded within a NDS binary, like graphic / music / sound / config data, for example.
Basically, it’s an appended file system like the old GBFS, but it has many more features and less limitations. It's also more standard, as it makes use of the NitroFS, using ndstool.
What are the most important features of EFS Lib?
- It works on all slot-1 & 2 cards via DLDI patching, but also on GBA carts
- It also works on emulators without any changes in the code
- The NDS file path in the card is autodetected and stored within NDS, using unique ID generated by the EFS patcher. The file path is searched only on the first launch, and if the file has moved.
- Support reading & writing file support [writing only works using DLDI]. For writing, space must be already allocated.
- It has a complete devoptab integration, so it works the same way as libfat using standard C I/O functions.
- It's very fast, and opening a file is way faster than with libfat
How can the EFS Lib be useful for me?
- You can store all the data (gfx, sfx, music, texts, scripts..) used by your project inside one tidy .nds
- You can use way more than 4Mo of data in your program because the data stored inside the EFS is not loaded in RAM when your homebrew is loaded.
- You can use it to retrieve the current path of you NDS to avoid the root bloating problem, and write external data in a relative path.
- You can use it to test on emulators your existing programs that use libfat without changing anything and using complicated FCSR method, just init EFS as the default device, put your data in the efsroot folder and you're done
etc etc
Can you tell me more about the retrieval of current path?
On compile time, space is allocated in your homebrew to store its current path, its unique ID and file size. File size and unique ID is filled by the EFS patcher, usually just after compilation in the makefile.
On the first launch, the file is quickly searched on whole card, for a match of the stored file size and ID. Once the file is found, its current path is written inside the file itself. The next time the homebrew is launched, this path is checked to verify if the file match ID & file size: if it's the case, to need to search for the file again, we're good, otherwise it means that the file has moved then we go through the search again.
Q: But as argv is already supported by DKA to provide the current path, isn't your search method obsolote?
A: Yes, but for now, no existing homebrew loader makes use of that feature. But fortunately, when this will be supported, you'll just have to provide this path as an argument on EFS init, and instead of searching the card, EFS will check the path provided. So you don't have to worry of future problems with using EFS lib, it's already future-proof
http://forum.gbadev.org/viewtopic.php?t=15726
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June 27th, 2008, 19:25 Posted By: Muzer
There has been a lot of confusion about homebrew, and how to go about installing or using it. That is why the fine folks at #wiidev have created a channel just for you. If you need help installing, using, or fixing homebrew, this channel is where you should be. We have a staff dedicated to helping you 24/7. We will guide you step by step, without the technical jargon. So if you are just a plain, regular person who just wants to run homebrew, or have the time, will and ability to help others with setting up homebrew, find us at:
#wiihelp on EFnet IRC Network
If you do not know how to use IRC, go to http://chat.efnet.org . In the "Nickname" box type a desired nickname, and in the "Channel" box select "Other..." and in the box that should then pop up, type #wiihelp and click OK. Finally, click the "Login" button.
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June 27th, 2008, 20:44 Posted By: Shrygue
via Eurogamer
505 Games is set to release a Nintendo DS version of Subbuteo in September.
Developed by Italian outfit Artematica, it lets you flick players around the pitch with the stylus as you'd expect and also has online multiplayer.
According to 505's description, you'll use the stylus on the touch-screen to position players, attack, defend, pass and shoot, then click a finger-flick icon to choose angle and power "just like the real thing".
Meanwhile, the top screen provides "real-time feedback on all the match action with fouls, goals and even those all-important aerobatic shots".
In addition to a tutorial, there are tournaments and leagues, multiplayer via Nintendo Wi-Fi Connection and a game editor for changing player names and colours and creating new teams.
505 MD Ian Howe reckons "only the Nintendo DS could bring to life the touch and feel of the beautiful game in such an entertaining and engaging way", perhaps having observed how Spain and Italy certainly couldn't the other day.
"The huge DS market will also allow us to take Subbuteo to the entire family, in much the same way we all first played the game when we were young," he finished.
Check out our Subbuteo DS screenshot gallery for more clues on how this will work.
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June 27th, 2008, 20:49 Posted By: Shrygue
via Computer and Video Games
Ubisoft has unveiled a brand new Prince of Persia game for DS that's scheduled to hit the handheld console by Christmas this year.
Subtitled The Fallen King, the new game uses the stylus controls to "deliver the extraordinary acrobatic and combat action" of the franchise, according to the developer.
While the story and scenario will be different to the upcoming Xbox 360 / PS3 game, some of the gameplay mechanics sound similar.
In The Fallen King, the Prince will meet new character Magnus, who players must take control of at times to fight, solve puzzles and explore.
It all sounds good, but we're not sold yet on the screenshots and concept art. We feel a little like we did when we first saw The Wind Waker's cell shading. It's not bad looking by any stretch of the imagination, just different, a bit like the new game coming for consoles.
Early days yet though, so we'll hold off until we see more shots from the game until we pass judgement.
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June 27th, 2008, 20:53 Posted By: Shrygue
via IGN
Ignition Entertainment, a UTV Enterprise and worldwide publisher and developer of videogames, in conjunction with SNK Playmore announced today that Metal Slug 7 for Nintendo DS will be released this fall.
