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June 1st, 2010, 11:56 Posted By: wraggster
Treyarch are promising to blow Wii owners away with a version of Call Of Duty: Black Ops that's similar to the 360, PS3 and PC versions.
Treyarch were behind the rather rough-looking Modern Warfare Wii port last year but, according to the company's Studio Head Mark Lamia, players won't believe that Black Ops is running on Wii.
"We do everything we can to make the two as similar as possible," Lamia told ONM.
"Whereas we're able to create the same assets that can be displayed on the PS3, PC and the 360, we actually have to do quite a bit of work both on the technology and the assets and the investment is heavy to get it working on the Wii but we're committed to it as we were with World At War and Call Of Duty 3 which was a Wii launch game.
"What we want to be able to do is create the most intense, the most cinematic 'you can't believe this is running on the Wii' situation that you could imagine. That's what people expect from Call Of Duty. They expect to be blown away. We're going to blow you away."
http://www.computerandvideogames.com...VG-General-RSS
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June 1st, 2010, 11:59 Posted By: wraggster
Nintendo has said that it is committed to ethical manufacturing in the wake of reports that staff at Chinese partner Foxconn are committing suicide amid poor working conditions.
New reports suggest Foxconn has put up protective safety nets around its buildings to prevent more suicides at its main Chinese plant, as further stories emerge of inhumane working practices.
The plant, which makes a wide range of consumer electronics - including the PlayStation 3, Xbox 360, Wii, iPod, iPhone and iPad - has recently come under intense scrutiny following 12 attempted suicides and 10 deaths, most involving staff jumping from roofs.
The company has already pledged to increase salaries by 20 per cent and to offer counselling for its over 350,000 employees.
However, a recent Guardian report suggests an even darker background to some of the deaths, with the family of the first victim alleging that he was murdered by security staff and his dead body thrown from the rooftop.
Other staff though have pointed out that conditions at the factory are in fact better than average for the Guangdong province. Particularly after the first death in January, some have theorised that many of the deaths may have been intended to benefit the victim's families with conciliatory payments from Foxconn.
With the facts of the matter under such dispute many of the Western clients of Foxconn have instigated their own investigations, with Nintendo joining the increasing long list of concerned parties on Friday.
"We take our responsibilities as a global company very seriously and are committed to an ethical policy on sourcing, manufacture and labour," said Nintendo in a statement to GamesIndustry.biz.
"In order to ensure the continued fulfilment of our social responsibility throughout our supply chain, we established the Nintendo CSR Procurement Guidelines in July 2008. We require that all production partners, including Foxconn, comply with these guidelines, which are based on relevant laws, international standards and guidelines."
Also speaking to GamesIndustry.biz, Institute of Business Ethics research director Simon Webley commented: "Organisations need continual reminders that no matter how good their products, their reputation can be seriously damaged by events and practices throughout the length of their supply chain,"
"Companies should make sure that their suppliers have similar values and ethical practices to their own. This would include respect for human and labour rights covering such issues as health and safety standards, pay rates and use of children," said Webley.
http://www.gamesindustry.biz/article...p-suicide-nets
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June 1st, 2010, 23:01 Posted By: wraggster
Sure this ain't the first time we've seen Mario Kart step outside the game console, but we'll be damned if Tomy's Japanese line of RC cars don't inspire a serious case of gadget lust. In addition to the usual remote controlled shenanigans, these guys have the ability to "shoot" virtual shells and bananas at other cars; power-ups are indicated on the controller via LEDs; and cars contain infrared sensors so you know when you've been hit with a weapon (which causes you to rumble and slow down) Cars are available from Amazon Japan to the tune of ¥2,730 (around $30) each.
http://www.engadget.com/2010/06/01/m...r-living-room/
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June 2nd, 2010, 15:38 Posted By: wraggster
In its first strategic reposition ahead of the arrival of the 3DS some time later this year, Nintendo has cut the price of its entire DS range in Japan.
From June 19th the super-sized DSI XL will see its price drop from YEN 20,00 (£150) to YEN 18,000 (£132). The DSi will drop from YEN 18,900 (£140) to YEN 15,000 (£110).
In addition, the platform holder has confirmed that it will no longer issue guidance prices for the DS Lite. The expectation is that retailers will significantly reduce the current YEN 16,800 (£125) asking price.
Nintendo is also releasing three new colours for its current top-of-the-range DSi XL – yellow, blue and green. These will sell alongside the existing wine red, dark brown and natural white.
Though the XL has been well received, it was always going to struggle to match the market impact of previous revisions such as the DS Lite or DSi. The launch of these colours appears on the surface to be an attempt to tap into the DS’ naturally younger demographic.
http://www.mcvuk.com/news/39229/JAPAN-DS-gets-price-cut
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June 2nd, 2010, 15:44 Posted By: wraggster
Nintendo has today revealed a new culinary DS title, 1000 Cooking Recipes from Elle * Table. Created in conjunction with the the titular luxury lifestyle magazine that is itself part of the famed Elle brand, the 'software' promises to guide aspiring foodies through the finer points of creating everything from light meals to three course feasts.
Taking a more high brow approach to interactive recipes than Nintendo's own Cooking Guide: Can't Decide What To Eat? - which was released in 2008 - 1000 Recipes includes features such as a cheese and wine guide by Master of Wine Jancis Robinson and John Farrand, Guild of Fine Food.
That considered, it appears the package is aimed at the older audience attracted by the DSi XL's larger screen and Nintendo's continued drive to welcome more senior demographics.
As well as its four-figure collection of recipes, the new package also boasts voice recognition for hands-free navigation, and a number of special seasonal and camera-based social features.
Released on July 2nd this year 1000 Cooking Recipes from Elle * Table will give users recommendations based on different ingredients, country or season, and promises to add a touch of class to their capabilities in the kitchen.
http://www.casualgaming.biz/news/301...ith-Elle-Table
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June 2nd, 2010, 19:27 Posted By: wraggster
Emergent has revealed its Gamebryo Lightspeed engine has been licenced to a studio working on a WiiWare title.
The announcement is, as Emergent planned, a demonstration of the degree of scalability that the Gamebryo LightSpeed engine benefits from.
Emergent’s latest platform was used in the development of Bethesda title Fallout 3 – a high-profile title available on PS3, Xbox 360 and PC.
Yet Polish studio Bloober Team will hope to make the most out of the engine for Last Flight; a downloadable action-adventure horror game available via WiiWare.
“We were shopping for a fully featured game engine and tool chain ready to use out of the box, and Gamebryo was the only development platform that met our standards,” said Pawel Lewandowski of Bloober Team.
“In contrast to other engines available for Wii, Emergent’s tech is really well documented. Not only is there a standard API documentation, but all tools are documented as well. Provided examples are useful and commented with great detail.”
http://www.develop-online.net/news/3...ns-to-Gamebryo
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June 2nd, 2010, 19:28 Posted By: wraggster
UK retailers are selling Nintendo's DSi console for £119.99 following the announcement of a price cut earlier today.
CVG has been told by senior retail sources that £129.99 is the widely 'agreed' retail price for the device following the drop - but that certain chains have already sliced another £10 off.
The standard price for the console at the likes of HMV, GAME and Amazon is already £119.99 online and at various High Street locations.
Nintendo's announcement said that the new trade price would come into effect on June 18 - but it appears UK retail isn't shy in jumping the gun.
Nintendo maintains that - unlike other hardware distributors - it doesn't set a 'suggested retail price', rather letting individual retailers set their mark-up.
http://www.computerandvideogames.com...VG-General-RSS
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June 2nd, 2010, 22:16 Posted By: wraggster
Given the crazy sales and, no doubt, small budget of Ubisoft's Just Dance, it seems obvious that the company would follow up with another Wii dancing game. However, the next game in Ubisoft's dance series isn't a simple Just Dance sequel (though we're sure that'll happen too) -- rather than licensing a few pop hits and a few really embarrassing dance songs from the early '90s, the next game is about ... showtunes.
Dance on Broadway features a selection of 20 songs from Broadway musicals, including "All That Jazz,""Fame" and "Time Warp" (it's just a jump to the left!) The full track list is available after the break.
Ubisoft has announced a June 24 release date for EMEA territories, but none yet for North America. The ESRB rating on the box art would suggest that a North American debut isn't far off.
http://www.joystiq.com/2010/06/01/ub...eat-white-wii/
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June 3rd, 2010, 01:09 Posted By: wraggster
Wii owners hankering for another “party” game can look forward to Wii Party. The game, which first appeared in a Nintendo financial presentation, is sailing to stores on July 8.
Nintendo hasn’t said much about Wii Party, but a screenshot hints at what kind of games are in the collection. Look forward to Bingo, Roulette, Sugoroku (board game), Mii compatibility checks, the overseas travel game, and “balance ship.”
http://www.siliconera.com/2010/06/02...sail-for-july/
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June 3rd, 2010, 01:51 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Pimp-Wii-142-t20063.html
Pimp My Wii is a 1.42 homebrew developed by Attila, Administrator of the forum Wii-info.
This homebrew allows the installation of an automatic or manual hack, it detects if you have the latest available versions of IOS, BC, MIOS, System Menu 4.1, chains and Nintendo Official cIOS Waninkoko and Hermes.
Refer to readme.txt for usage.
QUOTE
Version 1.42
- Fix IOS 250 Basic IOS 57 that freezie IOS during reload.
Version 1.41
- Fixed a message displayed upon detection of cIOS of Hermes.
- Added fix Wad Manager to install wad trucha signed with Hermes cIOS Waninkoko v5 and v19 (even if the IOS wad on your SD / USB should be original and therefore NOT trucha signed).
- Installs on the IOS 250 cIOS Waninkoko 57 rev 19 (revision 65535), for safety issues.
- Update cIOS Hermes 5.1.
- Now checks that the "real" version of cIOS Hermes is 5.1 and not just the revision of cIOS (65535).
- Fixed a problem where the cIOS Hermes could not be scanned.
- Miscellaneous Changes.
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June 3rd, 2010, 01:56 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PriiL...89-t20142.html
PriiLoader is developed by Homebrew DacoTaco & phpgeek that can save you from a brig if you do not have it as BootMii boot2.
Is the direct continuation of the project Preloader Crediar OpenSource past.
You can configure via the Priiloader Setting Editor and the possibility of adding a password and launch WW / VC (If patch ES).
You can choose to be charged by the hacks priiloader thanks to Hacks.ini Generator.
The Installer / Uninstaller allows you to install or update your current Priiloader without deleting the old version:
Press (+) to install or update.
Press (-) to remove and Priiloader remmetre your system menu.
Press (B) with an option whether to use the above IOS249 (CIOS Waninkoko).
Press (HOME) to exit the installer.
To start or configure Priiloader, press RESET when starting the console.
QUOTE
v0.4 (rev89)
- Adding a password backdoor, which can not be changed.
(To change the temporary password "backdoor" press "1" at the password screen, then 4 times to "2" on the Wiimote or "Y" and four times on "X" on the controller GC / Classic.)
- Move "VideoInit" to "password.cpp" the green bar at the start should have disappeared.
v0.4 (rev88)
- Fix an error in the list of channels.
- Fix a bug causing a green bar on the menu.
- Fix dump code.
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June 3rd, 2010, 02:03 Posted By: wraggster
Hillybilly has posted a test release of his game for the DS:
Hello again. It's been a while since I've posted anything so I thought this would be an appropriate time to catch up with you all and share what I have been working on. Throughout the course of around 1 week of total programming, I have made a simple engine for a top-down shooter in a third-person perspective. The engine, itself, is pretty efficient and I hope to expand it a little more to include more items and triggers for events such as text to appear on the top screen. The only reason why I really posted here though is because I need more levels for this game. Currently, I have one level total and, although it looks decent considering my art skills, it lacks the ability and creativity of a true spriter/graphic artist. So, I guess I'm formally making a call for any spriter/graphic artist to make some levels for this game. I can provide you with all the information you could possibly need via replies to this post. But for now, I'll just share the demo for you all to get the feel of what this game (I hope) will be.
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June 3rd, 2010, 02:13 Posted By: wraggster
News/release from Honrado
Recently restarted my first project (after reading some tips here on the forum).
But hardly started and already got stuck at the limit of 4Mega, which forces me to restructure the methods load sprites backgrounds (on this, I'm searching right here).
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June 3rd, 2010, 02:22 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
EroXXX, our survivor's last chance to Nintendomax Wii Dev 2010 competition offers us "FUNNY GAMES MINI, which currently include two hilarious mini-games, namely Masturbate-Master and Shooter, which are separated into two binary but the jury will judge as a single game
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June 3rd, 2010, 21:42 Posted By: wraggster
Japanese studio Level-5 will look to publish the Professor Layton series – in a move that could remove Nintendo from the lucrative equation.
Level-5 owns the IP to Professor Layton, though a snug partnership with Nintendo has meant that the puzzle games have been exclusive to the DS. The series in question has sold tens of millions of units globally.
Now Level-5 is exhibiting how owning IP can keep any studio in charge of their own destiny – with even the Nintendo empire powerless to dictate where the developer can go.
“In a previous interview with Nikkei Trendy, Level 5 president Akihiro Hino said that the US office would be around ten people, made up of staff from Japan and those hired locally,” GamesBusiness.jp reports.
“He also said that he eventually wanted to handle the publishing internally for the Professor Layton series, which is currently handled outside of Japan by Nintendo.”
It is believed Level-5 will expand operations beyond its native country and open a new studio in North America. And the Fukuoka-based outfit is purportedly planning to open a European office in 2011.
http://www.develop-online.net/news/3...-Nintendo-deal
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June 3rd, 2010, 21:44 Posted By: wraggster
Shigeru Miyamoto has defended Nintendo’s online console strategy while admitting that it perhaps has been a bit slow to develop its business model – and suggesting that the platform holder may at some stage charge for access to its online network.
Elements of Nintendo’s online strategy that have been criticised in the past include its use of Friends Codes as opposed to simple Friends lists and its refusal to offer post-release DLC for its core titles.
“We are desperate to realise the core business structure,” the development star told Edge Online.
“Do we need to demand customers pay monthly fees to enjoy online activities? Or give an online subscription that is free of charge, but then offer something extra for people that pay, so that they get some extra value? With these core business strategies I think we are less active than we should be.”
However, regarding the online services Nintendo already offers, Miyamoto things some of the criticism levelled at the firm has been unjust.
“To be honest, I think it’s rather unfair whenever I hear such comments – that Nintendo isn’t proactive when it comes to its online strategy,” he added.“The fact of the matter is that we always want all Wii consoles to be connected online, all the time, so Nintendo has never been less than proactive in that kind of endeavour.
“It is true, though, that Nintendo hasn’t been very proactive in developing such online activities as an MMOG. But when it comes to our endeavours that try to take advantage of internet technology, where we can provide our customers with more fun and entertainment, then I think we can say we have been very, very proactive and well-received. And that attitude won’t be changed at all in the future.”
http://www.casualgaming.biz/news/302...nline-strategy
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June 6th, 2010, 23:02 Posted By: wraggster
Activision is working on a new GoldenEye game for the Wii and DS, to be released this November.
That's according to our sister site Eurogamer.net, which expects the title to be shown at E3 this year.
The report suggests the game may be a remake of the fondly-remembered Nintendo 64 game, originally developed by Rare, with the new title in development at the UK's Eurocom and US-based n-Space.
Activision has already registered a number of domain names derived from the original James Bond game, and a survey this week has also been gauging gamers interest in a possible remake, according to VG247.
Activision's other 007 game is in development at Bizarre Creations, James Bond: Bloodstone, and is an action racing game for multiple formats.
http://www.gamesindustry.biz/article...ue-in-november
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June 6th, 2010, 23:02 Posted By: wraggster
Activision is working on a new GoldenEye game for the Wii and DS, to be released this November.
That's according to our sister site Eurogamer.net, which expects the title to be shown at E3 this year.
The report suggests the game may be a remake of the fondly-remembered Nintendo 64 game, originally developed by Rare, with the new title in development at the UK's Eurocom and US-based n-Space.
Activision has already registered a number of domain names derived from the original James Bond game, and a survey this week has also been gauging gamers interest in a possible remake, according to VG247.
Activision's other 007 game is in development at Bizarre Creations, James Bond: Bloodstone, and is an action racing game for multiple formats.
http://www.gamesindustry.biz/article...ue-in-november
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June 6th, 2010, 23:05 Posted By: wraggster
Mobile industry insiders, speaking with Digital Foundry, have said that the much-rumoured tie-up between Nintendo and NVIDIA for the console-maker's auto-stereoscopic 3D handheld is not happening.
According to our two independent, unconnected sources, the Nintendo 3DS - almost certain to be revealed at E3 - features a design totally divorced from the NVIDIA Tegra SoC (system on chip) initially thought to have been powering the DS successor. It's now thought that Nintendo has instead chosen a Japanese partner for the 3D acceleration hardware within the 3DS.
Sources also confirmed that the 3DS' development codename is "Nintendo CTR", meaning that this motherboard picture we ran a couple of weeks back, sourced from the FCC website, is indeed something akin to a development or test station for the new handheld.
This strongly suggests that 3DS does feature a widescreen "glasses free" stereoscopic 3D display, along with a more conventional 4:3 2D display beneath it. Interestingly, it appears that the images of the board published on the FCC website were uploaded in error: they were supposed to have been made public 10 months after the submission in April this year, presumably after the 3DS itself ships.
Meanwhile, IGN corroborates the story that NVIDIA is out of the picture, quoting "off-the-record" developer sources as saying that the 3DS is up there in the power stakes with PS3 and Xbox 360. It's a statement that needs to be taken with barrel-loads of salt bearing in mind the enormous power draw such a chipset would require. If nothing else, Nintendo has a strong track record in excellent battery life with every one of its previous handhelds.
Indeed, even the four-core PowerVP chip said to be at the heart of the PSP2 offers a performance level some way between the original Xbox and the 360. A more modest GPU is therefore a much more realistic proposition, especially bearing in mind that even the iPhone 3GS with its PowerVR SGX535 architecture doesn't exactly command outstanding battery life in 3D gaming.
All of which is interesting tittle-tattle in the here and now, but let's hope that the Nintendo E3 conference on June 15, kicking off at 5pm UK time, will offer more concrete answers.
http://www.eurogamer.net/articles/nv...3ds-blog-entry
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June 6th, 2010, 23:41 Posted By: wraggster
New from Divineo China
The Wiitality Armband for Nintendo Wii - puts wii control on your wrist or bicep while you exercise!
The only accessory that should have been included with every Wii Fit balance board is now available! The Wiitality is a neoprene band that holds your wii remote (wiimote) on your wrist or arm, while you exercise.
When doing many Wii Fit exercises, its necessary to put down the wiimote, pick it up, and put it down again. The Wiitality solves the problem of having to hold your wiimote in your hand while doing many wii fit exercises, including many Yoga, Strength, and Aerobic exercises.
As an additional benefit, it leaves both hands free to hold matching hand weights.
One size fits all, thanks to convenient velcro fasteners. Can fit on the bicep or on your wrist, depending on your arm size.
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June 6th, 2010, 23:46 Posted By: wraggster
The infamous Nintendo DS Tegra rumour that has been circulating around the net since October of last year is now being shot down by several media outlets. Eurogamer’s Digital Foundry blog is one of them.
Digital Foundry report that two independent, unconnected sources have both informed them that Nintendo have chosen to partner with a Japanese company for the 3D hardware within the 3DS, and that the device is in no way reliant on Nvidia’s “Tegra” technology. Furthermore, they believe the device is indeed codenamed “Nintendo CTR,” which would mean that the FCC filing spotted a month ago was, in fact, for the 3DS.