Developed by SNK Playmore Corporation and published by Ignition Entertainment, Metal Slug 7 follows in the footsteps of its predecessors by continuing to deliver the high-energy and frantic, fast-paced 2-D shooting action that the franchise has always been widely renowned for.
Players will join Marco, Tarma, Eri, Fiolina, Clark and Ralph as they prepare to take on Modern's Forces across 7 new missions that will bring them from Garbage Island to the Fortress of Ruins and beyond. Aside from featuring 7 brand new and fully detailed missions and six playable characters, Metal Slug 7 will also feature a host of new weapons, colossal new bosses, new Slugs to pilot and new gameplay modes for added replay value.
"Truth be told, I have a pink DS and was embarrassed to play it in public. Now with Metal Slug 7 loaded, I have no qualms," said Ajay Chadha, President of Ignition Entertainment. "Needless to say, and in all seriousness, we are very excited to announce our partnership with SNK Playmore USA to give both core and casual gamers a whole new insight into the unique, all-action, eye-popping world that is Metal Slug."
First released in 1996, the Metal Slug series has continuously dazzled legions of fans with its awesome variety of frenetic action and superbly balanced, non-stop gameplay. Its unique art style and memorable boss battles have been hailed as sheer artistry and have been acclaimed by game fans of all genres.
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June 27th, 2008, 20:59 Posted By: Shrygue
via IGN
Namco Bandai has at last lifted its silence on Fragile, a Wii RPG that seemingly disappeared following its announcement a few months back. Today, the company shared new screens, character bios and gameplay details.
The new screens offer a new look at the previously unveiled underground shopping areas. Like the whole game world, this area is in ruins. According to Namco, the walls in this area have graffiti and other markings which reveal the happenings of the past and can provide hints to aid you on your adventure.
Shown for the first time in this screenshot update are the ruins of a hotel. This area provides contrast to the dark environments of the mall, as you'll be able to do your exploration in the light of day.
We've also learned first details on the game's combat system. The game transitions seamlessly into battle as you face off against all varieties of creatures, including some who move in groups. When in battle, you keep using the nunchuck to move your character around, and use buttons on the Wiimote to perform attacks. You have to select your weapons based off the current enemy.
It's not just you by your lonely self as you search the ruins, though. Joining main character Seto are at least three additional characters: Ren, Sai and Kuro. Ren is the white-haired girl who, as previously revealed, is the subject of Seto's search. Sai is another female character who meets up with Seto midway through his travels. Kuro is a boy who, like Seto, is searching through this world of ruins. His search is centered in the Tokyo Tower area as he attempts to find the location depicted in a picture. He feels finding this location will help reveal the past that he has forgotten.
Fragile is set for Japanese release in 2008.
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June 27th, 2008, 21:01 Posted By: Shrygue
via IGN
A wave of generosity from Nintendo this week, who having deigned to finally grant us sensitive European types with Super Smash Bros Brawl – which, as our UK review attests, is rather great – present us with a cavalcade of classics on the Virtual Console this week.
Top of the list is the sublime Super Fantasy Zone, a surreal Mega Drive shooter that plays like a freeform Parodius. Which is a little inadequate as a description, so you're maybe better off reading our comprehensive retro review, and the game is yours for 800 Wii Points.
One of Pacman's forays outside of his maze is also available, in the form of the 1993 Super Nintendo puzzler Pac-Attack which is available for 800 Wii Points.
What's the best thing ever? Why, wrestling monsters of course, all brought to you in the Neo Geo gem Kings of the Monsters. The first in an ongoing series, you can take charge of the likes of Godzilla for the total sum of 900 Wii points.
Finally, two C64 tidbits, in the form of shooter Cybernoind and sprinter Summer Games 2 - which is probably a good bet at kindling an Olympian spirit before events kick off in Beijing next month. Both games are yours for the very reasonable 500 Wii points each.
Virtual Console European Releases, June 28
Sega Megadrive – 800 Wii Points- Super Fantasy Zone (1992)
Super Nintendo – 800 Wii PointsNeo Geo – 900 Wii Points- King of the Monsters (1991)
Commodore 64 – 500 Wii Points- Cybernoid (1988)
- Summer Games 2 (1985)
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June 27th, 2008, 21:19 Posted By: Shrygue
via Computer and Video Games
Square Enix's onslaught of Final Fantasy games continues as it confirms Final Fantasy Fables: Chocobo's Dungeon on Wii for an autumn release in UK.
Taking a break from the mental men with guns for arms and swords the size surf boards, Chocobo's Dungeon instead stars a "loveable cast of Chocobo and his friends", it's an FF game for players of all ages (so, your little sister, basically).
"Throughout the game Chocobo will take on famous job classes from the Final Fantasy franchise such as black mage, knight, and scholar. Players can unlock more jobs as they progress through the game," says Square, promising "ever-changing dungeons and unexpected twists".
Check out a batch of new screens, right here.