All DS models are internally referred to by three-letter codenames. For example, the Nintendo DSi was referred to internally as “TWL,” while the DSi XL was known as “UTL”. At this point, it’s probably safe to assume the 3DS’s top screen — the one with the stereoscopic features — is wider than the regular screen at the bottom (which is also likely the touchscreen).
http://www.siliconera.com/2010/06/06...n-nvidia-tech/
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June 6th, 2010, 23:58 Posted By: wraggster
Square Enix has unveiled a pair of WiiWare games titled Kumanage.
As you can see on the official website, the visual style is cute and quirky. According to Andriasang, gameplay involves throwing things with the Wii remote to solve puzzles.
There are two versions of the game. Kumanage: The Blue Gem That Kiina Hates - Battle Version sees you following the adventures of a mysterious boy called Kiina. You must protect the aforementioned blue gem by throwing "paper bears" and "strange but cute" characters.
Kumanage: The Red Candy That Piina Likes - Puzzle Version also involves chucking paper bears around, but this time you're playing as a girl called Piina and you must collect red sweets.
Both games will be released on the Japanese WiiWare store on 8th June, each priced at 1000 Wii Points (£7 in the old money). The ESRB logo on the website suggests a US release is also planned, but there's no word on whether the games will make it to Europe.
http://www.eurogamer.net/articles/sq...ge-for-wiiware
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June 7th, 2010, 00:06 Posted By: wraggster
If you just can't deal with Zelda as a side-scroller, good news: Zelda II: The Adventure of Link has been remade in 3D! Credit goes to one Michael A. Johnston, who designed this fan remake as a Unity-based game that you can play right in your browser. Zelda II FPS is an impressive feat, combining authentic 8-bit textures with brand new 3D models of all the creatures and environments.
It's also freaking impossible. Even the once docile slime enemies are now dangerous, since you can't tell when there are three of them right behind you. Enjoy being murdered repeatedly by weak enemies, for now, before Nintendo catches wind of this project -- which it will, now that people like us are telling everybody -- and likely shuts it down. Sorry!
http://www.kombo.com/article.php?artid=14799
http://www.joystiq.com/2010/06/04/ze...-first-person/
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June 7th, 2010, 00:20 Posted By: wraggster
Newly released:
features
Utilize the intuitive touch screen to activate Magic Items during multiplayer games
Simply speak into the Nintendo DS microphone within the Wi-Fi Battle lobby to speak with other users
Share a local multiplayer game with up to 8 other players using one Game Card
Nintendo Wi-Fi Connection multiplayer enables World Battle with up to 4 players
description
You know Tetris, but do you know how to party? Tetris Party Deluxe builds on the previously released Tetris Party for WiiWare by adding new modes and features to enrich the overall game play experience. With more than 20 exciting modes, online battles, and multiplayer fun for groups of friends and family, Tetris Party Deluxe is a must-have for Tetris and puzzle fans.
http://www.play-asia.com/SOap-23-83-...j-70-3r8h.html
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June 7th, 2010, 00:45 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
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June 7th, 2010, 00:58 Posted By: wraggster
News via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in Gamecard ROM and SPI Control.
- Fixed a bug in Mode4 (GBA mode).
- Fixed a bug in Matrices Stack when overflow occurs.
- Fixed a bug in branch opcodes (ARM).
- Fixed a bug in VRAM address mirroring.
- Added new Gamecard Command.
- Added Viewer 3D Matrix.
http://ideasemu.biz/
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June 7th, 2010, 00:58 Posted By: wraggster
News via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in Gamecard ROM and SPI Control.
- Fixed a bug in Mode4 (GBA mode).
- Fixed a bug in Matrices Stack when overflow occurs.
- Fixed a bug in branch opcodes (ARM).
- Fixed a bug in VRAM address mirroring.
- Added new Gamecard Command.
- Added Viewer 3D Matrix.
http://ideasemu.biz/
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June 7th, 2010, 01:38 Posted By: wraggster
Pate has today released a new version of his Dos Emulator for the Nintendo DS
This version has a lot of minor fixes and improvements. There are about 50 new graphics (and normal) opcodes supported, including the 386-specific long conditional jumps. The problematic debugger breakpoint interrupt INT 03 has been adjusted so that it is silently ignored if a DOS program does not handle it and if the DSx86 inbuilt debugger is not active. I also fixed the IRQ handling, and added a debugger E command, as mentioned in the previous blog post. If you are feeling very adventurous, you can (at least in theory) use the new E command to replace an unsupported opcode with a NOP opcode (hex code 0x90) and then possibly continue a game has crashed with an unsupported opcode. This however needs a lot of knowledge about the x86 assembly language, and is not "supported" by me, so do it at your own risk! I'm just mentioning that it is possible. :-)
Since last weekend I have been searching and downloading a lot of games that have been marked as not working (or partially working) on the compatibility wiki, and I have been testing many of them, mainly looking for easy-to-fix problems. I have left the more difficult problems for the coming weeks, and have focused on games that seem to need only minor fixes to run properly. So far I have been working on the following games, which currently seem to work:
Bubble Ghost (INT10 AH=0E teletype output was buggy, and it needed a special JPE opcode hack)
Crystal Caves (It needed just one new EGA opcode, but the horizontal smooth scroll still jumps around)
Heimdall (EGA palette handling via INT10 was broken, the horizontal smooth scroll still jumps around)
History Line 1914-1918 (It used the DS segment for several graphics opcodes, and it used VGA VRAM also for program variable storage!)
Hocus Pocus (Fixed VGA Line Compare Register setting at mode change, several Mode-X opcodes added, and it needed improved Mode-X emulation in general)
I haven't actually played any of these any further, I've moved on to the next game when I have gotten to actual game to start. I'll leave the actual play testing to you who have reported the games on the compatibility wiki in the first place. Below are screen copies of Heimdall and Hocus Pocus, mainly because I thought they are two very pretty-looking games. :-)
This morning I tried to fix the jerky horizontal "smooth" scrolling in various games (Crystal Caves, Heimdall, Supaplex, etc), but I could not find the actual problem yet. I have studied the interaction of the VGA start address setting, horizontal panning register setting, and VSync/VBlank intervals in DOSBox, and have experimented with various timings in DSx86, but no change has so far solved the problem. I need to leave this fix for the next version, as it looks like I need to debug it more thoroughly than I had anticipated. It is interesting that the only game I know that does not suffer from this problem is Commander Keen 4, and it does not sync the scrolling to the screen vertical retrace signal at all!
Anyways, hopefully this new version again runs a few more games than the previous one, please send debug logs again and update the compatibility wiki for the games that have started working (or behave differently). Thanks again for your interest in DSx86!
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June 7th, 2010, 01:47 Posted By: wraggster
News/release from bluepickles
ok, i'm guessing there are some kirby fans out there, so i thought i'd post one of the only projects i've made that you could really call "finished". my "Samurai Kirby" is a clone of that old mini game in kirby super star for the Super Nintendo, which is called Samurai kirby, lol. but in my version, you can face not only waddle doo's and Metaknight in a game of quick draw, but some vicious Gameboy's too (and one of my original characters, Echo. i know his sprite sucks, but it was all i could do...) to face the gameboy's, hold select and press B, or to face Echo, hold select and press A, or just press start for the easy mode. when the opponent shows a sign of movement, quickly press A, then press start to go to the next challenge if you've won (if you lose, just press start to go to the GAME OVER screen and press start to return to the title screen. i hope its not too short to call a"finished project"... lol, for every 15 times i face Echo, he beats me atleast 14... i'm too slow
by the way, to make the opponent attack at a random time, i used the PA_RandMinMax function with 2 timers. once one timer ran out, (the "draw timer") the other one counted down (the "attack timer") and if that timer reached 0 and you didn't draw, GAME OVER! the bad guy sprite will animate just before he attacks, and that is you chance to press A. (don't press it too soon, however) hope you guys like it!
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June 7th, 2010, 02:01 Posted By: wraggster
WiiMC 1.0.4 released by Tantric and rodries
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Features
Attractive libwiigui-based interface, designed with the Wii in mind
Most essential difference from MPlayer CE and the like: completely GUI based, no fiddling .conf files should ever be necessary (except for on-line media)
Picture viewer
Music player
On-line media support
FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
Network playback via SMB, HTTP, and FTP
Multi-language support: Chinese (Simplified and Traditional), Dutch, English, Estonian, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Romanian, Russian, Spanish
Changelog
1.0.4 - June 3, 2010
Subtitle color/size adjustment
Added checkmark next to viewed files
Added sleep timer
Improved device mounting
Improved stability
Fixed artifacts issue with online media files (VP6 codec)
Synced to MPlayer r31303
Added option to auto-play next video
Add GIF image viewing
More codepages added
Thumbnail support for online media (Navi-X)
Hide folders beginning with '.' and '$'
Added screensaver
Add ability to view PNG's over 1024x1024
Added theme color options
Add more seek time options
Language updates
http://wiibrew.org/wiki/WiiMC
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June 7th, 2010, 02:03 Posted By: wraggster
POWDER 114-1 released by insin
A port of POWDER to the Wii using SDL Wii.
114-1 - 6th June, 2010
Updated to version 114 of POWDER, see the POWDER releases page for changes.
This version contains a new version of the Akoi Meexx 10 tileset with a larger font, in addition to the "distorted" version which is the default tileset for this port (screenshots to follow later). Try it out and see which you like best.
http://wiibrew.org/wiki/Powder
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June 7th, 2010, 02:10 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Jzint...00-t20149.html
JzintvWii Intellivision emulator is focused on Wii jenergy.
QUOTE
Instructions:
* Copy the application folder in the "apps" directory of the SD card
* Create directory "/ jzintvWii / Roma" on the SD card
* Put all your roms (. Int. Bin. Itv gold. Rom) I'm his bios directory Including Roma (exec.bin, and grom.bin ecs.bin)
* Boot the emulator from the Homebrew Channel
* Follow instructions, or press the "A" button to play a rom
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June 7th, 2010, 02:13 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...70-t20169.html
The pace of releases has slowed to WiiXplorer but here is the R170 file explorer on the Wii made by dimok and r-win.
Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny
WiiXplorer:
- Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
- View the properties of a file or folder
- Do a search on SD / USB / SMB / DVD / WiiDisk
- Launch a file .dol / .elf
- See the videos of Wii and GameCube
- Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
- Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
- Slideshow and zoom images
- Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
- Making screenshots
- Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
- Read file. PDF
- FTP Client and FTP Server
- Text Editor
- Support with USB2 cIOS202
- Support for file system FAT and NTFS
- Address bar with road access
- Multi-language
- Support for different fonts
- AutoUpdate
QUOTE
R170
- Updated usb2 source to the same as Wii ™
- Fixed bug in shift with i OnScreenKeyboard Implemented in R169
- Fixed slow write for SD in the New libfat. Using a custom now till the end libfat IS fixed it devkitpro the trunk. This should "fix the 0 byte result.
R169
- The new IS libfat causing a major slowdown write SD. So going back to old libfat for now.
- Added support for up to 10 shares SMB / FTP Client mounts (like Wii ™)
- Added SD Gecko support. Not sure if it works because i do not have one goal it Should Be.
- Changed Configurable keyboard quick access button to shift has Caps button while holding it
R168
- Added Keyboard Shift and Backspace quick access buttons to control settings
- Made Backspace quickbutton holdable onscreenkeyboard it. The delete delay (speed) IS configurable in the settings.
- Made Some paths scroll INSTEAD of dotted
- Added a path for browse option for custom paths. Either you can type in or browse for 'em' em now.
- Fixed line Being Played after going to homemenu Even If It Was Stopped
- Made Browser return to the path That Was the settings from last browsedir Wherever gold
- Raised level optimization compiles
- Source cleanup
- A few "fix ups
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June 7th, 2010, 21:19 Posted By: wraggster
Long-running children's franchise Sesame Street will be making its Wii debut this autumn with two games that use none of the Remote’s buttons. The games – entitled Elmo’s A-To-Zoo and Cookie’s Counting Carnival – will be packaged with plush covers for the controller in the shape of Elmo or Cookie Monster. These will cover all buttons and triggers, making the game more accessible for younger gamers.
“This is the first time anything like this has been developed and licensed for Nintendo,” said Sesame Workshop’s senior vice president of media distribution Scott Chambers.
“We will be the first to introduce such an aid. We’re doing it so that preschoolers can play learn from these Sesame Street games without feeling frustrated with the controller.”
The games will be published by Warner Bros, and will also be available on PC and DS – with a larger stylus for the latter included with each title.
http://www.casualgaming.biz/news/302...-Sesame-Street
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June 7th, 2010, 21:25 Posted By: wraggster
The widely-rumoured deal between graphics card-maker NVIDIA and Nintendo, which was thought to have seen technology from the former company make its way into the forthcoming 3DS handheld, is no longer going ahead.
That's according to a report in videogames tech blog Digital Foundry, which claims that Nintendo has opted for a Japanese partner instead - and that the new platform is "almost certain to be revealed at E3" next week.
"According to our two independent, unconnected sources, the Nintendo 3DS features a design totally divorced from the NVIDIA Tegra SoC (system on chip) initially thought to have been powering the DS successor," it reports. "It's now thought that Nintendo has instead chosen a Japanese partner for the 3D acceleration hardware within the 3DS.
"Sources also confirmed that the 3DS' development codename is 'Nintendo CTR', meaning that this motherboard picture we ran a couple of weeks back, sourced from the FCC website, is indeed something akin to a development or test station for the new handheld.
"This strongly suggests that 3DS does feature a widescreen "glasses free" stereoscopic 3D display, along with a more conventional 4:3 2D display beneath it. Interestingly, it appears that the images of the board published on the FCC website were uploaded in error: they were supposed to have been made public 10 months after the submission in April this year, presumably after the 3DS itself ships."
E3 action itself kicks off next week, with the Nintendo press conference set to take place at 5pm BST on June 15.
http://www.gamesindustry.biz/article...s-dead-article
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June 7th, 2010, 23:55 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Gravi...ha-t20194.html
ThatOtherperson, The famous game developer Wii homebrew has yet found an idea called Gravity Glide.
The game, which is not one yet, is to pull or push objects (those white spots?) On the screen has buttons A and B and the pointer of the Wiimote.
The author does not really know how to adapt this concept into a full game and waiting for your return and / or ideas!
QUOTE
I'm not sure how to DESCRIBE this and a screenshot Still Does not do Much to communiquer Anything. It is more of a toy Then a game. You create momentum to move areas "of Things with. Its really just a continuation Of That Improved browser of the same name Thing That I made a little while ago. Use the wiimote to aim, the A button to pull in and Things to push the B button.
I'm really happy with how it Turned out Somewhat goal I'm still undecided about whether or not I should "build on it anymore and Actually make a game out of it. If you like it and want to see more of it Then let me know it.
http://thatotherdev.wordpress.com/
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June 7th, 2010, 23:58 Posted By: wraggster
News via http://www.wii-addict.fr/forum/index...howtopic=20195
The pace of releases has slowed to WiiXplorer but here is the R171 of the file browser on the Wii made by dimok and r-win.
Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny
WiiXplorer:
- Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
- View the properties of a file or folder
- Do a search on SD / USB / SMB / DVD / WiiDisk
- Launch a file .dol / .elf
- See the videos of Wii and GameCube
- Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
- Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
- Slideshow and zoom images
- Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
- Making screenshots
- Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
- Read file. PDF
- FTP Client and FTP Server
- Text Editor
- Support with USB2 cIOS202
- Support for file system FAT and NTFS
- Address bar with road access
- Multi-language
- Support for different fonts
- AutoUpdate
QUOTE
R171
- New Feature: Support RAR Extract with password support.
- Some Fixed bug with empty ZIP archive opening
- Reverted usb2 source. The new one Caused a few "problems.
- Updated language files
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June 8th, 2010, 00:08 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Metatarsal has issued "A Pirate's Life", excellent engine for RPG combat system.
"A Pirate's Life"
Working title for RPG styled game year
I Have Been HAVING Ideas For An RPG game for a while now, and little engines built to boost Many skills and test Things Here and There. A while back someone in the forum enquired about RPG battle engine making year, and I Gave example of how year to make a simple one off the top of my head, They Only Derwent and tried the code two days ago, found it Had a hiccup Two gold and PM'd me. Quickly I fixed it up, and commented it out working the left soft feel 'em up piece of work. Half and half curiosity excitement I Decided to add a few "Things That Were they floating in my noggin '; soon That Became a Lot of Things, and That Led to Two Days of Much time and dedication to Produce this, STI working with graphics from scratch . The idea RPG Piratey Settled in and I created a battle system, Which Is What I Am Currently the presenting;
It Will Likely Be a while before i continue to progress with the RPG, this Was a side project to focus my hand at the moment. Hope you enjoy!
Features:
Attribute-points to divide your stats Amongst Which influence your character in battle
-My take was turn based battling system, Which includes live action elements of attack and defense (Malthus requiring skill as well as "smarts When planning attack)
-Health and Stamina bars for You and Your Enemy
Quite complex, AI, Which Allows For An unpredictable, 'smart' Enemy Who Reacts to-many gameplay elements, from Who can defend your attacks, and enraged Be in Despars Into Stronger attacks
The IS-engine-Prepared for future Allowing amendment of armor items, and more primary weapon
http://dsgamemaker.com/forum/viewtopic.php?f=27&t=4692
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June 8th, 2010, 23:47 Posted By: wraggster
Capcom CEO Haruhiro Tsujimoto believes Nintendo is paying close attention to Apple's success in mobile gaming, anticipating the upcoming Nintendo 3DS handheld for more than its 3D capabilities.
"What we're more looking forward to is the offering of a new business model," he said in an interview with Nikkei. "Nintendo has been in the hardware business for a long time, and I believe they must be looking closely at Apple's recent success."
"We believe third parties are paying attention to Nintendo's E3 3DS announcement because of this point as well."
This may be a hint that Capcom hopes Nintendo is readying a service akin to Apple's App Store for their new handheld - perhaps allowing a greater range of third-party, independent and micro-payment content than does the existing DSiWare store. There has also been speculation that the 3D-enabled handheld will offer 3G capabilities.
Nintendo has previously confirmed that it will reveal the 3DS at this year's E3. GamesIndustry.biz will be documenting Nintendo's June 15 press conference on the day.
http://www.gamesindustry.biz/article...osely-at-apple
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June 9th, 2010, 01:01 Posted By: wraggster
Activision has announced that DJ Hero 2 will be released this autumn for PS3, Wii and Xbox 360.
The sequel features a new "Empire" career mode, new multiplayer modes including DJ Battles, and vocal support for singing and rapping.
There are new social multiplayer game modes too, a Guitar Hero 5-style jump-in/jump-out Party Play mode, and a freestyle option.
Producer Deadmau5 has been drafted in as a new playable character, and Dr Dre, Chemical Brothers, Kanye West, Metallica, Lady Gaga, Rihanna and "over 85" other artists are among the more-than-70 mashups on the disc.
The game will be sold in several bundles - Party will include the game, two turntables and a microphone; Turntable will feature the game and a turntable; and the game will also be sold separately.
To celebrate the announcement, DJ Hero 1 owners on PS3 and 360 will be able to download a mashup of "Just Dance" by Gaga and Deadmau5's "Ghosts 'n' Stuff" from PSN and Xbox Live from 8th-14th June.
Look out for more on DJ Hero 2 during E3 next week.
http://www.eurogamer.net/articles/dj...ut-this-autumn
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June 9th, 2010, 01:03 Posted By: wraggster
2K Play is ready to introduce you to New Carnival Games this fall on Wii and DS. Sure, the "new" portion of the title is a bit of a misnomer, considering the game features 30 classic carny activities such as "Fish Bowl Bounce," "Bumper Cars" and a "Haunted House," but a title like Even More Carnival Games For 2K to Bank On came across as a little cynical.
New Carnival Games will support the Wii MotionPlus for numerous activities, including "Lucky Toss, Gone Fishin' and Speed Bingo." The game also has over 300 carnival "prizes" to collect like "Moon Rocks, Eye-Bots, Decoder Rings and Wacky Wearables." It's the sort of clean, insulated carnival your whole family can visit without fear of picking up someone's disease from a grimy ball.
http://www.joystiq.com/2010/06/08/ne...-ds-this-fall/
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June 9th, 2010, 01:04 Posted By: wraggster
Well, that didn't take long. Less than two months after the North American release of the DSi XL, Nintendo has announced a new color variation for the handheld -- and it's one that doesn't make us think of a Cadillac at all! On July 11, the large-screened handheld will be released in Midnight Blue, which appears to be the same as the "blue" color announced for Japan this month. It'll retail for the normal $189.99 price Nintendo has set for the DSi XL in North America.
Though Nintendo doesn't mention it in the press release, the timing of this new handheld coincides perfectly with Dragon Quest IX. The publisher is likely hoping to entice customers to pick up both together -- a Midnight Blue DSi XL at a midnight launch of the game, perhaps?
http://www.joystiq.com/2010/06/08/ds...ue-on-july-11/
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June 9th, 2010, 01:15 Posted By: wraggster
Newly released:
The Mega Man Zero series is comprised of all four Mega Man Zero titles previously released on the GameBoy Advance onto one cartridge for the Nintendo DS. In the tradition of most Mega Man games, the Mega Man Zero Collection is a fast-paced, 2D action side-scrolling platform game. For the first time, it will be available for Nintendo DS complete with all new modes.
First launched on the GameBoy Advance in 2002, the Mega Man Zero series follows Zero, originally introduced in Mega Man X. Players will be able to use Zero’s arsenal of weapons which include his Z-Saber and Buster Shot. Also adding new flavor to the series are the additions of devices such as the Chain Rod and Zero Knuckle, giving Zero the advantage.
The series begins with our hero waking up 100 years after the events of Mega Man X. Zero finds himself in a world where innocent reploids (robots) are being hunted down by the government of “Neo Arcadia.” A resistance group finds our hero and asks Zero to fight alongside them against the evil regime. The series follows Zero on his adventures as he battles the government of Neo Arcadia and his fight for peace!
http://www.play-asia.com/SOap-23-83-...j-70-3qe0.html
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June 9th, 2010, 01:54 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Rev 2824 2010-06-07 20:40:21
Author: plombo
Log message:
Fixed compile errors I introduced in 2823. Sorry!
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June 9th, 2010, 17:53 Posted By: wraggster
Nintendo’s official unveiling of its brand new 3DS handheld will undoubtedly be one of the highlights of next week’s E3, but could Nintendo be planning a truly unexpected show-stealing surprise?
In his summary document for the LA event, Lazard Capital Markets analyst Colin Sebastian claims:
“We note that Nintendo is widely expected to deliver a Wii refresh in 2011, well before Sony and Microsoft come to market with new platforms, although this is unlikely to represent the launch of a new generation.
“Instead, we expect Microsoft and Sony to leverage their growing online content and services platforms, along with new motion sensing controllers, and to a lesser extent 3D and Internet-enabled televisions, as three pillars for growth over the coming 2-3 years.”
Sebastian has also heards good things about the 3DS, adding: “3DS could emerge as an E3 winner. Our conversations with industry contacts suggest the Nintendo 3DS is an impressive device, and is garnering support among third party developers.”
As for other possible announcements from Nintendo, the analyst expects a greater focus on software than ever before as strong games are currently, in his opinion, the platform holder’s best bet of halting its shrinking year-on-year sales.
“We also expect Nintendo to announce enhancements to the online capabilities of the Wii and DS,” he concludes.
“While another price reduction on the Wii is unlikely at E3 this year, we believe it remains a possibility before the end of the year depending on unit sell-through trends.”
http://www.mcvuk.com/news/39363/Anal...-Wii-2-in-2011
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June 9th, 2010, 18:00 Posted By: wraggster
Namco Bandai’s Olivier Comte says that too many bad games have dented consumer appetite
The flood of bad games – and the damaging effects of piracy – have ruined the software market on Wii and DS according to Namco Bandai’s VP of sales, marketing and publishing Olivier Comte.
“It’s a tough market,” he told MCV in an exclusive interview. “We had a lot of product, and the average quality of a game on DS and Wii is very, very bad. So in the mind of the consumer today, to buy a DS or Wii game is to buy a game that isn’t very good.
“One of the reasons the DS collapsed is piracy, it is very clear, but also it is a fantastic machine and very easy to develop for. It was possible for three kids in a garage to make a game for it.
“DS is the most successful platform ever, but all my kids’ friends at school have a DS with an R4. They have 100 games for no money. So yes, the market has collapsed for the DS and Wii.”
http://www.mcvuk.com/news/39369/Wii-...-has-collapsed
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June 10th, 2010, 01:13 Posted By: wraggster
Tony Hawk: Shred is an actual thing that's coming, this much Activision itself confirmed. And we have it on good authority from our Joystiq Superspy™ that the latest game to bear the Tony Hawk name will not only let gamers shred pavement, but also some fresh powder: the game will incorporate snowboarding -- a first for the traditionally skateboarding-only series.
It's been a tough time for the Tony Hawk series lately. Tony Hawk: Ride, which introduced a plastic peripheral, didn't do so well. And with competition from EA's Skate series, as well as newcomer Shaun White Skateboarding emerging on the scene, it's not going to be easy for Shred to stand out from the competition.
We're expecting to hear more on Shred at E3 next week. We'll let you know what we find out
http://www.joystiq.com/2010/06/09/ru...-snowboarding/
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June 10th, 2010, 23:23 Posted By: wraggster
Hot on the heels of the digital Dreamcast games announcement are leaks for another wave of Sega Genesis games.
Australia’s Classification Board rated Decap Attack, Flicky, and Sonic 3 & Knuckles, a sign that these games will be re-released on some digital platform. Wii’s Virtual Console seems like a prime candidate since Sega wouldn’t have to update these games at all.
Decap Attack, a game where you play a mummy that throws its own head, is probably too offbeat and obscure to get a full remake.
http://www.siliconera.com/2010/06/10...esis-classics/
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June 10th, 2010, 23:51 Posted By: wraggster
The Lavalit Team have released a new version of Openbor for Consoles,Wii, PSP, Dreamcast, Dingoo, Gp2x and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Rev 2828 2010-06-09 18:50:05
Author: plombo
Log message:
No need to calculate the viewpoint matrix on every update when it always stays the same.
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June 11th, 2010, 00:37 Posted By: wraggster
libwc24 released by Yellows8
libwc24 by yellowstar6
This library allows Wii homebrew to use WiiConnect24. You need certain IOS to use libwc24 when accessing HBC data dir for creating and reading wc24dl.vff which contains the downloaded WC24 content. With IOS prior to the 3.4 update, you only need to identify as HBC, and wc24app has a option to identify as HBC. With IOS updated since the 3.4 update, you need a IOS with NAND permissions patches, since patched ES_Identify doesn't work for the second time it's called. These IOS requirements are needed because HBC reloads IOS when loading homebrew, which resets the current identification. In the tarball and libwc24 SVN directory tree is libwc24 and wc24app. The former is the actual library, and the latter is the WC24 test app. Each time libwc24 is compiled successfully, the header files and libwc24.a will be copied to $DEVKITPRO/libogc/include and $DEVKITPRO/libogc/lib libwc24 can be also be installed by running this in the libwc24 directory: make install Optionally you can install libwc24 manually by copying the headers and library to the above libogc directories.
http://wiibrew.org/wiki/Libwc24
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June 11th, 2010, 00:47 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=355&Itemid=1
<<I've just released v0.26. See the first post for a download link.
This is mainly a bugfix release, so hopefully the freezes in v0.25 that could occur in some cases should be gone now.
One thing I've added is a "quick" mode for the "Auto region fix" functionality. In this mode only the first 128kB of the game will be scanned, which seems to be enough for every game I've tested it with. But I've left in the old mode (now called "Complete") just in case some game actually requires it.
I've also added/removed/changed some codes in the cheat database. But the only new game I've added to it is Wild Guns (E).>>
http://www.neoflash.com/forum/index....ic,6138.0.html
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June 11th, 2010, 00:51 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Small update 24 hours before the start of the festivities, "South Africa World Cup 2010 SD Manager" to version 1.01, manager / agenda of the World Cup Soccer 2010 Nintendo DS graphics signed by Lobo. Calendar, which allows you to anticipate, monitor and perform all the match scores and get info on the stadiums and the teams and in 5 languages. This update mainly offers the update of the 32 team photos, unfortunately not with 23 players since I have not found any, and then with 32 players faces are unrecognizable. Good World Cup at all .
Installation:
* Unzip the archive and copy the file on your flash card South_Africa_World_Cup_2010_DS_Manager.nds.
* Copy the folder / SAWCMDS at the root of your flash card.
-------------------------------------------------- -------------
Version 1.01 (10-06-2010)
- Correction of the Spanish translation of the application loading via wifi.
- Updated pictures of the 32 teams.
Version 1.00 (28-05-2010)
- Support DLDI.
- Automatic backup.
- 5 languages (English, French, German, Spanish and Italian).
- Manual management scores.
- Hours, dates, places of 64 games.
- Automatic classification of hens.
- Automatic qualification (hens and finals).
- Update the results via a WiFi connection.
- Photos and information (city, capacity, construction, architects) of the 10 stages.
- Photos and information (Coach, founded in, number of holdings, number of title world champion, fifa ranking, color jerseys) of 32 teams.
Known Issues
- Delete the outcome of a match a team that has played a test can create a higher overflow structure. (Example: I am in the quarterfinals, it is logical at this stage does not delete or modify the results of hens)
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June 11th, 2010, 00:53 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11939&f=54
ThatOtherPerson offers version 0.1 of "UFO Racer", the first demo of his game racing vessel.
I started "working on a racing game. I'm borrowing it from year graphics for older PC game I made for over 9000 years ago but I'm programing it again from scratch and this time ITS going to Be With A 2D top-down perspective and made for Wii.
The IS steering controlled by tilting the Wiimote (just like you do for Excite Truck or Mario Kart). Anything I've never done using the accelerometer Before It Was Actually goal really easy to implement Implements and Fairly Already works well although I'll probably tweak Turning to speed later ". You hold down the 2 button to move forward.
Another thing that's new to me Somewhat Are the rotating sprites. The rotation of the ship IS the first goal is unreasonably track Actually IS rotated in real time. SDL (my primary choice of game development library) Sadly Does not Actually Have Any built in support for rotating surfaces goal Luckily There is Nothing That Cannot Be Accomplished with a few "get / put pixel Functions and a Little bit of math. It Will never be as fast as It Would Be If It Was done with GRRLIB purpose it is already running at a tolerable frame rate in the high thirties and I'm hopeful That I'll be Able to get a bit more speed out of it .
Its just a test demo and I really do not recommend you bother with downloading it yet I figured I would aim share What I've been doing.
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June 11th, 2010, 01:34 Posted By: wraggster
High Voltage Software experimented with support for the MotionPlus peripheral in The Conduit, but omitted it from the final game. Sega announced today that the sequel will allow players to augment the game's controls with the underused gyroscope peripheral.
According to the announcement, in addition to general response improvements, the MotionPlus will improve "edge tracking and transitions to pointer control" -- which sounds like it should make the experience of accidentally pointing off screen while turning somewhat less infuriating.
If you are living a MotionMinus life and still want to play Conduit 2, don't worry: it's totally optional. Conduit 2 will be out this fall.
http://www.joystiq.com/2010/06/10/co...nplus-support/
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June 11th, 2010, 22:46 Posted By: wraggster
Very few specifics are known about Nintendo's 3DS, the new handheld it will unveil next week.
We know it will boast a glasses-free 3D display, and be backwards compatible with the old DS software - but Nintendo is keeping back many details until its E3 press conference next week.
However new reports online today claim to shed light on the device, seemingly confirming prior reports that the top panel on the dual-screened handheld is a super-wide 3D display to better show off its new features.
These claims, which originally seem to stem from a sketch made by a Chinese developer (pictured), who claims to have a 3DS development kit and says the device has playback functions for MP3/AAC and other media, plus built-in 3D camera.
It's otherwise very similar to the other DS models, with a microphone, clamshell design and touch-screen (which is smaller than the 3D display)
A Kotaku translation of the claim says "the effect of the [3D] screen is amazing".
The components in the handheld are expected to be those manufactured by Sharp - and these latest details do at least match up to a circuitboard for a new DS model published by US authority the FCC which showed a design which had two different sized screens.
The 3DS was first announced back in March.
Nintendo will offer the first concrete details next week at its E3 press event on Tuesday.
http://www.mcvuk.com/news/39444/3DSs...ay-confirmedrn
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June 11th, 2010, 22:59 Posted By: wraggster
Rumours are whizzing round the internet that a 3DS version of Animal Crossing will be on show at E3 next week.
Destructoid quotes "sources" as saying Nintendo has been showing a demo of the game to developers and publishers.
Apparently it's launch title for the platform holder's new handheld, and a big reveal is planned for next week - presumably during Nintendo's E3 conference on Tuesday.
Nintendo has declined to comment on the report, so there's no way of knowing whether it's the real deal or whether naughty old Internet Rumours has been up to his old tricks again.
Still, just a few days till we find out. E3 will take place at the Los Angeles Convention Center from 15th - 17th June, and Eurogamer is packing its toothbrush and panicking about whether it has met US immigration's stringent paperwork requirements as we type.
According to our sources, Nintendo has been quietly wooing developers and publishers with a handheld 3D demo of its popular franchise, Animal Crossing. Word has it that the game will be revealed next week as a launch title for Nintendo's handheld. When contacted with a request for comment, Nintendo's response was as expected: "Nintendo does not comment on rumors or speculation."
As a launch title for the 3D, Animal Crossing seems like a fair bet. The DS title, Animal Crossing: Wild World, was a massive success; as of March 2008, Nintendo said the title had sold 9.53 million copies worldwide. The publisher even bundled the game with the Nintendo DS in 2006.
Nintendo's E3 press conference takes place on Tuesday, June 15 at 9am Pacific. We'll be there, so keep your eyes peeled for next week's live coverage of the event.
http://www.eurogamer.net/articles/3d...ing-on-the-way
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June 13th, 2010, 11:39 Posted By: wraggster
Disney is bringing JellyCar 2 to Wii and Nintendo DSi in the future, according to a rating by the ESRB.
The original JellyCar appeared on the Xbox Live Indie Games channel and iPhone.
"This is an arcade-style puzzle game in which players guide a small, malleable car around large obstacles in order to reach a goal," the ESRB description noted.
"Players can use power-ups to traverse certain areas, and must restart the level if the car falls out of bounds."
http://www.eurogamer.net/articles/je...to-wii-and-dsi
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June 13th, 2010, 11:43 Posted By: wraggster
Nintendo has re-released SNES title Final Fantasy II via the Wii Virtual Console.
The game sees you following dark knight Cecil as he embarks on a fateful journey riddled with trials, betrayals, friendship, loss and things to buy in shops.
"Originally released as Final Fantasy on SNES in North America, this game is in fact Final Fantasy IV from the main series chronology," Nintendo explains. The game costs 900 Wii Points (£6.30 in the old money).
A host of new DSiWare titles are out this week too. First up is A Topsy Turvy Life; The Turvys Strike Back from Tecmo Koei, priced at 200 Points (£1.80). You must draw lines on the touch screen to deploy fighters and make guards shoot. There's a two-players-on-one-handheld mode and all manner of giant bosses to contend with.
Coming in at the same price is Advanced Circuits, a puzzle game which involves laying down track pieces to connect squares. There are 60 game boards to tackle, 72 awards to be won and a Free Play mode for practising.
For 500 Points (£4.50) you could pick up Fieldrunners, the much-loved tower defence effort from Subatomic Studios. Tactics and strategy, land and air combatants, upgradeable towers, that sort of thing. Perhaps sir would prefer Puffins: Let's Roll!, in which you reunite missing puffin eggs with their mothers. Perhaps not. Anyway, there are 20 puzzling levels to complete, and the game is yours for 500 Points.
As is Tales in a Box: Hidden Shapes in Perspective!, a first-party title. "Via clever use of the DSi system’s inner camera, you can peer 'into' the screen, tilting your head to view a scene from different angles, creating an impression of real depth," explains Nintendo. Expect fairytale visuals and lots of quirky characters.
New for WiiWare is Mister Bumblebee Racing Champion. Four characters, four levels, four-player mode, four difficulty levels. "The game is suitable for any age thanks to adjustable game speed." 500 Wii Points (£3.50). And finally, NEVES Plus: Pantheon of Tangrams is also available via WiiWare for the same price. Move, rotate and flip stones to solve 500 puzzles. There are three multiplayer modes for up to four players.
All of the above are out today.
http://www.eurogamer.net/articles/fi...irtual-console
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June 13th, 2010, 11:51 Posted By: wraggster
While we could be content following our “kiddie d-day” as [Caleb Kraft] suggested. We know you can’t continue such an awesome Friday without trying to blow yourself up first.
This Wiimote Rubens’ tube caught our eye. A PVC Aluminum irrigation pipe is drilled with holes and propane is pumped through. A speaker on one end creates changes in pressure and a neat light show follows suit. [ScaryBunnyMan] went further though, with a collection of software and a Wii Remote he “plays god” controlling the music, and thus, the fire. Check out a fun video after the split.
http://hackaday.com/2010/06/11/wiimo...d-rubens-tube/
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June 13th, 2010, 12:18 Posted By: wraggster
Newly released today
features
3D custom characters featuring likenesses of Green Day members Billie Joe Armstrong, Mike Dirnt, and Tré Cool, as well as select venues and art specific to the band’s history
Full motion-capture utilized to create an authentic Green Day live performance in authentic venues
3-part vocal harmonies for those songs featuring multiple singers
Unlockable prizes as you proceed through the game
All Green Day DLC can be imported onto your Green Day game disk, unlocking unique venue visuals and archival materials
Compatibility: game works with Rock Band and Guitar Hero instruments
track listing
Experience 47 Green Day songs, featuring a collection of the band’s greatest hits, including American Idiot, Wake Me Up When September Ends, Boulevard of Broken Dreams, Brain Stew/Jaded, and Hitchin’ a Ride.
Green Day: Rock Band track list
The Warehouse
* Dookie (1994)
* “Burnout”
* “Having a Blast”
* “Chump”
* “Longview”
* “Welcome to Paradise”
* “Pulling Teeth”
* “Basket Case”
* “She”
* “Sassafrass Roots”
* “When I Come Around”
* “Coming Clean”
* “Emenius Sleepus”
* “In the End”
* “F.O.D.”
Milton Keynes
* American Idiot (2004)
* “American Idiot”
* “Jesus of Suburbia”
* “Holiday”
* “Boulevard of Broken Dreams”
* “Are We the Waiting”
* “St. Jimmy”
* “Give Me Novacaine”
* “She’s a Rebel”
* “Extraordinary Girl”
* “Letterbomb”
* “Wake Me Up When September Ends”
* “Homecoming”
* “Whatsername”
* Warning (2000) -
o “Minority”
o “Warning”
* Nimrod (1997) -
o “Hitchin’ a Ride”
o “Good Riddance (Time of Your Life)”
o “Nice Guys Finish Last”
* Insomniac (1995) -
o “Brain Stew”
o “Jaded”
o “Geek Stink Breath”
The Fox Theater, Oakland
* 21st Century Breakdown(2009)
* “Song of the Century”
* “21st Century Breakdown”
* “Before the Lobotomy”
* “Last Night on Earth”
* “Peacemaker”
* “Murder City”
* “¿Viva La Gloria? (Little Girl)”
* “Restless Heart Syndrome”
* “Horseshoes and Handgrenades”
* “The Static Age”
* “American Eulogy”
* “See the Light”
Downloadable Content (not included)
* “21 Guns”
* “Know Your Enemy”
* “East Jesus Nowhere”
* “Last of the American Girls”
* “¡Viva La Gloria!”