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June 27th, 2008, 21:20 Posted By: Shrygue
via Computer and Video Games
The Wii Castlevania game currently in development is not a platform game as we expected, but instead a 3D fighter featuring characters from the series.
American games mag Nintendo Power spilled the surprise in its latest issue, confirming a few details about the title too.
According to the magazine, the Nunchuk controls character movement and the Wii Remote is used for motion attacks. We presume that means you shake to swing your weapon of choice.
Characters so far confirmed are Dracula, Simon, Alucard, Shanoa and Maria Renard. Classic weapons like holy water, magic spells, the dagger and the boomerang will be returning and a bunch of old Castlevania tunes will be remixed for the game.
Jeux France has got a number of scans from the magazine, so we suggest going to have a look-see for yourself.
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June 27th, 2008, 21:24 Posted By: Shrygue
via Engadget
It may never garner quite the same broad appeal among DIYers as the incredibly versatile Wiimote, but it looks like the Wii Balance Board is nonetheless spurring on some hackery of its own, including being used as a navigation device for Google Earth and World of Warcraft. While those hacks are certainly impressive enough, the board has only just recently fully earned its DIY cred by being used to control a robot, which you can see in action after the break.
What's more, the man responsible for that hack, Juan González, isn't about to rest on his laurels, with him now promising to create a Segway-like device that's controlled simply using the Wii Balance Board. Needless to say, we'll be keeping an eye out for any progress on that one.
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June 27th, 2008, 21:36 Posted By: Shrygue
via Computer and Video Games
Developer and publisher 2K Games has signed up physics program Havok for use in a number of games for Wii.
The physics system, which has been used in Halo 3, Assassin's Creed, BioShock and Oblivion, will first be used in, uh, Carnival Games: Mini-Golf.
Okay, so it's not an obvious choice but does make sense. Golf balls have to know when gravity dictates they should fall, after all.
Other titles are yet to be confirmed, leading us to believe there's a few projects 2K hasn't told us about yet.
We just hope they use the highly complex physics system for a highly complex game, instead of just applying it to party games.
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June 27th, 2008, 23:25 Posted By: argor
orbitaldecay has posted his ideas so far for the master server protocol for mupen64plus netplay
I've posted a file that I typed up which contains my ideas so far for the master server protocol. I'd like to begin coding it this week, if you all could find the time to read over it I would appreciate your
opinions. Thanks
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June 27th, 2008, 23:33 Posted By: wraggster
Newly released
features
Action oriented gameplay that features intense “edge of your seat” thrills and twists
Immersive free-roaming, interactive environments intricately based on NYC’s Central Park
Episodic Structure: 30 to 40 minute episodes grip you in a constant, high level of intensity
Story written by Lorenzo Carcaterra (NY Times Bestselling author of “Sleepers” and “Apaches”)
Wide range weapons to destroy both enemy agents and eventually the source of the evil itself
Vehicles not only offer a means of transportation, but become actual game mechanics which are part of puzzles and solutions to in game challenges
Eden’s new TWILIGHT engine creates a lavishly detailed game world with highly realistic effects such as moisture, reflections and advanced cinematography
description
The game that started the popular survival horror genre returns better than ever! Players control Edward Carnby, the main character from the original Alone in the Dark, on a thrilling journey through a dark and terrifying re-creation of New York’s Central Park where Carnby must discover the truth behind a dark conspiracy.
With inspiration from the presentation style of popular action TV dramas, Alone in the Dark will be split into a number of distinct episodes. With approximately 30-40 minutes of gameplay comprising each episode, the structure of Alone in the Dark pulls you into world that delivers a fiercely gripping and terrifying experience. Each time the player launches a saved game, the episode will begin with a video summary of the previous episode to quickly re-immerse the player in the story and removing the need to remember where they were or what they were doing. Every episode will close with a nail-biting cliff-hanger ending to rattle players’ nerves, and if the player is leaving the game a video teaser of the next episode will play to leave them wanting more.
http://www.play-asia.com/SOap-23-83-...j-70-2k6h.html
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June 27th, 2008, 23:35 Posted By: wraggster
Newly released
features
Fun Single-Player Mode – Hone your skills in the single player beach tournament.
Competitive Multi-Player Mode – Play against friends or family in 6 different sports.
Character Customization – Personalize your characters in the game with an export from the Wii™ system to the Nintendo DS™ system.
Innovative Gameplay Mechanics – Fully utilizes the innovative use of Wiimote for both casual and more advanced gameplay
Wide Selection of Sports – From beach soccer to disc golf, these new Will sports will attract a wider audience.
description
Let's play on the beach! Big Beach Sports brings all the fun under the sun to your living room. Whether you want to compete in tournament and go head-to-head with family and friends, here is your chance to bat, spike, fling and shoot your way in volleyball, cricket, soccer, disc golf, football and bocce
http://www.play-asia.com/SOap-23-83-...j-70-2mci.html
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June 27th, 2008, 23:45 Posted By: wraggster
Newly released
features
Help Kit crack six perplexing cases by exploring her hometown, talking to people, and collecting clues.
Gather and review evidence in Kit’s Clue Book, then put the facts together and see if you guessed right!