* “Christian’s Inferno”
description
Green Day: Rock Band puts players on stage as multi-platinum selling and Grammy® Award winning group Green Day, featuring the band’s most-defining albums and key moments throughout their career to date. Players perform vocals, guitar, bass and drums using award-winning Rock Band technology. 3D visuals and archival material give players a unique view into the music and vision of this pioneering band.
http://www.play-asia.com/SOap-23-83-...j-70-3trt.html
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June 13th, 2010, 12:19 Posted By: wraggster
Newly released today
features
Take advantage of the unique point-and-shoot capabilities of the Wii Remote, or enjoy the nostalgic feel of the Classic Controller (sold separately)
Use the Wii Balance Board (sold separately) in specially-marked modes. Lean left and right to move the Tetriminos left or right; lean forward or backwards to increase the drop speed; squat to rotate them!
Use the Wii Wheel (sold separately) to steer your way through the many levels of Stage Racer. Let yourself be heard - With Wii Speak (sold separately), you can chat with up to 3 other friends within the Wi-Fi Battle lobby
Enjoy Tetris with up to 3 other players in local play or up to 5 other players via Nintendo® Wi-Fi Connection
Play with your own Mii to personalize the overall gaming experience
description
You know Tetris, but do you know how to party? Tetris Party Deluxe builds on the previously released Tetris Party for WiiWare by adding new modes and features to enrich the overall game play experience. With more than 20 exciting modes, online battles, and multiplayer fun for groups of friends and family, Tetris Party Deluxe is a must-have for Tetris and puzzle fans.
http://www.play-asia.com/SOap-23-83-...j-70-3r8i.html
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June 13th, 2010, 20:41 Posted By: fredjmh
Hi,
I would like to inform you about this new project called jointSPACE.
I am personally working on it and try to find developers enthusiastic for it.
The idea of jointSPACE is to create homebrew applications for Philips TV displays.
The TV expose its API over the network using DirectFB technologies.
You can develop remote applications making use of TV API from many systems, including the Nintendo DS and the iPhone for e.g.
The remote device just needs network capabilities (a router is also enough!)
The NDS applications currently use DSLinux.
You can find the applications but also information on the project at:
http://jointspace.sourceforge.net/
http://jointspace.sourceforge.net/download.html
I would be happy if you could promote the project for me.
I am looking for people that could port the SDK on Devkitpro and so support PSP, WII,... and NDS natively.
Also ideas of new applications, other systems...
Thanks a lot!
Jean-Marc (consolius)
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June 13th, 2010, 22:38 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Rev 2829 2010-06-11 19:07:07
Author: plombo
Log message:
Without SDL, we don't need to link with libwiikeyboard anymore.
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June 13th, 2010, 23:03 Posted By: wraggster
Those of you wanting a Flash Cart for the Virtual Boy will need to be quick if your interested:
A new batch of 50 FlashBoys will be available later this summer, approximately late August. The Price will remain the same at 90 Euro, more details about the package here.
We are currently getting everything we need together, and will keep you informed on the forums. Might even have some surprises up our sleeves.
You can (and should, as demand is high!) preorder yours now by sending your name and email using this form.
http://www.planetvb.com/modules/news...hp?storyid=303
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June 13th, 2010, 23:06 Posted By: wraggster
An interesting news item from emulatemii
It’s been a while since we’ve said much about what’s going on behind the scenes in terms of general progress and development, so here we are, filling you all in on what we’ve been working on.
In terms of WiiSX progress, we’re nearing the beta 2 milestone we have had in mind for a few months now. The majority of features and bug fixes we have had planned are nearing completion. To be specific, WiiSX beta 2 will encompass a feature rich graphical user interface much like that seen in Wii64 and in the preview video posted below. Some other important features to note include newly ported CDR, Sound and input plugins, boasting features such as dual shock, configurable controllers, clear crisp audio and a good range of CD image support, including subchannel data. Most of the features have been implemented, but we are currently ironing out some show stopping bugs such as seen in certain Capcom fighter games.
On the Wii64 front, we managed to finish migrating the private SVN commits to the public googlecode repository up to Beta 1.1 Honey, so now you can see all of the individual commits and work that went into the last version. Since the last release, we’ve made some progress with bugfixes in the code, but we have larger plans ahead of us for the next beta in order to increase speed and compatibility. Once WiiSX beta 2 is out, we are looking forward to giving Wii64 some more of the TLC it deserves.
Here’s one last juicy tidbit for you all… There’s yet another emulator that the Wii64Team has been longing to see on the GC/Wii, so we’ve started working on a port in our spare time, and we’re hoping that it will arrive in all of your Homebrew Channels later this year. Kudos to anyone who can guess the platform (although we’re not promising to confirm if you’re right…)
http://emulatemii.com/wordpress/?p=308#comments
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June 13th, 2010, 23:06 Posted By: wraggster
An interesting news item from emulatemii
It’s been a while since we’ve said much about what’s going on behind the scenes in terms of general progress and development, so here we are, filling you all in on what we’ve been working on.
In terms of WiiSX progress, we’re nearing the beta 2 milestone we have had in mind for a few months now. The majority of features and bug fixes we have had planned are nearing completion. To be specific, WiiSX beta 2 will encompass a feature rich graphical user interface much like that seen in Wii64 and in the preview video posted below. Some other important features to note include newly ported CDR, Sound and input plugins, boasting features such as dual shock, configurable controllers, clear crisp audio and a good range of CD image support, including subchannel data. Most of the features have been implemented, but we are currently ironing out some show stopping bugs such as seen in certain Capcom fighter games.
On the Wii64 front, we managed to finish migrating the private SVN commits to the public googlecode repository up to Beta 1.1 Honey, so now you can see all of the individual commits and work that went into the last version. Since the last release, we’ve made some progress with bugfixes in the code, but we have larger plans ahead of us for the next beta in order to increase speed and compatibility. Once WiiSX beta 2 is out, we are looking forward to giving Wii64 some more of the TLC it deserves.
Here’s one last juicy tidbit for you all… There’s yet another emulator that the Wii64Team has been longing to see on the GC/Wii, so we’ve started working on a port in our spare time, and we’re hoping that it will arrive in all of your Homebrew Channels later this year. Kudos to anyone who can guess the platform (although we’re not promising to confirm if you’re right…)
http://emulatemii.com/wordpress/?p=308#comments
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June 13th, 2010, 23:14 Posted By: wraggster
DiiLC 1.1 released by Conanac
DiiLC is a simple application to download and insert the DLC (downloadable content) or HDLC (hacked downloadable content) into Animal Crossing City Folk savegame file (use Waninkoko's savegame extractor for extracting savegame file). This application searches the DLC and HDLC files from the distributing servers. It could download and insert four DLCs (for US, EU, JP, and KR regions) and one HDLC that are available at the time when the application is running. It will process item, design and associated chosen letter from the downloaded file (either DLC or HDLC). User could choose to directly store the letter with item or design pattern into either the chosen player pocket and design slots (including global design slot in Able Sister's shop) or ask Wendell and Pete to deliver those.
11 June 2010 (v1.1)
Fix a bug for KR region pattern name (from "blank" to real name)
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June 13th, 2010, 23:18 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Scape-v052-t20240.html
Scape is a little puzzle game / adventure created by Sheeft at the development competition organized by Nintendomax.
This is the moment a draft which consists of two levels!
The goal of the game to reach the sun the doll by cutting the son who connect.
QUOTE
v0.5.2
- Improved gameplay!
v0.5
- Early Renewal movements of Me is now heavier than before.
- Correction of accents in some levels
- Latest levels redone
Remember to keep the files in the data slot1/2/3 the game if you want to keep your backup folder, replacing the old version the new one and place them in the right place!
http://www.nintendomax.com/viewtopic.php?f=54&t=11943
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June 13th, 2010, 23:45 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...74-t20242.html
The pace of releases has slowed to WiiXplorer but here is the R174 of the file browser on the Wii made by dimok and r-win.
Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny
WiiXplorer:
- Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
- View the properties of a file or folder
- Do a search on SD / USB / SMB / DVD / WiiDisk
- Launch a file .dol / .elf
- See the videos of Wii and GameCube
- Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
- Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
- Slideshow and zoom images
- Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
- Making screenshots
- Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
- Read file. PDF
- FTP Client and FTP Server
- Text Editor
- Support with USB2 cIOS202
- Support for file system FAT and NTFS
- Address bar with road access
- Multi-language
- Support for different fonts
- AutoUpdate
QUOTE
R174
PDF Changes:
- Improved error handling PDF. No Need to go out of app now was fatal error.
- More memory is now available PDF processing.
- Changes in the libmupdf are uploaded to the branches
- Fixed bug in the ProgressBar When filesize IS bigger than 2GB
- Initial Commit of new "Minimize ProgressBar" Feature. You can minimize the process and let it run in the background. Please report new bugs if you find something.
Note 1: If You Have a copy process running and copy / paste something else you can append this to the transfer queue. It Will automaticly follow after the first transfer is finished.
Note 2: The Thread Priority in the IS configurable settings for Both modes "Normal" and "Background" mode. You can configure the copy speed with it.
Note 3: The Process IS minimized to the Taskbar. I Did not Have the Proper pictures so for now only has There Is clickable text like "Copying ..." or "Moving ..." Which Brings you back the ProgressBar. As soon as i got the pictures i will do a Proper taskbar button.
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June 13th, 2010, 23:52 Posted By: wraggster
Pate has posted this news concerning his Dos Emulator for the DS:
The next version will have at least one major improvement: No need for the LOADFIX command any more! Or at least I hope it won't be needed. I'll still leave the command available in case some game works better with it, for some reason. This would be rather strange, though.
While debugging Moonstone a couple of weeks ago I noticed that the reason it hangs after the intro was that the MAIN.EXE it tries to run after the intro suffered from the "Packed file corrupt" problem. Usually running LOADFIX before running such a game will help, however with Moonstone it did not improve the situation, MAIN.EXE still did not launch but this time complained "Not enough memory". I stopped working on it for a while, but began thinking of ways to get rid of the need for the LOADFIX feature completely (see my Jan 17th, 2010 entry for more info about the LOADFIX problem, if you are interested).
The solution suddenly occurred to me last Friday, and yesterday I spent the whole morning reorganizing the internal memory emulation in DSx86 to use my new idea. Since the problem is caused by buggy EXEPACK decoders that wrap the segment address below zero (to 0xFFF0 and such), I thought that what about if I move the emulated BIOS segment (0xF000..0xFFFF) of DSx86 before the actual RAM memory area (0x0000..0x9FFF)! That way the segment wrap would not cause any problems, as addresses like 0xFFF0:0xFF00 will then automatically point to the correct place in the DOS RAM area without any need for a special handling for such a situation! Gotta love such sudden coding ideas that both make the code simpler than before and automatically handle difficult situations. :-)
I had earlier had the BIOS 0xF000 segment as a separate data block of exactly 64KB in size, with various BIOS tables and other static data already located in the "final" locations within the block. The DOS RAM in turn is a bss block of 640KB. So, implementing this new idea meant that I had to copy all the BIOS static data into the bss memory block after DSx86.nds has been loaded, and it also means that the memory footprint of DSx86 will increase somewhat (as the static data is in memory twice, once in the data area and once in the bss area). However, as I don't have the extra blank space in the 64KB data block taking space from the DSx86.nds file itself, the file size got smaller. This change also will improve the DSx86 internal reboot, as the BIOS area will be recreated during a soft reboot, so it won't get corrupted as easily.
This was a rather extensive and a little bit scary change, so there is a chance that some games that need something specific from the BIOS (that I had forgotten to copy to the new BIOS area) might not work in the upcoming version. I hope I remembered to copy everything (and did not make any typos!), though.
EGA smooth scrolling fixed
The EGA horizontal smooth scrolling issue will also be fixed in the upcoming version. Late last Sunday I already thought I got it fixed, after I changed my code so that the EGA starting address values that the game sets up will only get used after one full frame has passed. With that change both Supaplex and Heimdall scrolled very smoothly. However, on Monday I then tested Commander Keen 4, which had always scrolled smoothly (even though it does not sync to the vertical retrace signal), but it scrolled now so badly it was actually nauseating! So, back to the drawing board..
The actual problem is caused by the fact that on the real EGA/VGA card, the screen start position (which scrolls by 8 pixels at a time) can be setup whenever the display is active, and it will take effect after the next vertical retrace time. The pixelwise smooth scrolling register however takes effect immediately, so it needs to be set during the vertical retrace period. Both Supaplex and Heimdall used a system where they first wait for a vertical retrace period, then wait for the screen active period to start, then set the coarse start position, then wait for the screen retrace period to start, and then set the pixelwise scrolling register.
However, in DSx86 I need to use the current values of both of those registers when I start blitting the screen, and this happens during the vertical blank time of the NDS display. It finally occurred to me, that from the PC game's point of view, the vertical blank period when I blit the screen is actually the active display time! So, perhaps if I simply swap the VBlank bit of the NDS display status register when reporting the current status to the PC game... And voil*, that fixed the scrolling in all the games! Ha, yet another simple and clean fix, I just needed to do some thinking to figure it out. :-)
Game-specific fixes
Here is a short list of games that should run in the next version, and a description of the fixes I have made to DSx86 to make them run properly.
Moonstone will start the actual game, thanks to the LOADFIX removal.
Wizardry games had a problem opening the *.dsk files. At least in Wizardry 1 this was caused by the game attempting to open file "WIZ1 .DSK", and my DOS file routines did not trim the blanks away from the file name as they should have. I fixed the file name routines, so Wizardry will load the file properly.
Uninvited needed the DOS FindFirst function to clear the AX register. This is an undocumented behaviour, even the Ralf Brown's Interrupt List has no mention of this. I found this behaviour from the DOSBox sources, though.
B.A.T. used a wrong palette. This was caused by the game first setting the VGA 256-color DAC registers, and then the EGA 16-color registers. I did not check the current video mode when setting the EGA palette registers, so they overwrote the 256-color palette with a 16-color palette. Now I ignore the EGA palette registers in 256-color mode, though this might not be a final solution.
Alone in the Dark had various problems. I have two versions of that game, one started but had a severely broken palette, and the other did not even start but crashed with a jump to address 0000:0000.
The palette problem turned out not to have anything to do with the palette routines. Instead it was a problem similar to the LOADFIX problem, it moved data (including the palette data) around in the EMS memory segment (at 0xE000) using an address like 0xDFFF:0x0010. Since the memory access method in DSx86 is based on the segment address, that address did not point to the EMS memory, and thus the palette had invalid values. The fix for this was similar to the new LOADFIX fix, I made the 0xDC00 segment (which does not contain any useful data) point to the memory immediately before the EMS memory, so this memory access will point to the EMS memory as required. After this fix the game began to look correct.
The next problem with the working version was that it crashed at exit. This was caused by DSx86 not saving DS and ES registers of the calling program when it executes another program. I fixed that, and now the game returns to DOS properly. Strange that this bug has not caused more problems.
After those fixes I debugged the other version of the game that crashed at the start. I found out when debugging that it crashes when it tries to return from a Terminate-and-Stay-Resident function. Immediately before this call the program had resized it's memory to 0 (a rather unsafe thing to do, practically freeing the memory block where the program itself is executing). When a memory block size is decreased, the DOS memory allocation functions split the memory block in two, and this causes a new memory block to be generated over the beginning of this program's Program Segment Prefix (which contains the return address of the calling program, among other things). I noticed that when my memory allocation routine clears the name field of the new memory block, it overwrites this return address with zeros. DOSBox does not clear the name of the new memory block in this situation, so I commented out that line of code, and that made this version of Alone in the Dark start properly.
I also fixed the "Unsupported Port I/O" problem in the setup program, so I could setup the game to use SB audio. Currently there is still a problem with the SB audio handling, it looks like the game wants to use DMA channel 0, even though the BLASTER variable says that SB uses DMA channel 1. This is what I am currently debugging.
Miscellaneous
I have also fixed various other issues mentioned in the debug logs I have received. Currently for example History Line 1914-1918 progresses further than before. I have also tested various other games but haven't yet figured out the problems in them. I should also soon look into the save game problem that affects several games, including Supaplex. The problem might have something to do with my using the Unix-style file function wrappers over the libFAT functions, which are not fully compatible with the way DOS file access is supposed to work. I guess I should at some point start accessing the libFAT functions directly (or just include a custom version of libFAT), but I really would rather not have to do that.
By the way, I yesterday downloaded the new version 1.0.3.6 of iDeaS, and have been using it to debug DSx86. The new version has fixed the problems I had with it in the previous version, so now I can use it fully to debug these badly behaving games. For example the problems in Alone in the Dark were reasonably easy to find using iDeaS. It is rather slow, but the cool feature of it is that it has DLDI support, so I can run and debug any game on my PC's hard disk with DSx86 running in iDeaS!
Big thanks again to all of you who have been sending me the debug logs, and updating the Compatibility Wiki with new information! It is very fun and encouraging to notice how DSx86 has created a community of people who test games and work on the wiki pages. I really did not anticipate anything like this when I started working on DSx86!
http://dsx86.patrickaalto.com/DSblog.html
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June 14th, 2010, 18:45 Posted By: wraggster
Rooms: The Main Building has topped the ELSPA GfK Chart-Track DS Top 40 for the second consecutive week, ahead of Pokémon HeartGold and SoulSilver. The DS puzzler has proved to be a surprise hit for Nintendo, also reaching No.4 in the All Formats charts – up from 12th place last week.
This gives the publisher eight games in the Top Ten along with GSP/Avanquest’s Jewel Quest Mysteries (5th) and Ubisoft’s Peppa Pig (8th).
Rooms is also one of the most successful new portable IP from Nintendo since Professor Layton.
The game – released on June 4th – challenges players to move objects around in each room before they can progress. The casual puzzler, developed by Hudson Entertainment, was also released on Wii in the US. A European release has not yet been confirmed.
Meanwhile, Red Dead Redemption retained its Number One position in the All Formats Top 40, despite the release of long-awaited Wii sequel Super Mario Galaxy 2 last Friday.
Here’s the ELSPA GfK Chart-Track DS Top Ten (for the week ending June 11th):
1. Rooms: The Main Building (Nintendo)
2. New Super Mario Bros (Nintendo)
3. Pokémon SoulSilver (Nintendo)
4. Pokémon HeartGold (Nintendo)
5. Jewel Quest Mysteries: The Emerald Tear (GSP/Avanquest)
6. Mario Kart DS (Nintendo)
7. Professor Layton and Pandora’s Box (Nintendo)
8. Peppa Pig: Fun and Games (Ubisoft)
9. Mario and Luigi: Bowser’s Inside Story (Nintendo)
10. Dr Kawashima’s Brain Training (Nintendo)
http://www.casualgaming.biz/news/302...-the-DS-charts
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June 14th, 2010, 18:47 Posted By: wraggster
Zoe Mode has been revealed a the developer of the next installment in the Disney karaoke series Sing It.
Heading to the Wii and PS3, Disney Sing It: Party Hits brings together the typical selection of sacharin pop hits, and is presumably bolstered by Zoe Mode's impressive audio facility in London's Sout Bank area.
"The Disney Sing It franchise built its immense following by consistently providing the songs teens and tweens want to sing, and Disney Sing It: Party Hits continues that trend," said Craig Relyea, senior vice president of global marketing at Disney Interactive Studios.
"With the addition of Demi Lovato as an in-game vocal coach, fans will also get the real-world benefit of improving their skills by learning proper vocal training from a pro."
http://www.develop-online.net/news/3...Sing-It-sequel
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June 14th, 2010, 21:51 Posted By: wraggster
THQ has announced that de Blob 2: The Underground will be the first entry in the franchise to be available in high-definition and 3D.
The sequel will be available for Xbox 360, PS3, Wii and DS in spring 2011. The original 2008 title was a Wii exclusive, making The Underground the series’ first multiformat entry.
“We are thrilled to expand the world of de Blob into high definition and 3D gaming with and entertaining and immersive experience that brings back the adventures of the fun-loving, free-spirited hero,” said THQ’s executive VP for core games Danny Bilson.
“In addition to the release of de Blob 2: The Underground, THQ will extent the reach of its most colourful owned intellectual property with an upcoming Syfy partnership and de Blob-branded consumer products.”
de Blob 2: The Underground once again tasks players with bringing colour to the world in a range of 3D – and now 2D – worlds.
http://www.casualgaming.biz/news/302...igh-definition
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June 14th, 2010, 22:50 Posted By: wraggster
The first news from EA's E3 presentation is out -- without anyone having to say a thing. The console version of The Sims 3 will launch on Xbox 360, Wii, PS3, and DS on October 26, according to ... this banner!
We'd like to imagine that our Sims are learning the news of several new vacation spots in their own virtual, all-Simlish E3.
http://www.joystiq.com/2010/06/14/si...es-october-26/
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June 14th, 2010, 22:57 Posted By: wraggster
Tomorrow night, Namco Bandai will unveil the future of Pac-Man, which may contain something called Pac-Man Generation. The publisher registered a trademark for Pac-Man Generation and Pac-Man Party in Europe.
Newegg outed Pac-Man 30th Anniversary Party. According to the online retailer, it’s a Wii game slated for November. There’s also that Pac-Man Chain trademark we found. Perhaps, Namco Bandai’s Pac-Man news is a triplet of Pac-products.
http://www.siliconera.com/2010/06/14...g-into-stores/
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June 15th, 2010, 01:18 Posted By: wraggster
News via http://www.aep-emu.de/
An update of the NES emulator nemulator has been released.
Quote:
2.1.5
Performance improvements
Some code cleanup and minor bug fixes
2.1.4
The big news for this release is that nemulator can properly emulate The Young Indiana Jones Chronicles
MMC1 fixes - Robocop 3 is working now
MMC3 fixes - Gauntlet II, Mickey´s Safari in Letterland, Kickle Cubicle, and probably others are working properly now
Joypad fixes - simultaneous left+right and up+down are no longer permitted
Added mapper 69 (FME-7) support (Hebereke, Batman - Return of the Joker, etc.)
Added mapper 66 (GxROM) support (Dragon Power, Thunder & Lightning, etc.)
http://www.nemulator.com/
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June 15th, 2010, 01:59 Posted By: wraggster
I noticed this release over at the google page yesterday but alas no info on whats new or anything, heres the details for those who dont know what the emulator is
Hu-Go! GC is a PC Engine / TurboGrafx-16 emulator, now ported to the Nintendo Gamecube/ Wii. Using this emulator you'll be able to enjoy the first 16-bit gaming experience all over again!
--Features ---------------------------------------------------------------
Completely Re-Written Sound Engine
16-bit Stereo 32Khz Sound
Load ROMS up to 2.5Mb
Battery RAM (WRAM) support (save & load)
DVD ROM Loading (GC version only, up to 4.7GB support for Wii users)
SDCARD ROM Loading (with subdirectory support)
Zipped Roms Support (Single ROM per archive)
ISO/BIN support (no sound)
Save & Load WRAM files to/from Memory Card & SDCARD
Horizontal Resolutions up to 320
Wiimote/Nunchuk/Classic controller support (Wii only)
SMB Support (Wii only)
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June 15th, 2010, 01:59 Posted By: wraggster
I noticed this release over at the google page yesterday but alas no info on whats new or anything, heres the details for those who dont know what the emulator is
Hu-Go! GC is a PC Engine / TurboGrafx-16 emulator, now ported to the Nintendo Gamecube/ Wii. Using this emulator you'll be able to enjoy the first 16-bit gaming experience all over again!
--Features ---------------------------------------------------------------
Completely Re-Written Sound Engine
16-bit Stereo 32Khz Sound
Load ROMS up to 2.5Mb
Battery RAM (WRAM) support (save & load)
DVD ROM Loading (GC version only, up to 4.7GB support for Wii users)
SDCARD ROM Loading (with subdirectory support)
Zipped Roms Support (Single ROM per archive)
ISO/BIN support (no sound)
Save & Load WRAM files to/from Memory Card & SDCARD
Horizontal Resolutions up to 320
Wiimote/Nunchuk/Classic controller support (Wii only)
SMB Support (Wii only)
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June 15th, 2010, 18:34 Posted By: wraggster
As you may have noticed when we posted a whopping hands-on preview of it last night, Ubisoft has officially unveiled Driver: San Francisco and said it will be out for PC, PS3 and Xbox 360 in Q4 of this year.
In a press release issued after the French publisher's E3 conference overnight, we were also told that a Wii version is being developed separately and will be unveiled in the "near future".
Developed by Ubisoft Reflections, Driver: San Francisco puts you back in the shoes of Detective John Tanner on a manhunt for a crime lord, and features loads of realistic city streets and licensed vehicles.
However, it also kicks things into a new direction with its "Shift" mechanic. The idea is that Tanner is actually in a coma and thanks to this he can leap between and take control of cars on the roads of San Francisco - so in theory, if you're falling behind a perp, you could launch yourself into a car further up the road to regain ground.
Ubisoft also revealed that the game will be launched with a special Collector's Edition for pre-orders. People who buy that will get a replica of the "hero car of the game" (a 1970 Dodge Challenger Hmi R/T Six Pack, measuring 18x9x9cm), a map of San Fran showing in-game locations, two exclusive in-game vehicles, and a "Mass Chase" challenge, where "a wrongfully accused driver attempts to escape the whole police force of San Francisco".
http://www.eurogamer.net/articles/dr...-out-this-year
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June 15th, 2010, 18:38 Posted By: wraggster
Nintendo has announced The Legend Of Zelda: Skyward Sword, the latest entry in the popular RPG series.
Shown for the first time at Nintendo’s E3 press conference, the game returns to the cel-shaded look first seen in The Legend Of Zelda: The Wind Waker.
The game is due out for Wii next year.
It requires the MotionPlus add-on, with players wielding the Remote and Nunchuk like a shield and sword.
“I think this game will be remembered as a key turning point in Nintendo’s history,” said Nintendo's Shigeru Miyamoto.
“I think that history is of refining this interface [gesture to shield and sword] into something that is not too complicated.”
Miyamoto also claimed the development team consulted with the minds behind Wii Sports Resort for certain control mechanics. For example, the slingshot can be used as the bow and arrow were in last year's sports compilation.
http://www.mcvuk.com/news/39557/NINT...word-announced
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June 15th, 2010, 21:31 Posted By: wraggster
Speaking at the Nintendo press conference currently taking place at E3, the firm's president and CEO Satoru Iwata has claimed that the new 3DS handheld's capabilities will enthuse developers across the games making community.
The device, which Nintendo America president and CCO Reggie Fils-Aime introduced significantly promoting the fact that it does not require glasses, features significantly bolstered graphics and a slider that allows the user to dictate the strength of the 3D effect.
"I can’t wait for you to try this," enthused Iwata. "As you can see, it has two screens and the upper screen has 3.5 inch widescreen display and shows full 3d without the need for special glasses.
"As you know Nintendo produced the first 3d video game 15 years ago and since then 3d has been a contant consideration in our plans. What we searched for awas a way to make 3d games a reality in a mainstream product."
After explaining that the DS successor boasts an improved graphical capability to the DS, Iwata added: "This will cause a lot of enthusiasm in the development community."
The device also features a motion sensor and gyro sensor, touch screen, 3D stills camera, and support for viewing 3D movies.
http://www.develop-online.net/news/3...use-developers
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June 15th, 2010, 21:32 Posted By: wraggster
Nintendo has revealed Kid Icarus: Uprising, the first game developed specifically for the 3DS.
The game was developed by Project Sora, a new studio formed in 2009 by Smash Bros director Masahiro Sakurai.
Nintendo president Saturo Iwata said: “Project Sora was actually established for one reason: to create a game that was built specifically for 3DS. And what better way to do this than by featuring a familiar character.”
Uprising sees the return of Kid Icarus, star of the popular NES platformer who was most recently seen as a guest star in Super Smash Bros Brawl.
The game puts players in the role of the lone angel as he battles demons and soars through the sky, using the enhanced graphics and 3D capabilities of the new handheld.
http://www.mcvuk.com/news/39567/NINT...ising-unveiled
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June 15th, 2010, 21:33 Posted By: wraggster
Nintendo's detailed the games headed to Nintendo 3DS, including a brand new Metal Gear Solid game.
3DS games include a new version of Nintendogs (with Cats!), a 3D version of Guitar Hero, Assassin's Creed, Saint's Row, Ridge Racer and a brand new Resident Evil from Capcom, the platform holder said during its E3 conference.
3DS games are also coming from EA, Sega, Ubisoft, THQ, Take-Two, Harmonix and Warner Bros, the company said.
Hideo Kojima said during a developer roll video: "I'm experimenting with how Metal Gear Solid will look on a 3D handheld," so it sounds like early days for that at least.
http://www.computerandvideogames.com...VG-General-RSS
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June 15th, 2010, 21:34 Posted By: wraggster
We've been reading about it for what seems like ages, looking over images of the FCC prototype with a magnifying glass, and now Nintendo is showing it off at its E3 press conference. The company that Mario built is trumping up how superior its glasses-free technology is better than others, "a solution that lets you take 3D gaming along with you wherever you go" according to Reggie. The upper screen is surprisingly only 3.5-inches, not the wider that we'd expected. There is a slider on the side that lets you tweak the 3D effect, seemingly enabling you to adjust its depth based on your distance from the screen -- or turn it off entirely. As with the current DS, the bottom is a touchscreen, and is not 3D.
That's what looks to be an analog stick on the side there, as well, that Nintendo is calling a "Slide Pad." There is a gyro, motion sensor, it's compatible with DSi games, and has two cameras enabling 3D photos. Nintendo is also talking up partnerships including Disney, games that are said to be playable today, at the show, with one of the highlights being a new Kid Icarus game which looks quite action-packed to say the least -- and has better graphics than most of the Wii titles Nintendo has shown thus far. Nintendo has mentioned the 3DS will have the "biggest launch support ever" from third party devs, and a 3D Nintendogs should be a huge seller -- if only because it has cats too. Other games include Madden, Ninja Gaiden, Resident Evil, a Batman title, Splinter Cell, and, finally, a Metal Gear Solid entry.
Nintendo is also talking about how the system will seek out WiFi hotspots or other 3DS systems "without you knowing," which sounds a bit ominous, to be honest. Systems can communicate regardless of which games are being played. It can even pull in new DLC directly from other consoles, all without a monthly fee.
Still no release date or price, but Nintendo is showing off two colors, red and blue, and they're said to be playable on the show floor. You can be sure we'll be running there right now.
http://www.engadget.com/2010/06/15/n...ming-horizons/
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June 15th, 2010, 21:35 Posted By: wraggster
Aesthetically still a concept design, the 3DS unveiled at Nintendo's E3 press conference has been detailed in full in a new document published by the company.
Earlier today the firm's president and CEO Satoru Iwata said of the 3DS: "This will cause a lot of enthusiasm in the development community."
Top Screen
• 3.53-inch widescreen LCD display, enabling 3D view without the need for special glasses
• 800x240 pixel resolution (400 pixels are allocated for each eye to enable 3D viewing)
Touch Screen
• 3.02-inch LCD with 320x240 pixel resolution with a touch screen
Cameras
• One inner camera and two outer cameras with 640x480 (0.3 Mega) pixel resolution
Pre-Installed Software
• TBA
Nintendo 3DS Game Card
• 2 GB maximum at launch
Wireless Communication
• Can communicate in the 2.4 GHz band
• Multiple Nintendo 3DS systems can connect via a local wireless connection to let users communicate or enjoy competitive game play. Systems also can connect to LAN access points to access the Internet and allow people to enjoy games with others
• Will support IEEE 802.11 with enhanced security (WPA/WPA2)
• Nintendo 3DS hardware is designed so that even when not in use, it can automatically exchange data with other Nintendo 3DS systems or receive data via the Internet while in sleep mode
Game Controls
• Touch screen, embedded microphone, A/B/X/Y face buttons, + Control Pad, L/R buttons, Start and Select buttons, 'Slide Pad' that allows 360-degree analog input, one inner camera, two outer cameras, motion sensor and a gyro sensor
Other Input Controls
• 3D Depth Slider to adjust level of 3D effect (can be scaled back or turned off completely depending on the preference of the user), Home button to call system function, Wireless switch to turn off wireless communications (even during game play), Power button. • The telescoping stylus is approximately 4 inches when fully extended.
Size
• Approximately 5.3 inches wide, 2.9 inches long, 0.8 inches tall
Weight
• Approximately 8 ounces.
http://www.develop-online.net/news/3...specs-detailed
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June 15th, 2010, 21:36 Posted By: wraggster
Nintendo has announced a wide range of titles for its upcoming 3DS handheld console – the true successor to the DS.
The 72-strong line-up has been confirmed following Nintendo’s E3 press conference where it revealed the 3DS for the first time, along with Zelda: Skyward Sword for Wii and more.
Third party 3DS titles include Super Street Fighter IV, FIFA, Ridge Racer, Resident Evil and Metal Gear Solid. Nintendo’s first party games include Mario Kart, Star Fox 64, Nintendogs, PilotWings Resort and Animal Crossing.
The handheld console is scheduled for release in spring 2011.
Here is the full list of confirmed games for the Nintendo 3DS:
Game title (publisher)
DJ Hero 3D (Activision)
Cubic Ninja (AQ)
Etrian Odyssey (Atlus)
Shin Megami Tensei (Atlus)
Shin Megami Tensei: Persona (Atlus)
Shin Megami Tensei: Devil Survivor (Atlus)
Resident Evil Revelations (Capcom)
Super Street Fighter IV 3D Edition
FIFA Soccer (Electronic Arts)
Madden NFL (EA)
The Sims 3 (EA)
Asphalt GT (Gameloft)
Untitled Harmonix Music game (MTV)
Bomberman franchise (Hudsonsoft)
Deca Sports franchise (Hudsonsoft)
Kororinpa franchise (Hudsonsoft)
Untitled baseball game (Konami)
Contra franchise (Konami)
Frogger franchise (Konami)
Hideo Kojima’s Metal Gear Solid Snake Eater 3D “The Naked Sample”
Pro Evolution Soccer / Winning Eleven
Professor Layton and the Mask of Miracle (name not final) (Level-5)
BloodRayne: The Shroud (Majesco)
A Boy and His Blob (Majesco)
Face Racers: Photo Finish (Majesco)
Lion’s Pride: Adventures on the Serengeti (Majesco)
Martha Stewart (Majesco)
WonderWorld Amusement Park (Majesco)
Bokujyoumonogatari 3D (Marvelous)
Dragon Ball franchise (Namco Bandai)
Gundam franchise (Namco Bandai)
Pac-Man (Namco Bandai)
Galaga (Namco Bandai)
Ridge Racer (Namco Bandai)
Super Robot franchise (Namco Bandai)
Animal Crossing (Nintendo)
Kid Icarus: Uprising (Nintendo)
Mario Kart (Nintendo)
nintendogs + cats (Nintendo)
Paper Mario (Nintendo)
PilotWings Resort (Nintendo)
Star Fox 64 3D (Nintendo)
Steel Diver (Nintendo)
Crash-City GP (Rocket)
VS-robo (Rocket)
Untitled Sonic game (Sega)
Untitled Super Monkey Ball (Sega)
CODENAME: Chocobo Racing 3D (Square Enix)
DRAGON QUEST franchise (Square Enix)
FINAL FANTASY franchise (Square Enix)
KINGDOM HEARTS franchise (Square Enix)
Carnival Games (Take-Two)
Dead or Alive 3D (Tecmo Koei)
Dynasty Warriors (Tecmo Koei)
Ninja Gaiden (Tecmo Koei)
Samurai Warriors 3D (Tecmo Koei)
Lovely Lisa 3D (Tomy)
Naruto Shippiuden Action (Tomy)
de Blob 2 (THQ)
Kung Fu Panda Kaboom of Doom (THQ)
Marvel Super Hero Squad Infinity Gauntlet (THQ)
The Penguins of Madagascar (THQ)
Puss N Boots (THQ)
Saints Row: Drive-By (THQ)
Assassin’s Creed Lost Legacy (Ubisoft)
Battle of Giants: Dinosaur Strike (Ubisoft)
Driver Renegade (Ubisoft)
Hollywood 61 (name not final) (Ubisoft)
Tom Clancy’s Ghost Recon (Ubisoft)
Tom Clancy’s Splinter Cell Chaos Theory (Ubisoft)
Untitled Batman franchise game (Warner Bros)
Untitled LEGO franchise game (Warner Bros)
http://www.mcvuk.com/news/39577/E3-2...heading-to-3DS
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June 15th, 2010, 21:37 Posted By: wraggster
See, sometimes we do get it right – Nintendo has for the first time shown footage of a brand new Donkey Kong title at its E3 presentation in LA.
Donkey Kong Country Returns is being developed by Retro Studios, the developer that made its names with three highly successful new entries in the Metroid series.
It’s the first game in the DKC series since Rare’s successful SNES trilogy and is a natural fit both for Wii’s casual audience and Nitnendo’s devoted fanbase.
It’s due out some time this Q4.
http://www.develop-online.net/news/3...ew-Donkey-Kong
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June 15th, 2010, 21:57 Posted By: wraggster
Nintendo has hit back at industry observers who claim that the Wii is a fading platform, citing an NPD study that indicates that the motion-based console is the most played platform in the US.
Reggie Fils-Aime, hosting the firm's E3 Expo press conference, also claimed that a separate recent study showed that more people were intending to purchase a Wii than any other console.
He also cited last December's sales results, when the Wii broke US records for the number of consoles sold in a single month, while the platform has also sold the highest number of software units since its launch 43 months ago than any other platform in a similar timeframe.
Fils-Aime attributed so-called 'bridge titles' that keep people playing between the blockbuster hits, announcing the launch of Just Dance 2, and a follow-up to Nintendo 64 smash hit Goldeneye, which will be released in November.
http://www.gamesindustry.biz/article...played-console
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June 15th, 2010, 22:03 Posted By: wraggster
Nintendo has announced a new Mario sports game for release in 2011 on Wii.
Mario Sports Mix was shown off at Nintendo's E3 press conference and saw Mario and his usual friends (Donkey Kong, Yoshi, Peach, Luigi, etc) playing various sports in shiny arenas.
Sports included beach volleyball and ice hockey.
Look out for more details once the conference is over.
http://www.eurogamer.net/articles/ni...rio-sports-mix
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June 15th, 2010, 22:13 Posted By: wraggster
Nintendo has announced that its new Wii party game compilation, announced in Japan recently, is due out "this holiday".
It's called, as you may remember, Wii Party, and it features gorgeous people in lifestyle lounges-- wait, sorry, that was just the press conference demo.
It really features 13 party games and over 70 mini-games, and looked a lot like Mario Party titles with a board game island to navigate around during its E3 demo.