Use the stylus to help Kit change into six different outfits.
description
Kit Kittredge is a 1930s girl with a nose for news! To make ends meet, the Kittredge household has had to take in boarders—and it seems as though every one of them has a mystery for Kit to solve.
http://www.play-asia.com/SOap-23-83-...j-70-2ox3.html
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June 27th, 2008, 23:46 Posted By: wraggster
Newly released
features
Complete map of Central Park!
Locate every evil root to boost your Spectral Vision powers.
Full strategies for unraveling the secrets of Central Park.
Learn how to mix-and-match common items to create deadly weapons.
Get tips and tricks for pushing back against waves of zombies. Interior
Platform: PC and X-Box 360
description
You Are Never Alone with Prima!
Content:
CHAPTER 1: BUMP IN THE NIGHT
CHAPTER 2: SURVIVING CENTRAL PARK
CHAPTER 3: WALKTHROUGH (EPISODES 1-8 & Spectral Power Info)
CHAPTER 4: EXTRAS
http://www.play-asia.com/SOap-23-83-...j-70-2l3u.html
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June 28th, 2008, 02:15 Posted By: wraggster
Pstros NDS is a MIDP implementation running on the CLDC java machine compiled for the Nintendo DS. It allows you to run some java programs and games written for the mobile phones on your NDS.
To achieve this goal one needs a java machine for processing the bytecode and a program library that implements the MIDP api. In this case the Sun's KVM java machine was used (thanks to Torlus and davr for porting it for the NDS and providing the source) and an altered version of the Pstros was used as the MIDP library. Both parts were built into the single binary to simplify the execution of the java code on the NDS.
How to run...
The program is a homebrewed application so you have to have one of the cards that allows you to run a custom software on the NDS. Just copy the content of the archive to the card and run the kvm.nds file (dont forget to patch the program if your card requires it). Then select a .class or .jad file and run it by pressing the (A) button. Hopefully the java program will run.
Key mapping:
Left Soft key - left pad
Right Soft key - right pad
Cursor keys - d-pad
Fire - (B) button
key [1] - (Y) button
key [3] - (A) button
key [0] - (X) button
key [#] - (Start) button
key[*] - (Select) button
Technical stuff
The MIDP screen size is set to 176x192 resolution to get the best compatibility and visual output. I've tried the HW scaled resolution of 176x208 but it was visually inacceptable (the NDS roto scaller simply discards some lines instead of making the pixel interpolation).
The heap memory of the JVM is set to 2 Mbytes to leave a reserve for the library growth (libraries are bundled in the kvm binary) and for the needs of the native methods (and for the memory leeks I made :-) and jar loader.
Key codes are set to the standard of Nokia and SonyEricsson phones.
The overall speed of the JVM is rather slow, although still usable. According the JBenchmark2 test it ranges around the speed of the Nokia 6600 phone (some operations are slightly slower some of them are faster). It might be interesting to compare the performance with the PhoneMe JVM as it should be technically more advanced than the KVM.
Note that class files must be preverified before it can be run on the KVM. Use the preverifier supplied by the J2ME WTK.
Latest version 0.7.1
2008.06.24: version 0.7.1 - R5 build
- added HttpConnection class to satisfy dependencies of some applications
- implemented drawing of the ellipses (note: draw/fillArc is not fully functional yet)
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June 28th, 2008, 02:20 Posted By: wraggster
In our previous encounters with Sega, reps have told us that they were "thinking" about maraca controllers for the Wii version of Samba de Amigo. They're "looking into it," they say. Well, if this box art from UK retailer HMV is right, they're pretty much a lock. Dug up by GoNintendo, the included maracas appear to be sleeve-style attachments, not dedicated controllers similar to the ones Sega shipped alongside the Dreamcast version of Samba.
HMV is currently listing the game and maraca combo for £34.99 (about $70 USD). We've contacted Sega to find out more and have expressed our genuine excitement, hoping that they'll get back to us sooner rather than later.
http://kotaku.com/5020412/samba-de-a...rollers-appear
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June 28th, 2008, 02:23 Posted By: wraggster
Ever conscious of educating today's youth, Nintendo has been providing DS systems to an all-girls school in Tokyo. The AP got their reporter into one classroom full of "giggly" seventh-graders to determine if any learning was going on.
In the process, the AP determined the favorite game of one 12-year-old:
Like many other Japanese youngsters, she has the DS at home and plays DS games like "Mario Kart" and "Animal Crossing." But she insisted her favorite was her English class software
It was only a couple of years ago that I went to a high school in Chicago to watch students try to learn from Civilization III. Putting each student at a desktop computer seemed to make communication hard. I wonder if the DS is any better a replacement for a textbook.
Curious detail about this story #1: Nintendo is providing 40 DSes to a classroom of 32.
Curious detail about this story #2: English Training for best game?
http://kotaku.com/5020233/ds-threate...o-girls-school
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June 28th, 2008, 02:24 Posted By: wraggster
Girls, girls, girls. No, it's not a Vegas review, it's the target audience for EA's Wii title Boogie SuperStar, which was announced yesterday. I swung by EA's New York press event yesterday, too, where the game was on display, and I took a look at it.