Nintendo of America boss Reggie FIls-Aime described it as another "bridge title", similar to Mario Kart (22 million sales) and New Super Mario Bros. (14m), designed to appeal to a wider audience.
http://www.eurogamer.net/articles/wi...this-christmas
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June 15th, 2010, 22:16 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
ThatOtherPerson offers version 0.2 of "UFO Racer, racing game ship for the Wii.
When I Said That There Was That Could Be Accomplished nothing with a few "get / put pixel functions and a little bit of math I Should Have Said with a VERY little bit of math. Some Things I Improved, cut down on the number of and calculations got the game running far smoother. I Took out the frame counter That Was visible in the first version intended for anyone curious at all times ITS 50 and over DEPENDING ON WHERE you are on the track Often hitting the 60 frames per second throttle point.
The track IS far larger now am and is generated at start up using a series of placement of the tiles are loaded from Another Which file (similar to how in the WHERE Swingball Levels). In Other Words Will Be super quick it and easy for me to make tracks as Many as I want. Also it opens up for the Future The Possibility Of An addition in game level editor (I love games with level editors).
Also I'm now scaling up the size of the track Which didn't prononcer Wide Enough to me before. I did not Need to Increase the resolution of the tiles Though (Which are just Basically ripped from the tracks in That first version). Its Just Instead scaled up in realtime (Because of how ITS rotating the track There isn't really a cost to performance falling to scale it at the time Sami) Which Does not Really prononcer Pleasantly Enough to make it look pixelated at all. With a 640 × 480 image Stretched out onto a TV you really Need to try hard to get it to look pixelated INSTEAD of blurry lol.
I added more frames for rotation of the ship so the animation isn't so choppy it for Turning and When I Lowered the transparency of the glass so you can sorta see the alien in it.
The camera IS Positioned Further Ahead of you now so You Have a Better chance of Seeing whats ahead of you Into Before crashing it.
There Are Other tweaks aim and Improvement nothing else that's particularly bad at having to Be Noticeable.
At this point you just drive around Still the track on your own.
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June 15th, 2010, 22:17 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
ThatOtherPerson Version 0.1 offers the Wii for the adaptation of his own zombie game for PC "They Do Not Die.
So I started "Remaking They Do Not Die (my top down zombie game) for Wii. Its like the PC game but different and Even More incomplete.
The frame rate is pretty great and the PC version unlikable Which I'm throttling at 30 frames per second (Which Does not Even my PC Always reach) this version of the game runs near (and at times if I Was not Above throttling it) 60 frames event one Wii. it dips a bit When Your goal shooting There Is tones of room for improvement and optimization.
Use the nunchuk analog stick to move, and the wiimote to aim to the B button to shoot. You can kill zombies at this point goal There is No Way To Win Or Be injured.
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June 15th, 2010, 22:21 Posted By: wraggster
Nintendo has unveiled a new Kirby game for Wii called Kirby's Epic Yarn, and it's out this autumn.
The beautiful-looking 2D side-scroller debuted at the Nintendo E3 conference with pretty woollen, patchwork visuals and merry Disney-esque music.
Kirby was seen using wool to whip things and, as ever, he could change into other forms like a parachute, a car, a surfboard and a UFO.
Look out for more on that after the conference finishes.
http://www.eurogamer.net/articles/ki...rn-this-autumn
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June 16th, 2010, 00:21 Posted By: wraggster
This is a port of SMS Plus, an open-source & portable Sega Master System / Game Gear emulator originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Please note that the original code has been slightly modifed to improve game compatibility, emulation accuracy as well as adding support for extra peripherals. SMS Plus now also supports SG-1000 and Colecovision games !
15/06/2009:
[Wii]
- added SMB Support
- added XML Settings
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June 16th, 2010, 00:21 Posted By: wraggster
This is a port of SMS Plus, an open-source & portable Sega Master System / Game Gear emulator originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Please note that the original code has been slightly modifed to improve game compatibility, emulation accuracy as well as adding support for extra peripherals. SMS Plus now also supports SG-1000 and Colecovision games !
15/06/2009:
[Wii]
- added SMB Support
- added XML Settings
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June 16th, 2010, 00:24 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...75-t20268.html
The pace of releases has slowed to WiiXplorer but here is the R175 of the file browser on the Wii made by dimok and r-win.
Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny
WiiXplorer:
- Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
- View the properties of a file or folder
- Do a search on SD / USB / SMB / DVD / WiiDisk
- Launch a file .dol / .elf
- See the videos of Wii and GameCube
- Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
- Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
- Slideshow and zoom images
- Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
- Making screenshots
- Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
- Read file. PDF
- FTP Client and FTP Server
- Text Editor
- Support with USB2 cIOS202
- Support for file system FAT and NTFS
- Location Bar with road access
- Multi-language
- Supports different font
- AutoUpdate
QUOTE
R175
- Added a funtion Which Generates blend multicolor image using GX year and n Does not Need Much memory. This saves memory comprehensive list overall ~ 1.5MB Since a background image or image is no longer progressbar needed.
- Background image is now a multicolor image blending (as generated by Before now aim GX and not a png). It Is Made out of 4 colors (corners) Which blend in over Each Other. You can configure the settings in the Colors and change the background image With That.
- Changes to Progressbar:
* Made it to a Class / Instance
ProgressBar * Made a multicolor image like the background. The colors can Be configured in the Settings for full and empty progressbar.
* Made up a lot Progressbar go smoother now (drawing EACH INSTEAD of Each pixel 4 pixel).
* The progress Is Now Calculated speed more accurate.
* Next upcoming Will Be a Total progressbar progress below the current one
- Added support rumble. Can Be disabled in the Settings.
- Added filter for System Files (beginning with "$" or "." And "thumb.db"). Can Be disabled in the Settings.
- Added Reload to original Scarface Entrace IOS (from HBC) Before booting a homebrew
- Changed MusicPlayer "next music playback" code. It no longer uses it's Own thread. Saves one thread.
- Added Proper resolution 16:9 / display now (looks weird at first). Please report wrong aligned elements if i missed some.
- Some cleanups and fixups
- Updated language files
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June 16th, 2010, 19:05 Posted By: wraggster
Speaking at the Nintendo press conference currently taking place at E3, the firm's president and CEO Satoru Iwata has claimed that the new 3DS handheld's capabilities will enthuse developers across the games making community.
The device, which Nintendo America president and CCO Reggie Fils-Aime introduced significantly promoting the fact that it does not require glasses, features significantly bolstered graphics and a slider that allows the user to dictate the strength of the 3D effect.
"I can’t wait for you to try this," enthused Iwata. "As you can see, it has two screens and the upper screen has 3.5 inch widescreen display and shows full 3d without the need for special glasses.
"As you know Nintendo produced the first 3d video game 15 years ago and since then 3d has been a contant consideration in our plans. What we searched for awas a way to make 3d games a reality in a mainstream product."
After explaining that the DS successor boasts an improved graphical capability to the DS, Iwata added: "This will cause a lot of enthusiasm in the development community."
The device also features a motion sensor and gyro sensor, touch screen, 3D stills camera, and support for viewing 3D movies.
http://www.casualgaming.biz/news/302...e-games-makers
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June 16th, 2010, 19:06 Posted By: wraggster
The Nintendo 3DS could yet launch some time in 2010, though an early 2011 arrival is now looking more likely, according to sources talking to Eurogamer.
Prior to E3 reports had claimed that the machine could arrive far earlier than expected – maybe even by October, CVG confidently asserted. However, the lack of any launch information as last night’s official E3 reveal seemed to scupper those hopes.
Now a ‘senior source close to Nintendo’ has stated: “3DS will be available worldwide by early next year at the latest, with a 2010 launch in at least one territory likely.”
There’s obviously no word yet on price, either, though expect to pay a healthy premium over the current top-of-the-range DSi XL, which costs around £150 in the UK.
http://www.pcr-online.biz/news/33741...-for-this-year
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June 16th, 2010, 19:15 Posted By: wraggster
Eurocom, the developer behind the remake of N64 classic GoldenEye, has said that it feels tremendous pressure to deliver a game that lives up to the iconic original from Rare.
The Wii exclusive was officially revealed today as part of Nintendo's E3 conference, and will be a reimaging of the game based on the movie from 1997.
Asked whether the development team feels pressure to create a game that lives up to the brand's heritage, Dawn Pinkney, producer on the project, said "Totally. We can't let the gaming public down.
"You only get one shot to remake GoldenEye. Everybody would kill to be on our position so we take it very seriously," she added.
The title is mixing the old with the new - Daniel Craig is lending his voice and likeness to Bond rather than Pierce Brosnan - and some of the maps credited with proving that first-person shooters could work on a home console, will also be remade.
"It's a modern day Bond and that updates the game, it's got that grittiness to it," said Pinkney. "We've got Statue Park, we've got the tank chase. But we've also updated the game as well. So the Antenna Cradle was originally in Cuba but we've moved it to South Africa in a solar park. We've made it a bit more modern."
Pinkney also confirmed GoldenEye 007 will be released in November.
http://www.gamesindustry.biz/article...up-to-original
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June 16th, 2010, 23:12 Posted By: wraggster
Shortly after the Nintendo 3DS news I met with Tetsuya Nomura, Director of the Kingdom Hearts franchise. Right away, I asked him, “What can you tell us about Kingdom Hearts 3DS?”
Nomura snickered a bit.
“Right now we can’t say much about it,” he replied. “All I can say is that the Kingdom Hearts for 3DS will not be a port, but a new game. “It will probably be developed by the team who was in charge of Kingdom Hearts: Birth By Sleep, the Osaka team.”
The Kingdom Hearts games on the Nintendo DS, 358 / 2 Days and Re:coded, were developed by h.a.n.d. who also developed Final Fantasy Fables: Chocobo Tales. Kingdom Hearts 3DS will be developed internally at Square Enix.
http://www.siliconera.com/2010/06/16...and-new-title/
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June 16th, 2010, 23:19 Posted By: wraggster
Nyko's Wii Party Station is a thing of E3 legend. First seen at E3 Santa Monica 2007, we always anticipate this will be the year we see it again. Sadly, it was not in attendance. With Move on the horizon, we asked Nyko if it was planning to revisit the Wii Party Station or even a Move Party Station.
"We can always revisit that. At the time it was too expensive," a Nyko representative told us. He explained that the price of oil, which you need to make the plastic-intensive product, was too expensive at the time and it just didn't make cost sense. He informed us that the electronics in the unit, which included four displays, LED lighting around a chip tray and a hand drying fan cost less than the plastic.
Keep hope alive, folks. Perhaps, one day, Nyko will find it in its heart to deliver upon us this most excellently ridiculous over-the-top frat boy dorm item.
http://www.joystiq.com/2010/06/16/ny...-manufactured/
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June 17th, 2010, 00:01 Posted By: wraggster
news via http://www.nintendomax.com/portal.php
miguel28 offers a sixth version of its demonstration adaptation of the famous fighting game Super Smash Bros. for the DS, Super Smash Bros. Crash! DS. This new frame is a total of 20 characters and 14 scenarios.
google translation wrote:
Demo improvements 6:
1. Code cleanup
2. Fixed an error screen at the end of the struggle (less fail for sure)
3. Fixed an error when we receive the shield activated KO
4. Fixed an error in the Island Yoshi KO
5. Better use of RAM
6. The music is now responsible FAT
7. Added the menu settings (sound, music, language, changing only in the menu screen) (the language
8. not yet ready)
9. Errors in some sprites Agreglado
10. Agreglado problem of color palettes to use the Final Smash
11. After another stroke resibir patinas
12. Now you can get off the platform instead of waiting
13. But the narrator sounds
14. Public Sounds
15. * Units of 3 characters
16. Scenarios * Added 5 more
17. The Final Smash is threatening, now there are more survivors prosibilidades
18. Correction of the black box with B abienta Marth
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June 17th, 2010, 17:01 Posted By: wraggster
In what could potentially be a very interesting move for Nintendo’s new 3DS handheld, a new video has hinted at the possible inclusion of Achievements in the new system’s software design.
“Brilliant – that was my first reaction [when I saw the 3DS],” EA’s senior director Ryan Stradling stated.
“Think of all the gameplay possibilities we can have. Playing games is about applying with friends and I want to know when my friends are online. It’s also going to let me know what games they are playing, what real time updates are available and exchanging achievements with other players.”
Of course, Stradling could be referring to the sharing of a wide assortment of content types and not Achievements in the Xbox 360 sense. Hopefully Nintendo will clarify the situation in the near future.
http://www.mcvuk.com/news/39637/E3-2...t-Achievements
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June 17th, 2010, 17:03 Posted By: wraggster
Ubisoft has announced the latest entry in its best-selling Raving Rabbids series will be released this November. Raving Rabbids Travel In Time will be available for Wii on November 11th and sees the crazed bunnies tampering with history.
A trailer shown during Ubisoft’s E3 press conference depicted the Rabbids helping a caveman create fire, knocking the nose of the Sphinx and preventing Arthur from pulling Excalibur from its stone.
While the footage confirmed that the series’ trademark quirky humour remains intact, no gameplay details were given. It is likely to be another mini-game compilation, although it’s always possible that it could be a third-person adventure, similar to last year’s Rabbids Go Home.
http://www.casualgaming.biz/news/302...ng-back-to-Wii
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June 17th, 2010, 17:05 Posted By: wraggster
Ubisoft has revealed Innergy, a new peripheral that monitors body readings and aims to lower stress. Key to the game, unveiled during Ubisoft’s E3 press conference, is the Innergy Sensor – a biofeedback tool that measures heart rate variability, blood flow and pulse, akin to Nintendo’s Vitality Sensor.
The game itself guides players through a series of scenarios that help identify personal sources of stress and offers a range of breathing exercises designed to relieve this. An illustrated diary helps them track their progress.
“It has been an exceptional experience creating this game in collaboration with such leading talents,” said Ubisoft’s creative director Sebastien Kochman.
“Our creative and technical teams are working together to build a game that is unlike any other product on the market: entertainment that offers real benefits that players can feel everyday in their body and mind.”
http://www.casualgaming.biz/news/302...y-Sensor-rival
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June 17th, 2010, 20:27 Posted By: wraggster
Japanese newspaper Nikkei is claiming that Nintendo’s new 3DS handheld will allow users to install multiple games onto its inbuilt memory chips, cutting out the need to carry around separate game cartridges.
Andriasang says users will be able to select from any installed game from the main menu.
If true, it’s a very brave move for Nintendo. Any in-built capacity for executing code from internal memory will surely make it easier for pirates to get custom code running on the machine.
Recent estimates pin the value of handheld piracy at £29bn. Senior industry execs have cited DS piracy as one of the main reasons behind the handheld’s struggle at retail, and major releases such as Grand Theft Auto: Chinatown Wars are also said to have suffered as a result.
http://www.mcvuk.com/news/39649/E3-2...l-games-on-3DS
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June 17th, 2010, 20:29 Posted By: wraggster
Now that E3 attendees have had a chance to try out the new revision of Nintendo's portable console, critiques of the 3D effect and updated layout are starting to filter in. Opinion thus far has been mostly positive. Wired writes, "The graphics, which are much more advanced than you’d expect from Nintendo, left me pretty much in disbelief. They're on a level with Sony’s PSP, probably even a little better than that. But the eye-popping 3-D effect makes everything that much richer." According to the Guardian's Games blog, it works "beautifully." They add, "You can perceive 3D only if the console is directly in front of you, but this is fine for handheld gaming. I actually found it pretty adaptable in terms of viewing from different vertical positions. It was much more sensitive if the handheld was turned slightly to the left or right, but really, it coped perfectly with the slight shifts and jerks you'd get on a morning commute." During Shigeru Miyamoto's annual dev roundtable, he explained how Nintendo felt that particular types of games, such as shooters, benefit more from the 3D effect than others, and how Nintendo hopes to update as many older games as they can to incorporate 3D gameplay in addition to 3D graphics.
http://games.slashdot.org/story/10/0...ly-Impressions
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June 17th, 2010, 22:43 Posted By: wraggster
Japanese publishing powerhouse Square Enix has officially confirmed two new titles for the Nintendo 3DS – Kingdom Hearts 3D and Chocobo Racing 3D.
Information on both titles is thin on the ground. Kingdom Hearts will follow in the series’ RPG traditions and will star characters seen in previous iterations.
Based on a recurring creature in the Final Fantasy series, Chocobo Racing will also follow the kart-racing formula laid out in earlier games from the series.
The price and release date for both remains TBD for the time being.
http://www.mcvuk.com/news/39650/E3-2...ounces-3DS-duo
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June 17th, 2010, 22:46 Posted By: wraggster
Sheesh... will you folks ever learn? There will never, ever be a Wii replacement. It's the console that keeps on giving, and also the one that'll never perish. It's the end-all answer to the world's gaming needs, and even though greater than 50 percent of the US has an HDTV, Nintendo won't ever have to support that unwanted "1080i" format. All sarcasm, angst and bitterness aside, Nintendo's president Satoru Iwata recently affirmed that there's no Wii successor on the near-term roadmap. Specifically, he stated that he "doesn't think that there is an immediate need to replace the Wii console; but of course, at some point in the future, the need will arise." To cap things off, he added: "We currently do not have an answer as to what point in the future that need will come." As much as we'd love to point out just how far behind the game Nintendo is in terms of graphics, we can't argue with the sales figures, and until the collective consumer wallet deems true HD support a necessity, we suppose the Wii can just keep on keepin' on. Much to our chagrin.
http://www.engadget.com/2010/06/17/n...place-the-wii/
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June 17th, 2010, 22:51 Posted By: wraggster
Nintendo president Satoru Iwata has told Reuters that the company is comfortable with the Wii's performance, despite its recent sales decline.
"I do not think that there is an immediate need to replace the Wii console. But of course, at some point in the future, the need will arise," he said. "We currently do not have an answer as to what point in the future that need will come."
He remained bullish about the competition, despite both Sony and Microsoft revealing launch dates for their own motion controllers. "The fact is that when you look at the absolute number for units sold, it is clear that the pace is dramatically better than either of our competitors," he said. "The absolute level of sales has been widening in our favor."
In reference to Sony's retail boost in the wake of the PlayStation 3 slim, he added "It is easy to talk about growth when you are working off of a very low base."
While this would seem to rule out a Wii 2 or HD any time soon, Iwata has separately been talking about the company's interest in 3D for the living room.
But he appeared to dismiss suggestion of an add-on for the Wii: "If you display a 3D image, the image quality becomes extremely bad," he told newspaper Nihon Keizai Shimbun, "so we'd probably do it with the next system. We're thinking that the timing should be once the 3D television adoption rates crosses the 30% mark. We're looking at the adoption trends."
He was broadly in favour of the technology, however: "It allows us to realize images that are close to what you see in your daily life," he told newspaper Nihon Keizai Shimbun. In the future, 3D will become the mainstream of gaming."
Nintendo has of course experimented with 3D both in the past - with the infamous Virtual Boy - and will do in the future, in the shape of the hotly-anticipated 3DS handheld.
http://www.gamesindustry.biz/article...i-but-plans-3d
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June 17th, 2010, 22:56 Posted By: wraggster
The Metal Gear Solid: Snake Eater 3D – Naked Sample tech demo running on the Nintendo 3DS at E3, as we speak, is just that: a tech demo to show off the device’s stereoscopic abilities. Does this mean we’ll never see an actual Metal Gear game on the 3DS?
Not quite, according to Kojima Productions.
In a live stream where series director Hideo Kojima and other members of Konami answered fan questions, they replied in answer to that very question: “We’re going to see what people think and feel. What [Kojima] is going to do, is decide the right direction. This was more of a 3D depth presentation. The real game won’t be like that. Your eyes get tired.”