I'm presuming that very few of you reading this are young females between the ages of six and 12 who love to karaoke to Leona Lewis' Bleeding Love, or dance to the best of Fergie and Good Charlotte. The songlist is intimidatingly marquee, though, and one of the major takeaways from having the game demoed for me was just how far games have forged in getting the music biz to recognize their power in helping label artists stay relevant to a new audience.
And while Boogie SuperStar might not be a game specifically for you or for me, I think that's pretty important - equally cool was the motion recognition tech.
http://kotaku.com/5020252/yes-i-real...ogie-superstar
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June 28th, 2008, 02:31 Posted By: wraggster
This month's Nintendo Power issue features an advertise for the next issue, which is supposed to reveal a new game. Now, notice NP's description:
"We'll kick off the next 20 years of Nintendo Power with more big reveals, including a top-secret cover story fit for a king. It's got a lot of heart. Just kidding. It's Mother 3. Just kidding. Please look forward to it."
So can you guess which Nintendo platform is the title headed to? Do remember it is just a rumor.
http://www.forever-fantasy.net/modul...rder=0&thold=0
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June 28th, 2008, 02:38 Posted By: wraggster
And voila, for my first news as a new modo, I have the honour to announce the results of the Compo silly first name.
We had a total of 33 voting for 10 Homebrews presented ... Here, without further delay the final ranking
1 - Roque Band by T4ils (21.2%)
2 - Hearing Shooter by Kram (18.2%)
3 - DeadJey by ToiletKing (15.2%)
4 - Meumeuh DS by Zeblackos (12.1%)
4 - VP_A.N.I.S by MasterDjé (12.1%)
6 - Pianout by Decjo (6.1%)
6 - Mad Wrestler Beat Box by trabitboy (6.1%)
8 - Croahh Hero by Mony (3%)
8 - Guitar Hero - Roadie Edition by EvilSpoon (3%)
8 - Xylophono by Mars_Visage_Software (3%)
A big congratulations to everyone, especially the fox tails to 2, the winner, the tall, beautiful, ... T4ILS
But what wins there our great champion? Well, here's a small bite reminder for those who have forgotten ...
Firstly, your title will now be that of "silly-in-Chief" and yes, the hatch "wanker"
Then, your stars will be replaced by pretty funnels!
Besides, you'll be able to make even more stupid jokes on the forum! If this is not class it
Finally, you've won the right to call your title at stake, and choose the next theme of the composition stupid (3 months from today).
http://www.dev-fr.org/index.php?topic=3534.0
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June 28th, 2008, 02:40 Posted By: wraggster
Updated release from Bassacegold:
While lurking in the forums, I found that a few people were looking for a pixel art program on the DS, and I had recently made a paint app that could be easily modified for pixel art. So I just updated it with a few more features to convert it towards more of pixel art type thing rather then a full blown paint app and here it is!
Features:
-Saving and Loading 256X192 24 bit bitmap images
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors (just seemed mandatory to me...)
-fill tool
-line tool
-rectangle tool
-circle tool
-eraser.... Don't even really know if i should of added it as its just the draw tool stuck on white color
-Supports D-Pad Mode for plotting pixels (When fully zoomed)
-10 pallets ready for customization
-15 levels of undo!
-color editor: Supports all colors the hardware can support!
-Custom pallet save support (press Enter on the keyboard to save pictures and pallets)
-supports canvas sizes 256X192 and less
Any suggestions are welcome!
Download: http://www.nds-zone.com/bassacegold/...uapaint102.zip
Release History
Version 1.02
-Added Guitar Hero Buttons as tool shortcuts - Blue= Pen, Yellow=bucket, Red=color picker, Green=Line tool
-fixed another grid bug
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June 28th, 2008, 15:33 Posted By: wraggster
Moetan is quite the phenomenon, from doujin english teaching book to PC game to anime to PSP game - so now here's the (quite late in the process, in fact) inevitable DS version. It teaches otaku-related English as before, but since it's the DS version, naturally there's a 'touching mode' ala Doki Doki Majou Shinpan. The conversation mode also promises many fanservice scenes with the tiny moe girls, which is quite disturbing in its way! The game will also come with an anime DVD bonus. The game is due out on July 24 for 3990 yen. It's actually quite funny to see this game mentioned on the official Nintendo site. Idea Factory is publishing and Milestone (Karous, Tank Beat) is developing.
http://www.insertcredit.com/archives/002424.html
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June 28th, 2008, 15:47 Posted By: wraggster
News/release from Beardface
WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.
Physics Tools Overview
Tools Overview:
Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
Draw Circle - Draw Circle
Draw Box - Draw Box
Joints
Rope Joint - Connect two objects by a rope
Click on two Objects to connect them
Rotate Joint - Create a rotation joint using 2 objects
Click on two objects to set up a rotation relationship
Pulley Joint = Click on three objects to set up a pulley system
2nd object is the pulley anchor
Object Control
Mobile Objects - Keep this selected to allow these objects to move
Frozen Objects - Keep this selected to freeze objects you create
Sim Control
Run - Run the simulation
Stop - Freeze/pause the simulation (Good for building)
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June 28th, 2008, 15:51 Posted By: wraggster
News/release from foxysofts
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June 28th, 2008, 16:45 Posted By: wraggster
Askot has slipped us a new version of the Gameboy Colour/Gameboy emulator for the Nintendo Wii and also Gamecube. Heres whats new:
Version [2008-06-28]
+[Askot]
- Fixed saving SRAM & State for Wii.