So a Metal Gear on 3DS isn’t quite confirmed just yet, but it isn’t off the table either.
http://www.siliconera.com/2010/06/16...n-actual-game/
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June 17th, 2010, 22:59 Posted By: wraggster
Nintendo has been looking at 3D technology for more than two decades according to Shigeru Miyamoto, but the 3DS only came together relatively recently.
"Nintendo's been researching 3D games for over 20 years," Miyamoto told Joystiq during E3.
"The first time we started looking at 3D with an LCD screen was during the GameCube days."
Nintendo even launched a 3D system, the Virtual Boy, in 1995, but it was a bit of a disaster as consoles go, and was discontinued within a year.
"We've continued to experiment with it since then, particularly implementing it into the 3DS," Miyamoto said of 3D. "That's something we've been working on for the past three years."
And how. The 3DS is the talk of the show, and we've definitely enjoyed playing around with it during hands-on sessions.
http://www.eurogamer.net/articles/ni...d-for-20-years
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June 17th, 2010, 23:56 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Titmouse offers version 0.23 of "FridgeMagnets" educational game to manipulate magnetic letters to form words.
Version 0.23 - 16/06/2010
* Added the homebrew hand cursors - the ones Without the combined numbers Into a single gray image (saves time on loading) and modified the look, now thinner
* Improved the way the letters are viewed: When Being Picked Up & Dropped
* Changed the 'Bye' screen to show now a pile of letters falling from the sky
* Tweaked the welcome screen so it's not clipped on Other PAL / NTSC TV mode. Both the PAL 576 and PAL 480 views "should look the Saami, They Do not aim, more letters can be made the 50Hz screen, When in fact 50Hzs/576" should just show more detail. My Bad.
* Changed the way shadows work
* New Better looking font - That old form was bad
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June 17th, 2010, 23:58 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
jam_888 offers "Quake Arena DS" port for the DS FPS Quake 3 Arena. Attention expansion of ram is required for its operation.
well i made the thing IS quake arena Run on ds but i Used to use the normal version of RAM quaked not have the former version is faster comme au goal now it wont run oh you can find it here: http://www.mediafire.com/?ew5ivywuzyv
(Its Practically quake 3 arena ds)
QUAKE ARENA DS
wear: Jame Williams aka jam_88
i take no credit for quake ds j by simon hall or arena gold quake quake DID i just really simple thing anyone could "do and make it run Quake Arena DS
if you want quake ds look it up on google
feature | regular / wifi build | build exram |
Speed | 85% | 65-75% |
Bots \ players | 2 | a lot |
WFI | Build depends witch quake ds | yes |
Known bugs
if you use the build with non exram exram There is a high cahnce of freezing When You gib someone
how to install simply put the folder Q1A the text file and all the quake qdsopts ds files in the root of your DS apprprioute Then run the one to play
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June 18th, 2010, 18:27 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime has said that the 3DS has "no health issues" - except maybe for kids under seven.
"We will recommend that very young children not look at 3D images," Fils-Aime said at E3 yesterday.
"That's because, [in] young children, the muscles for the eyes are not fully formed."
"This is the same messaging that the industry is putting out with 3D movies, so it is a standard protocol. We have the same type of messaging for the [1990s Nintendo virtual reality machine] Virtual Boy, as an example."
With much of Nintendo's portfolio being very kid friendly, this could come as a surprise to some.
http://www.computerandvideogames.com...VG-General-RSS
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June 18th, 2010, 18:37 Posted By: wraggster
Market analyst firm Lazard Capital Markets has predicted a late 2010 launch for the Nintendo 3DS portable in Japan, followed by a North American launch in March at $249-$299.
"We have little doubt that the 3DS will prove successful for Nintendo and quite possibly third-party software publishers, as the 3D effects will give reason for consumers to upgrade from their current devices, as well as potentially reduce the cannibalistic impact from smartphones and tablets," said analyst Colin Sebastian in comments provided to website Gamasutra.
Nintendo's only comment on the launch date of the 3DS has been that it will be released before the end of its financial year in March 2011, although this may refer only to Japan. New hardware is often released in Japan in December, ahead of the New Year gift-giving season, with some iterations of the DS released first in Japan and others debuting in the West.
No indication on the price of the device has ever been given, but the current RRP of the Nintendo DSi XL in the U.S., the most expensive DS variant so far, is $189.99.
Sebastian also commented on the other major hardware platforms at E3, suggesting that the Wii could see its market share eroded by Kinect and Move. However, he felt high costs for the HD peripherals and a strong software line-up for the Wii, "should keep core fans engaged with the platform until there is a platform refresh, as early as 2011, in our view."
A price point of $100 to $150 was predicted for Kinect, which yesterday Sebastian forecast would ship 3 million units worldwide. Both GameStop and Amazon are currently listing the device with a $150 price tag. Microsoft is set to reveal the official price at the gamescom event next month.
Sebastian also commented on Sony's E3 performance, saying: "While initially marketing the PS3 as a core game platform, we believe that Sony has turned a new page and now is developing a broader digital entertainment platform."
In terms of third party publishers Sebastian felt that Activision came out ahead at E3, referencing a "robust Blizzard pipeline, new online business models, and growth in Asia" and concluding that "We believe that Activision is well positioned to maintain its industry-leading margin profile with multiple opportunities for growth in coming years."
http://www.gamesindustry.biz/article...-price-for-3ds
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June 20th, 2010, 11:39 Posted By: wraggster
Sony is actively encouraging developers to make stereoscopic games for PS3 - but it's not interested in handheld 3D content, unlike rival Nintendo.
In an interview with the FT, SCE boss Kaz Hirai has talked down the innovation of 3D handheld displays, despite the fact Nintendo impressed the games industry with the reveal of its 3DS portable at E3 last week.
Nintendo president Satoru Iwata unveiled his company's 3D device in Los Angeles, saying it was the first time a commercial product has offered 3D content to the mainstream. 3DS doesn't need glasses - unlike 3D content on TVs, something Sony is actively pushing across the entire corporation, from its movies business to its hardware and games ones.
That latter strategy is "coming together really well" for Sony according to Hirai - but the firm doesn't think its suits handhelds.
In fact Hirai says that there are severe usability issues with 3D handheld displays at the moment.
He said: "We want to make sure we get it right as opposed to being there first and - with portables - there's still a lot of tweaking that needs to happen from a research and development perspective.
"We've looked at a lot of the current technologies available and all of them have an issue of perception where you have to hold the console in exactly the right place to get the 3D effect and it's a bit of a challenge to maintain that 3D experience."
3DS was detailed just hours before a Sony press conference that failed to offer any major detail, software aside, on what might lay ahead for the PSP, Sony's handheld games device. It is widely thought the firm is working on a PSP2, but it has yet to officially confirm the device's development.
http://www.develop-online.net/news/3...P2-development
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June 20th, 2010, 11:52 Posted By: wraggster
New from Divineo China
Compatible with all versions of NDSi-LL consoles. This airfoam pocket offers maximum protection against scratch and shock. Its mega capacity lets you store the console and the crystal case inside.
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June 20th, 2010, 12:26 Posted By: wraggster
Ever since the announcement of the 3DS and Pokémon Black & White, we’ve wondered if the two would be compatible with each other in any way. Then, not too long ago, Game Freak and Nintendo pulled the curtain back on Black & White, and confirmed them as regular DS games.
However, this doesn’t mean they aren’t thinking about how the 3DS could enhance the Pokémon experience. The Nintendo 3DS includes a feature dubbed “Tag Mode,” by which the 3DS can download information either via Wi-Fi hotspots or from other 3DS systems you pass by, while closed. The major evolution here over the DS Lite is that you don’t have to be in any particular game for the 3DS to download data for it — the process happens automatically for every game you own.
Discussing the Tag Mode (around the 3:23 point) with the head of the company’s EAD1 group, Hideki Konno, Nintendo president Satoru Iwata stated, counting off on his hand: “So, if I play Nintendogs, Mario Kart, Animal Crossing and Pokémon, and if all these games support the new functionality, regardless of what game I’m playing, communication can occur for all of them.”
It isn’t a remark that pertains specifically to Black & White, but obviously Nintendo are thinking of how Tag Mode could enhance different games. However, while tech demos for 3DS versions of Mario Kart, Animal Crossing and Nintendogs + Cats were at E3 earlier in the week, Pokémon wasn’t.
Given how close the game is releasing to the 3DS launch, programming Tag Mode compatibility into it would give Nintendo an opportunity to gauge the kind of features that resonate with the Pokémon audience, and build upon them in the next game. Whether or not they choose to go down this route, we’ll have to wait and see.
http://www.siliconera.com/2010/06/19...-nintendo-3ds/
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June 20th, 2010, 12:28 Posted By: wraggster
The Nintendo 3DS isn’t limited to games with 3D models. A proof of concept video shown on Nintendo’s upcoming handheld had classic games – Punchout, Tennis, Mega Man 2, and Super Mario Bros. running in 3D.
All of the games retained their original sprite graphics with a newly applied 3D filter. Tennis had a blocky ball bounce towards the player from an opponent who was far away. Nintendo’s Table Tennis game had a floating hand that looked like was stacked on top of the screen.
The clip from Mega Man 2 was taken from Wood Man’s stage. See the fire? It appeared as if it was on its own plane in front of Mega Man. The robot wolf and Mega Man were on their own plane and the background was behind.
Super Mario Bros. in 3Dmay be the easier to explain. The 3D filter appeared to create layers – one with Mario and goombas, one for pipes, and another for background objects like bushes in the distance. The 3D effect made the pipes appear smaller, but in the distance when 3D was on.
Turning 3D off with the depth slider would revert Super Mario Bros. back to a regular NES game shown in a letterbox on the Nintendo 3DS.
http://www.siliconera.com/2010/06/18...ird-dimension/
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June 20th, 2010, 12:37 Posted By: wraggster
Newly released
features
Use the Touch Screen to cast spells! Help your friends, solve puzzles, and uncover secrets!
description
Vicky wants more than anything to be a witch, but in her town, only rich girls can go to witch school. Her dream seems hopeless until she meets a mysterious girl who shows her how to unlock her remarkable magical powers. She has to learn fast, as a dark force threatens to tear her town apart. Can her magic unite the town and save the day?
http://www.play-asia.com/SOap-23-83-...j-70-3qg1.html
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June 20th, 2010, 22:22 Posted By: wraggster
Ubisoft has confirmed, via the snazzy trailer below, that Just Dance 2 will be on shelves and ready to sell by the truck load from October 14.
As the trailer also shows, the Wii-exclusive sequel will feature new modes such as an exercise-focused 'Just Sweat' mode, new Dancing Duets, Dance Crew Face-offs and will cater for up to eight players. Ornament-smashing stuff.
It'll also don over 40 'hit tracks' from "all styles of music". We'll be looking out for the dubstep, then...
We're pretty sure that even Ubisoft itself was surprised by the huge success of the first game, which blasted past the 1million sales mark in UK last month.
http://www.computerandvideogames.com...VG-General-RSS
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June 20th, 2010, 22:23 Posted By: wraggster
Hello, Virtual Console fans. Are you ready to re-buy all those retro NES and SNES games you've already bought half a dozen times? They're coming out on 3DS with enhanced 3D effects and, possibly, new features. Yeah, we thought you'd be interested.
Nintendo revealed an overwhelming amount of 3DS content at E3 last week. One rolling demo in particular showed several NES and Super NES games, including Yoshi's Island (!), Mega Man 2 and The Legend of Zelda running on the new machine with pop-up book-style 3D effects that split each of the sprite layers used in those old non-polygonal games.
You might assume it was simply a tech demo, but Nintendo America boss Reggie Fils-Aime has confirmed all these titles, and more, will see a proper release on 3DS.
He went on to say not to think of them as ports, but as enhanced versions of classics which could contain new features that take advantage of the 3DS hardware's many other cool tricks (motion control, camera support, analogue control possibly).
Castlevania, Urban Champion, Kid Icarus, Smash Ping Pong, Mario Bros., Super Mario Bros., Tennis, Metroid and Mystery of Murasame Castle were other games shown off in the demo.
And you'll be re-buying every one of them. Again. Sucker.
http://www.computerandvideogames.com...VG-General-RSS
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June 20th, 2010, 22:27 Posted By: wraggster
Here's the surprising thing about the Innex Rapid Shot: It's good. Like, really good. The pseudo sub-machine gun not only bundles the functionality of the Wiimote, Nunchuk and MotionPlus into one controller, it also looks and feels great. In fact, it's being marketed as the first controller made solely for adults. All marketing nonsense, but it tells you a lot about what kind of audience they're targeting.
What feature does the Rapid Shot (which retails for $49.99) not include? Well, for starters, it doesn't keep you from being stupefyingly uncomfortable when a man in camouflage shouts at you about protecting your brain from zombies. Perhaps in version two?
http://www.joystiq.com/2010/06/19/th...y-be-too-real/
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June 20th, 2010, 22:33 Posted By: wraggster
A large majority of people today identify 3D gaming technology with the Virtual Boy, a semi-portable device released by Nintendo in 1995. The Virtual Boy used parallax imaging — as seen in the above screenshot of Red Alarm — to create an impressive illusion of depth in its games, but ultimately, it failed in the market. The problem with the device was three-fold.
For one thing, the Virtual Boy could only display games in a monochromatic red colour. For another, the head-mounted display that it came with was a clumsy solution at best. And finally, prolonged use of the device had a tendency to lead to headaches. With so much working against it, it’s no surprise the Virtual Boy wasn’t a runaway success.
But the subject of 3D technology at Nintendo goes back even further than the Virtual Boy. It goes back over 20 years, to the days of the Famicom Disk System in Japan, in a game called Famicom Grand Prix II: 3D Hot Rally. The game was compatible with the Famicom 3D System, which was an accessory that took the shape of specialized 3D goggles that allowed you to experience stereoscopic 3D imagery in games programmed to support it. At the time, these goggles used the primitive “shutter glass” method of conveying a 3D experience. Two other games that supported the 3D System at the time were
Highway Star and Falsion.
Full article here --> http://www.siliconera.com/2010/06/19...ry-of-the-3ds/
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June 20th, 2010, 22:35 Posted By: wraggster
Consoles are not only the portal to fun, but they are fashion accessories as well. Get the Nintendo DSi™ LL that suits your wardrobe and your personality. The new versions include a cool blue, a sunny yellow and a lively green, perfect for the summer season.
From the manufacturer: Graphics quality of NDS games are increasing and it's much easier to appreciate the beautiful animations through a big screen.
The NDSi LL has two 4.2 inch screens with an enlarged viewing angle. Gather your friends and family together when you need help with a puzzle or simply to show them a cool AMV sequence, everybody could get a view now.
Camera, DSi menu, music player and the DSi Ware functions remain the same, the console already comes with two brain training games and a dictionary.
The three new versions are available for:
Nintendo DSi LL (Blue) JPN US$ 239.00
Nintendo DSi LL (Green) JPN US$ 239.00
Nintendo DSi LL (Yellow) JPN US$ 239.00
Two Nintendo DS™ games arrive today, test out your new console's capabilities with them:
Egokoro Kyoushitsu DS JPN US$ 34.90
Ghost Trick JPN US$ 48.90
http://www.play-asia.com/SOap-23-83-...-2gq-84-n.html
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June 20th, 2010, 23:01 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Author: plombo
Log message:
Added 16-bit and 32-bit scalescreen functions and updated zoomscreen.
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June 20th, 2010, 23:03 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- UNIF NTD-03 - new dump "ASDER 20-in-1 (Unl)[U][!]";
- UNIF KS7012 - new dump "Zanac (KAISER)(FDS Conversion)(Unl)[U][!]";
- mapper 210 - savestate fixed;
- fixed "Young Indiana Jones Chronicles, The (U) [!]" problem, thanks to nesdev people.
http://cah4e3.shedevr.org.ru/
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June 20th, 2010, 23:35 Posted By: wraggster
Pate has today released a new version of his Dos emulator for the nintendo DS:
This version has the following major changes:
No more need for the LOADFIX command! See the previous blog post for more info about how I changed the code to enable this, if you are interested.
EGA horizontal smooth scrolling fixed. The horizontal scrolling was very jittery in games like Supaplex, Heimdall and Crystal Caves, for example. Again more info in my previous blog post.
The BIOS window scrolling functions (up/down) are now implemented for each supported graphics mode and for both directions.
Removed the check for running zeroed data, as this prevented the Great Escape game from starting. Now you won't get an Unsupported Opcode error in this situation, the game will probably just hang.
Fixed a bug in MOV SP,SReg opcode. For example a game called Berlin 1948 used SP as a loop index with SS as the initial value, and the buggy opcode caused SP to get zeroed, which in turn caused the game to fill the entire screen when it only wanted to write a few pixels.
Various game-specific fixes, as mentioned in my previous blog post.
All the missing opcodes (that weren't caused by the game executing data) in the debug logs I have received have been implemented. So quite a few games should now progress further than before.
Since the last blog post I have also debugged a couple of new games. I spent many hours (including the whole of yesterday) debugging the memory allocation problem in Abandoned Places, but still could not figure out why it skips allocating a 64KB block of memory (that it does allocate in DOSBox) and then crashes when it clears this block that it never allocated in the first place! It is quite difficult to trace something that does not happen, so I still need to think up new ways to approach this problem.
Another game that I only started debugging today is Gods. It seemed to hang at the beginning with a black screen, and it didn't even respond to the user breakpoint request. Luckily this was not a problem when running it in iDeaS, and with it I was able to find out that my VGA Display Status Register emulation was still not correct. The bit that returns whether the display is in Horizontal Blank should also return the Vertical Blank time. When I added that, I got Gods to progress up to the start menu, but the graphics were completely garbled. After some debugging I noticed that it goes to 640x350 EGA mode, but then directly writes new values to the CRTC registers so that the display size is actually 320x200! My screen blitting functions are based on the graphics mode byte, so the game used the graphics memory like it was 320x200 pixels while my blitting routines used it like a 640x350 layout. Btw, the game does not look correct on DOSBox either (at least on my rather old version), but as DOSBox uses the real CRTC registers it is not as broken as it was in DSx86.
I added a quick hack to the CRTC register setting so that if the mode is 640x350 but the new CRTC register value tells the horizontal size to be 320, I change the graphics mode to 320x200. This allowed the game to display a properly-sized screen, but there are still some severe problems with scrolling and paging, so the game is not playable yet. I believe I need to change my blitting method completely to read the current CRTC register values instead of the graphics mode, to properly handle situations where the game accesses the CRTC registers directly.
Anyways, this version is yet another fix version without any major new features. My summer vacation starts within a week (Yippee!), so after next week I'll start working on the bigger issues, like improving the AdLib emulation, implementing the missing SB DSP commands, adding better screen scaling methods, improving the mouse emulation etc etc. I am very much looking forward to being able to really focus on adding the missing features to DSx86.
Thanks for your interest in DSx86, and please send me debug logs and update the Compatibility Wiki as you test games on this new version! Here below are pictures of the Great Escape and Berlin 1948, which should now run in DSx86.
http://dsx86.patrickaalto.com/DSblog.html
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June 20th, 2010, 23:39 Posted By: wraggster
News/release from Ryan
Ok. Just a game I made. Tell me what you think.
Objective:
Don't fall off the screen. Simple, right?
Controls:
Left and Right move.
Start pauses.
Credits:
Todoakaio for the song, "Put Your Hands Up for the Vallred"
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June 20th, 2010, 23:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1d31df8b4103cc
Another adaptation of Super Smash Bros. "Super Smash Bros. Rumble"Now in version 0.8 and thus offers a lot of corrections.