- Added automatic creation of RINSAVE folder for savings.
- Added navigation through file selection with L & R buttons.
Note: Some games are not going to SAVE STATES and freeze the emu when using this option, like Pokemon and Wario Land 2, but saving SRAM work FINE, first one for battery issues, second I'm not really sure, but every other game it will save well, I've tested them, so you've been warned.
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June 28th, 2008, 16:45 Posted By: wraggster
Askot has slipped us a new version of the Gameboy Colour/Gameboy emulator for the Nintendo Wii and also Gamecube. Heres whats new:
Version [2008-06-28]
+[Askot]
- Fixed saving SRAM & State for Wii.
- Added automatic creation of RINSAVE folder for savings.
- Added navigation through file selection with L & R buttons.
Note: Some games are not going to SAVE STATES and freeze the emu when using this option, like Pokemon and Wario Land 2, but saving SRAM work FINE, first one for battery issues, second I'm not really sure, but every other game it will save well, I've tested them, so you've been warned.
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June 28th, 2008, 16:48 Posted By: wraggster
Nintendo's planned DVD-ready Wii system appears to be on hold at the moment. The morning edition of the Nihon Keizai Shimbun reports today that at a stock holder meeting on the 27th, company president Satoru Iwata said of the device, "With supply constraints [of the Wii] continuing worldwide, the priority is on the current model."
This updated Wii system has been mentioned by Nintendo before only in vague terms. The firm originally suggested a release date of some time last year.
Nikkei also reports that at the same stock holder meeting, Nintendo revealed plans for a retail release of the DS's 1seg tuner peripheral this July. The device, which allows Japanese DS users to view digital television broadcasts, is currently being sold exclusively online.
http://uk.wii.ign.com/articles/885/885116p1.html
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June 28th, 2008, 23:24 Posted By: wraggster
elhobbs has released a new port of Quake for the DS, heres the original release info:
A port of id softwares Quake 1 to the Nintendo DS. The main goal of this project is to drastically reduce the memory requiremments needed to play quake on the DS.
you can check it out at:
http://code.google.com/p/cquake/
6/28/08 changes
################################################
There are now two nds files. cquake.nds for single player and cquake_mp.nds for multi-player.
The screens can be swapped to put the 3d view on the top screen - it is on the options menu.
touch screen support has been added - thanks to silent_code (I took the code from his shadow demo for the ds).
the HUD is visible. There is an option to adjust the HUD transparancy on the options menu.
I fixed a bug in the status bar code that would cause the game to crash if the health went negative.
I tried to make the keyboard a little better.
cquake will now look for a file named cquake.ini in the root directory of your flash card. This file can be used to pass command line parameters to cquake. It is a single line (without carriage returns) up to 255 characters. A sample has been provided. cquake_mp.nds will look for a file named cquake_mp.ini in the root directory of your flash card.
You can now put the quake directory in a non root folder. To put quake in a sub folder at the path /games/quake you would need to modify the cquake.ini and cquake_mp.ini files to change "-basedir /" to read "-basedir /games/quake". Then the id1 directory would need to be moved to /games/quake/id1
I have also added an option to the ini file to have cquake show a menu of mod directories to choose from upon startup. I have turned this on in the sample ini files. It can be turned off by removing "-listgame" from the ini files.
################################################
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOU REALLY NEED TO READ THIS PART
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
################################################
in order to increase the read speeds while pulling data from the flash card the libfat library is bypassed. In order for this to work correctly it is required that the pack files be completely defragmented. If the files are not defragmented the game will crash. If you do not already know how to do this then you will need to refer to the documentation for your operating system.
You will probably need to adjust the gamma settings as by default the colors can be very dark. This can be done through the console or through the menu.
The keyboard implementation in this version is a little better - just barely.
Eric Hobbs
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June 29th, 2008, 10:06 Posted By: wraggster
We've had many Game Boy Pockets, GBA SPs and other portable devices snatched up by certain agitated educators during our formative years, which is why the recent news of a new program to teach English to Japanese students using the Nintendo DS fills us with unbridled, elderly bitterness. Think of the things our generation of handheld companions could have taught us! Geometry from Tetris! Microbiology from Dr. Mario! Animal husbandry from Pokémon!
To be fair, the program (which was recently examined in a Reuters write-up) requires students at Japan's Joshi Gakuen all-girl junior high school to use special English-instructing software with the handhelds, which are collected at the end of each class to prevent any unsavory Pokédueling during recess. The program is just barely into its one-year trial period, though the school's vice principal is very optimistic -- if only he knew he was actually transforming his pupils into rot-brained, knife-wielding miscreants!
http://www.joystiq.com/2008/06/28/ja...teach-english/
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June 29th, 2008, 10:10 Posted By: wraggster
That's one of the tidbits coming out of a 90 minute interview Shigeru Miyamoto did with Wired, in which he expounds at great length on Wii Fit and to other degrees on subjects such as the Wii's graphical capabilities, competitor imitation of the Wiimote, and other matters. Here's an interesting excerpt:
Miyamoto: I think that the understanding of the Wii remote technology has certainly proliferated to developers, and their understanding of how it works is now very strong. But, I think that in terms of developing games for the Wii remote, it's really more about the focus of the team and how thoroughly they consider the user interface and the end experience for the consumer in terms of how intuitive that is and how easy it is to use. And, at this point, I think it's just difficult for me to say how many teams that are really focused on that experience ae out there and are working on games.
In other words, shovelware, by its nature, doesn't fully employ the capabilities of Nintendo's unique controller. Or any, controller, really.
Was that too harsh? I need to go back and watch "I Love the World" again. In all fairness, Miyamoto covers a ton of ground in this talk, including how his approach to designing Donkey Kong carries forward to game design today. Check it out.
http://kotaku.com/5020543/fun-factoi...ge-as-wii-fits
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June 29th, 2008, 10:17 Posted By: wraggster
Lino has released a new version of his Nintendo DS Emulator for Windows and also a new version of a sound plugin too, heres the release details:
Here's changelog :
Fixed a bug in texture Management.
Fixed a bug in BindTexture with Translucent Polygons.
Fixed a bug in VRAM Control Registers.
Fixed a bug in DMA with FIFO.
Fixed a bug in pixel rendering in Mode 3,4,5.
Added Palette Viewer.
DirectSound Plugin 1.0.1.1
Fixed a bug in resampling Options.
Fixed a bug in SOUNDxPNT registers.
Added Capture capabilities.
Audio Plugins for Windows & Linux users It's preferable to use one audio plugin, if you are using Paula PlugIn you must remove DirectSound PlugIn or viceversa.
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June 29th, 2008, 10:26 Posted By: wraggster
News/release from Oxtob
A demo of the Box2D physics engine. Use the Wiimote to create balls, then hold B and tilt the Wiimote to change gravity.
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June 29th, 2008, 10:30 Posted By: wraggster
Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:
A native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii.
Controls
A: Click/Select on any control
B: Used to 'drag-scroll' on file browser
+: Up one directory on file browser
Home: Return to loader
Usage
DragonMedia Player will pick up files anywhere on your SD card, and plays sequentially once a file has started. Simply install into the HBC by copying the dmp folder in the zip file to /apps/ and run the program.
Supported Formats
Currently, this list is very limited, as I have tried to set up the application framework before porting codecs.
it
mod
s3m
wav (8/16/24/32 mono/stereo)
xm
Supported File Sources
Again, this list is very limited, nothing from DVD, USB, or internet supported yet.
Front SD
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June 29th, 2008, 10:36 Posted By: wraggster
Updated release from Beardface
WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.
Physics Tools Overview
Tools Overview:
Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
Draw Circle - Draw Circle
Draw Box - Draw Box
Joints
Rope Joint - Connect two objects by a rope
Click on two Objects to connect them
Rotate Joint - Create a rotation joint using 2 objects
Click on two objects to set up a rotation relationship
Pulley Joint = Click on three objects to set up a pulley system
2nd object is the pulley anchor
Object Control
Mobile Objects - Keep this selected to allow these objects to move
Frozen Objects - Keep this selected to freeze objects you create
Sim Control
Run - Run the simulation
Stop - Freeze/pause the simulation (Good for building)
2008.06.29 - v1.1
Changelog:
+Added Line (Dynamic rectangle) Drawing
+Clear Screen Button
+Pulley/joint bug fixes to stop crashing!
+fixed layout a bit
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June 29th, 2008, 10:42 Posted By: wraggster
Ulti posted this release for Wii
Hey, it's missile command time! This uses the excellent libwiisprite for graphics and Sndlib BETA 1.0 for sound. The background music is Epoq - Lepidoptera, available for free from the Kahvi Collective. The sound effects were made by me spitting on my microphone.
Current Version
0.5a
Fixed a crash bug related to split missiles not being cleaned up properly.
Added text, using Beardface's FreeType With Libwiisprite. The font I'm using is Ben Nathan's Elements, which is available for free from Urban Fonts. Beardface, consider yourself attributed!
Changed background music to Kenny Beltrey - Hydrate, another Kahvi track, because I was getting tired of listening to the old one over and over.
Sped up enemy missile speed by a factor of two.
Added an interface for writing level scripts. This is what enables the title screen, game over screen, etc.
Moved the file hosting to WarpedFlash's dropbox. Thanks WarpedFlash!
0.4a - Added background music and sound effects (contact me on IRC if you think you can do a better job with the sound effects)
Changelog
0.3a - Added split missiles, missiles now have trajectory lines
0.2a - Added silo health and ammo, marginally better sprites
0.1a - Initial release
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June 29th, 2008, 10:46 Posted By: wraggster
News/release from silent_code
Hello everybody!
I have updated the Volumetric Shadow (Tech)Demo (formerly know as the Stencil Shadow Demo and Volume Shadow Demo.)
It's compatible with most, if not all DLDI-able devices. Emulators (as far as they emulate used features) and older SLOT2 GBA NOR (without any SD or CF card storage) cartridges are supported via FCSR (build available on the site.)
The demo shows how to use a bunch of NDS features and some otherwise handy lines of source code, like:
- Hardware accelerated volumetric shadowing - mini-tutorial included!
- Motion blur with video capture, using only one VRAM bank, at 60 FPS
- Hardware lighting, texturing, fogging, antialiasing etc.
- Display brightness control
- Viewport scissoring (thanks to gabebear)
- Loading binary and text files from disk
- Converting 24/32bit .tga image data to 16bit NDS textures
- Displaying a custom font and a text area over a background image, all loaded from disk
- Smooth touch input
- Simple frame rate counting and display
Please, make sure you read the contents of the included readme file!
A mini-tutorial on volumetric shadows comes with the source release (as well as at here in the forum) and some additional information (e.g. on the .tga format) is "hidden" in the source files. ;^)
Since the initial release, I have reworked the sources a lot! There have been some rewrites and a lot of renaming and rearranging! I have also included some better (or any, at least ;^D ) error detection and handling.
Now all data can go to ROOT/data/vsd_data or the ROOT!
It was developed and build with devkitARM R23b, libnds 20071023 and libfat 20070127.
It's quite readable, stable (I guess) and relatively easy to understand!
Download it from: www.robs-basement.de
As always, I released the sources along with binary builds. I only supply a DLDI-able .nds and an FCSRed .nds, as I don't think anybody needs a .gba any more (I don't) and the few people who do need it, can easily convert it themselves... But in case that assumption is wrong, please let me know and I'll upload a .gba to the web site.
Note, that there's some code and data structures I don't recommend using in "serious" code, but for the sake of simplicity, I used it here (e.g. the triangle structure.) This issue will be addressed in the next major release, which is already being worked on.
The shadow in the demo is static, that means it's not deforming (but could be moved around freely) - it's up to you to implement dynamic shadows.
Feel free to punch me in the face - right here in this thread - for silly programming and the like (that demo was my first publicly released open source software) - just make sure you read the readme first! ;^)
Anyways, I hope this demo will be useful to at least some of you. :^D
Finally, I want to thank everybody in this forum who's helped me making the jump from GBA to NDS!
Very special thanks go out to Brandon M. and Larry E. for helping me out with the hardware and gabebear for sharing his viewport scissoring implementation.
Thank you for reading and have a nice day! :^)
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June 29th, 2008, 10:47 Posted By: wraggster
News from Neoflash:
R6 motion menu v3.1.1314 for R6 Silver and Gold [2008-6-28]
more info: http://www.neoflash.com/forum/index....ic,5186.0.html
history:
* Srart to support cheat code,please report to us if you know which rom don't support cheat code function yet
* Fixed one bug for the homebrew reading
v3.1.1314Cheat engine beta version
----------------------------------
This version works with the R4 style cheat.dat or usrcheat.dat file. Place the file in the root of your TF card and run the menu. Games which support cheats will have the word "Cheat" next to the icon. To use them:
Hit "X" to go to the cheat menu.
Select the cheats you want with "A" (hit A to expand/collapse folders as well).
Return to the menu with "B."
Start the game with "A." The cheats which were selected should load.
download:
Korean version: http://www.neoflash.com/download/R6_...d_Gold_KOR.rar
English version: http://www.neoflash.com/download/R6_...d_Gold_ENG.rar
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June 29th, 2008, 17:55 Posted By: wraggster
You may recall that earlier in May, Nintendo was pinched to the tune of $21 million in a patent infringement suit brought by Texas-based Anascape. Upon further review, the play stands — a U.S. District Court judge denied Ninty's pretty-please to cut that $21 mil to a less lottoriffic number. So unless they want to take this up the ladder to a U.S. federal appeals court, they'll be cutting a check for that number.
Anascape sued back in 2006 and went for the kitchen sink, claiming Nintendo and Microsoft both infringed on controller designs they had patented. Microsoft settled with Anascape. The original suit against Nintendo covered everything from the Gamecube forward — the Wavebird and the Classic, plus the Wiimote and Nunchuk. The case decided in May found infringements only on the former two not the motion-sensing controls in the Wii. Still, $21 million is not pocket change.
http://kotaku.com/5020552/nintendo-l...fringe-penalty
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June 29th, 2008, 18:33 Posted By: wraggster
Grillo has updated his Tanks game for the Nintendo Wii, he still calls this a test version so dont expect a full on game as of yet.
2008/06/28 v0.3a is out, this version is still a POC, but with a lot of bugs fixed and nunchuck support
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June 29th, 2008, 18:40 Posted By: wraggster
News/release from DarkChris
WADit is the first program with which you can easily own channels with all the drum and turn from them. This requires only a DOL or ELF, and you can get an entirely separate channel. It is even possible already created channels.
Changelog:
Quote:
Version 0.1a:
* WADs extract
* Menu is added
* German language added
* Setup
* Preparing for further releases
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