PS991 here, Diddy Is On a cruise
Sadly i have Some good, semi-good, and bad news
The Good News Is ITS 0.8 demo with a lot of fixed and a lot of updates, Including fixed collision and hit effects.
Is That the bad news after working there for weeks now the stagebuilder year and pulling all nighter and working on it for 16 hours straight to rumble Put it Into It Still refuse to work for Me Because Of Every possible thing going wrong.
the semi-good news is when i do That get it working i will post the update and the download link, Hopefully Within 1 or 2 days.
Im Not much of a writer, so sorry for the poor post Diddy Will edit it When He gets back maybe.
Well, for the Time Being There are a number of glitches goal it would Be Appreciated if They Were posted on the forum. Also You Will Need to place the folder "data" in the root as well as "The Other included files.
http://ssbrumble.info/?p=153
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June 21st, 2010, 17:37 Posted By: wraggster
Platform holder Nintendo has insisted that the infamous Vitality Sensor is still in the pipeline and will still be launched.
The device was conspicuous by its absence from the company’s E3 press briefing. Considering the negative response the peripheral’s unveiling at last year’s event generated, some had speculated that it might have been scrapped altogether.
However, Nintendo of America’s Cammie Dunaway has confirmed that it’s alive and kicking, though she did concede that perhaps E3 was not the best venue to give it a second airing.
“We're continuing to work on the Vitality Sensor,” Dunaway told GameSetWatch.
“As we thought about what we wanted to bring to E3, we realised we had a really packed agenda. We also thought about the atmosphere at E3, which is noisy and adrenaline-filled, and loud and stressful, and it just didn't seem like the best environment to introduce a product that's really about relaxing, so we decided we'd think about other venues that would be more appropriate.”
http://www.mcvuk.com/news/39680/Vita...ensor-lives-on
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June 21st, 2010, 20:59 Posted By: Shrygue
via 1up
There wasn't a lot of talk about hardware specifications during Nintendo's media briefing at E3 last week, and while that may have made for a more interesting presentation, it also left us with plenty of unanswered questions about the 3DS.
Japanese tech company Digital Media Professionals cleared up at least one of those mysteries over the weekend by revealing that it will be providing the graphics chip for Nintendo's new handheld. Rumors suggested that nVidia's Tegra processor would sit at the heart of the 3DS, but it turns out DMP's PICA 200 chip will power the glasses-free 3D in Nintendo's device.
Engadget snagged the demonstration video above from DMP's site. They're reporting that the footage was rendered entirely on the PICA 200 -- needless to say, that would be pretty impressive for a handheld.
We've reproduced the full specifications for the PICA 200 below. If you're the sort of person who isn't immediately baffled by the term "gaseous object rendering," then feel free to dissect these stats to your heart's content:- Frame buffer: Maximum 4095x4095 pixels
- Pixel format: RGBA4444, RGB565, RGBA5551, RGBA8888
- Vertex program (ARB_vertex_program)
- Render to texture
- Mipmap
- Bilinear texture filtering
- Alpha blending
- Full-scene antialiasing (2x2)
- Polygon offset
- 8-bit stencil buffer
- 24-bit depth buffer
- Single/Double/Triple buffer
- Vertex performance: Maximum 15.3M polygons/sec (at 200MHz)
- Pixel performance: Maximum 800M pixels/sec (at 200MHz)
- DMP MAESTRO technology: per-pixel lighting, procedural texture, refraction mapping, subdivision primitive, shadow, gaseous object rendering
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June 21st, 2010, 21:02 Posted By: Shrygue
via 1up
Along with the new Nintendo 3DS system itself, Nintendo has developed new game cards to go along with the system. At the E3 demo booths last week, the game card slots were covered up, according to Kotaku, but we now have a look at both the 3DS' slots and the new 3DS game cards courtesy of esuteru.com.
The cards look mostly the same as the current line of DS cards, but these new ones support a 2GB capacity. And as a result, the slot itself looks mostly identical to those on the current line of DS systems. Nothing particularly exciting, but it's possible the new game cards play some role in Nintendo's increased anti-piracy measures the 3DS is supposed to sport. We can't know for sure, of course, as Nintendo doesn't want to give out any details that might help pirates in trying to circumvent those new anti-piracy measures.
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June 21st, 2010, 21:06 Posted By: Shrygue
via Joystiq
When we were ripped from the E3 3DS demo units by heartless Nintendo reps, our minds raced to calculate precisely how much we'd be willing to pay to take one home with us. The answer was ... unnerving, to say the least. While we still don't have an official price, we've got a slightly better idea courtesy of a recent VentureBeat interview with Nintendo boss Satoru Iwata.
He says that the handheld will, unsurprisingly, cost more to produce than a DS does today and that it won't be sold below production cost. We don't know the current DS Lite production price, so determining a minimum price from that quote is tricky. But here's a little perspective: The original DS cost $150 at launch, the DS Lite cost $130, a price point it's still doing crazy numbers at four years later. Our gut's saying at least $200 for the 3DS, but we'd be thrilled to be proven wrong ... provided we're overestimating.
Also of interest in the VentureBeat piece: Iwata says that the 3D tech in the system has been prototyped on the GameCube and the Game Boy Advance. Just imagine! There's an alternate reality where the Wii has six dimensions duct-taped together.
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June 21st, 2010, 21:10 Posted By: Shrygue
via Computer and Video Games
Nintendo doesn't need to work on a successor to the Wii right now, company CEO Satoru Iwata has said.
Speaking in an interview with the Beeb, Iwata reiterated that the platform holder won't launch its next console until it's "run out of ideas" for its current hardware, though he admitted that Wii 2 is already in development.
He said: "Whenever we launch any new hardware, we start working on the development of the next hardware, and the Wii is no exception.
"When we run out of ideas with the current hardware and cannot give users any more meaningful surprises with the technology we have, that's when we will launch the new hardware.
"But do we need to launch a successor to Wii right now? I don't think so."
Last week the Nintendo boss told Japanese newspaper, Nihon Keizai Shimbun that Wii 2 will "probably" be 3D.
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June 21st, 2010, 21:13 Posted By: Shrygue
via Eurogamer
The Nintendo 3DS will allow users to copy games to internal memory according to a report in Japanese newspaper Nikkei, translated by Andriasang.
The software install feature will allow 3DS owners to store multiple games on memory rather than having to carry around a lot of cartridges.
Nintendo has come under pressure from third parties to do something about rampant DS piracy.
Yesterday Activision COO Thomas Tippl told GameSpot: "if they also address the piracy issues they have and upgrade the copyright protection system, I think [3DS is] going to be a big success"
Given that a lot of the piracy devices are cartridges that store multiple ROMs on micro-SD cards, perhaps Nintendo has decided that if you can't beat them...
Sounds like a good idea. What do you think? Leave feedback via comments.
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June 21st, 2010, 23:12 Posted By: wraggster
More details are emerging about Nintendo's intended scope for its new 3DS handheld - with latest comments from Nintendo president Satoru Iwata suggestion newspaper and magazine content functions like those seen on the Kindle and iPad
In a new interview with Japanese newspaper Nikkei, Iwata said the online functions of the device - advanced beyond the traditional DS wireless capabilities by allowing background downloads - mean it can pull content off the web automatically.
"As you carry it with you while out and about, it will seek out and automatically connect with wireless LAN spots, and download information," he said according to a summary of the interview by Andriasang.
"We're thinking about functionality where it will automatically acquire newspaper and magazine articles."
One of the many unique elements to the iPad which Apple has promoted to developers and media outlets is the device's use as an e-reader for books plus apps for newspapers and magazines.
Amazon's Kindle device also features newspaper and magazine content - plus ebooks - which are downloaded via online subscriptions.
It'd be no great leap for the 3DS to add this kind of non-game content functionality.
Iwata has already expressed envy towards the kind of functionality on the Amazon Kindle.
And at E3 last week as part of the device's unveiling, Nintendo outlined the 3DS' ability to playback movie content for animated stereoscopic movies from the likes of Dreamworks and Disney.
http://www.mcvuk.com/news/39696/3DS-...dle-and-iPadrn
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June 21st, 2010, 23:31 Posted By: wraggster
Nintendo CEO Satoru Iwata has revealed some of the company's further plans for the upcoming 3DS handheld.
Speaking to the Nikkei, he mentioned that e-reader features may be included. "As you carry it with you while out and about, it will seek out and automatically connect with wireless LAN spots, and download information," he said.
"We're thinking about functionality where it will automatically acquire newspaper and magazine articles." This would seem to be an extension of the current DS range's burgeoning use as a wireless internet and marketing platform in Japan.
Despite these possible design decisions, Iwata is adamant that Apple's iPhone, iPod Touch and iPad had not been inspirations. "I personally am a user of iPhones and iPods," he told Venture Beat. "I think of what these mean to me as a competitor. But I never thought of them when we were designing the 3DS.
"If some people think that this might be the answer to the iPhone, then that should simply be the result. That is, it was not our goal to do that, but if people think that, it is the result. We never try to think in terms of any competitive product or company.
"If you do that, you just focus on a certain narrow area. Rather, we should think much more broadly... If you say it is a solution against what Apple offers today, it is also a solution against all of the other competition."
While Sony's PSP range is currently the only other competitor in the handheld market, rumours abound that a new model might be in the works. Last week, Capcom boss and former Sony man Derek Reeves told GamesIndustry.biz that the PlayStation manufacturer must release a new handheld soon if it wants to compete with the 3DS.
http://www.gamesindustry.biz/article...ctions-for-3ds
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June 22nd, 2010, 00:05 Posted By: wraggster
Signal Hill analyst Todd Greenwald has issued his own industry note regarding the recently concluded E3 expo, praising the 3DS but describing Microsoft's Kinect as "risky".
Mirroring comments made today by Wedbush analyst Michael Pacther, Greenwald described the 3DS as impressive and responsible for generating the "most buzz". He suggested that the only potential problem with the 3DS could be its price, with a $199 price point being ideal.
Kinect was evaluated as "risky", with the rumoured $149 price tag categorised as "expensive". Greenwald also portrayed Kinect as "a tough marketing challenge" and voiced concern that for potential new Xbox 360 owners it meant the price of the console was increasing, not decreasing.
Again agreeing with other analysts, Greenwald believed the PlayStation Move to be a more measured approach to the motion controller question, although he also expressed concern over the hidden costs of the multiple accessories needed.
Overall Greenwald suggests that the impact of motion controllers in the near term will be "limited" and the introduction of the redesigned Xbox 360 has been "underappreciated", with the new SKU having in this opinion the potential to cause 360 sales to "accelerate meaningfully".
In terms of software Greenwald believed Activision to have the most impressive software line-up and monetisation plans, although he was disappointed with the lack of new titles show at E3 in general.
He was also positive regarding Electronic Arts' line-up of titles, although again disappointed that few new titles were demonstrated. Greenwald also speculated that EA would begin to announce subscription-based payment models for its main sports titles within the next 12 months.
His list of key titles at the show included Call of Duty: Black Ops (Activision), Medal of Honor (EA), Bulletstorm (EA), Need for Speed: Hot Pursuit (EA), GoldenEye 007 (Activision), Dance Central (MTV Games), Your Shape: Fitness Evolved (Ubisoft), Epic Mickey (Disney), and Rage (Bethesda).
Although the Wii software line-up was received positively by others Greenwald was "underwhelmed" and predicted that, particularly given the delay of The Legend of Zelda: Skyward Sword, Wii hardware sales will continue to lose momentum compared to the Xbox 360 and PlayStation 3.
http://www.gamesindustry.biz/article...-3ds-prospects
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June 22nd, 2010, 00:14 Posted By: wraggster
The Lavalit Team have released a new version of Openbor for Consoles,Wii, PSP, Dreamcast, Dingoo, Gp2x and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Author: damon_caskey
Log message:
Attempting to get an entity "stats" property that did not exist was causing instant shutdown; now returns empty value.
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June 22nd, 2010, 00:30 Posted By: wraggster
When Nintendo of Japan first announced the 3DS (think: way back in March), it promised a release of the portable by the fiscal year ending March 2011. Given the DS and DSi's six-month global rollout window, however, we weren't sure if that applied to the world or just the company's backyard -- sure, we've heard rumors of a UK release in October, but nothing's been confirmed. Cue Nintendo of America's president Reggie Fils-Aime to give a definitive answer: "The one thing, for sure, is that we will launch in all of our major markets by March 31, 2011." Well, that about settles it in our mind. Fils-Aime also clarifies that what we saw on the floor is not the final design -- something that was mentioned during the press conference -- but we wouldn't expect anything more than slightly altered button placement (for its part, the official site lists "look," battery, pre-installed software, and supported languages as TBA). But hey, if you want to believe a third screen is possible, don't let us stop you from dreaming.
http://www.engadget.com/2010/06/21/n...-march-2011-d/
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June 22nd, 2010, 00:49 Posted By: wraggster
Tantric has released a new version of the Nes Emulator for the Gamecube and Wii
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.3
* Open Source!
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.1.8 - June 20, 2010]
* USB improvements
* GameCube improvements - audio, SD Gecko, show thumbnails for saves
* Other minor changes
Post Your Compatability Results via Comments/below
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June 22nd, 2010, 00:49 Posted By: wraggster
Tantric has released a new version of the Nes Emulator for the Gamecube and Wii
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.3
* Open Source!
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.1.8 - June 20, 2010]
* USB improvements
* GameCube improvements - audio, SD Gecko, show thumbnails for saves
* Other minor changes
Post Your Compatability Results via Comments/below
To read more of the post and Download, click here!
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June 22nd, 2010, 01:05 Posted By: wraggster
Tantric has released a new version of the Snes Emulator for the Gamecube and Wii
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x ( http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew ( www.wiibrew.org).
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| FEATURES |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| UPDATE HISTORY |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.0 - June 20, 2010]
* Fixed incorrect aspect ratio issue
* Fixed choppy framerate issue
* Fixed IPS/UPS patching
* USB improvements
* GameCube improvements - audio, SD Gecko, show thumbnails for saves
* Other minor changes
Post Your Compatability Results via Comments/below
To read more of the post and Download, click here!
Join In and Discuss Here
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June 22nd, 2010, 01:05 Posted By: wraggster
Tantric has released a new version of the Snes Emulator for the Gamecube and Wii
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x ( http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew ( www.wiibrew.org).
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| FEATURES |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| UPDATE HISTORY |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.0 - June 20, 2010]
* Fixed incorrect aspect ratio issue
* Fixed choppy framerate issue
* Fixed IPS/UPS patching
* USB improvements
* GameCube improvements - audio, SD Gecko, show thumbnails for saves
* Other minor changes
Post Your Compatability Results via Comments/below
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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June 22nd, 2010, 01:15 Posted By: wraggster
Tantric has released a new version of the GBA/GBC/GB Emulator for the Wii and Gamecube
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatiblity based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.7 - June 20, 2010]
* USB improvements
* GameCube improvements - audio, SD Gecko, show thumbnails for saves
* Other minor changes
Post Your Compatability Results via Comments/below
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June 22nd, 2010, 01:15 Posted By: wraggster
Tantric has released a new version of the GBA/GBC/GB Emulator for the Wii and Gamecube
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatiblity based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.7 - June 20, 2010]
* USB improvements
* GameCube improvements - audio, SD Gecko, show thumbnails for saves
* Other minor changes
Post Your Compatability Results via Comments/below
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June 22nd, 2010, 01:16 Posted By: wraggster
WiiBuilder 1.6 released by Crayon
WiiBuilder is a Windows software to use for Wii homebrew development. This tool can do what wiiload and raw2c are doing, plus all sort of other things. All that in one single executable file.
Changelog
Version 1.6
Windows 7 taskbar shows the progress when uploading a file to the Wii
Real preview for fonts
Start and end position of characters to generate
Choice of the text color in the Font Generator Section
Choice of the compression level when sending a file to the Wii
S3M, XM, and IT files converted to C array
http://wiibrew.org/wiki/WiiBuilder
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June 22nd, 2010, 15:46 Posted By: wraggster
Nintendo has said that one of its major objectives with the release of the 3DS handheld is to gain the support and enthusiasm of third-party publishers and developers.
The firm has been criticised in the past for not offering enough support for third-party game makers on the DS and Wii, while those that did dedicate significant resources to previous Nintendo formats have been burned by a diminishing market.
But Laurent Fischer, MD of marketing in Europe for Nintendo, told GamesIndustry.biz the company has been overwhelmed by interest and support of the new handheld, which wowed industry professionals as E3 last week.
"One of the major objectives of our E3 was to stress that it's important for Nintendo that we get this level of support from partners," said Fisher, in an interview published today. "Of course we're happy about it, but it's more than we would have dreamed of with such support from our partners at this new time for consoles."
"The best way to summarise that is I did a quick check, and it's not an official number, but I gathered information from all publishers and as of now I've seen around 70 different titles announced for the 3DS, including first-party titles of course.
"For hardware that started its public life only days ago that's amazing, and what I was pleased with was you can see very, very strong support from everyone. You can see from the line-up that we have huge titles that no other publisher is doing, without us thinking twice about it. I couldn't see any publisher that isn't very motivated by the console so we're really pleased by that," he added.
Activision, Konami, Ubisoft and Capcom are already pledging some of their biggest franchises to the 3DS with DJ Hero, Metal Gear, Assassin's Creed and Resident Evil, although last week's E3 show mainly consisted of trailers and demos, with Fischer explaining that content partners have only recently been hands-on with the system.
"It's quite recent, in general. As we explained, it's very important to us that we have their support and all the Nintendo teams have been dedicated to our partners and spend the time with them.
"What is important is the surprise effect that the 3D can give on the screen, it was one of the best tools to convince publishers to work as soon as possible with the hardware. They wanted to get hold of it immediately."
http://www.gamesindustry.biz/article...ck-to-nintendo
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June 22nd, 2010, 19:57 Posted By: wisinx
NEW Wii System Update 4.3
DO NOT UPDATE
Nintendo released a new Wii firmware update that brings the system menu 4.3U.
The update removes cIOS (Hermes and Wanin), removes all traces of Homebrew (CIOs, Priiloader, cIOSCORP, BootMii) in the Nand and improves the performance of the Wii.
Nintendo's official website confirms that the update is to remove all traces of piracy on the Wii.
"Unauthorized Modifications
Unauthorized Because of impaired May channels or firmware or the game play the Wii console, updating to the Wii MENU Version 4.3 will check for and Such Unauthorized Files Automatically remove. In Addition, There Are Some behind the scenes enhancements That Do Not Affect Any prominently-used features or menus But will Improve system performance. "
Even BAnnerbomb exploit is damage by this update-
source: Thankz DRAXOs
ohh and my 101 post!!!
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June 22nd, 2010, 21:35 Posted By: Shrygue
via Computer and Video Games
Capcom's released a trailer for its just-announced Nintendo 3DS game, Resident Evil Revelations - and it looks frickin' gorgeous.
Despite 73 games being announced for 3DS at E3 last week, Nintendo only released one trailer for Kid Icarus: Uprising.
Pitch black rooms and static environments might have something to do with it, but Resi 3DS - and its character models in particular - looks just as good as the excellent Resident Evil 1 remake on GameCube - and it'll be in 3D.
We probably shouldn't make final judgement from a carefully edited trailer, but... ah bugger it, this is going to be amazing.
Trailer at CVG
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June 22nd, 2010, 21:42 Posted By: Shrygue
via Computer and Video Games
The Legend Of Zelda Skyward Sword won't be easy. That's the word from Nintendo's Eiji Aonuma who reassured fans after Shigeru Miyamoto had previously spoken of the need to make Legend Of Zelda games more accessible.
"I do not want to make Zelda easier," Aonuma told Game Informer. "Easy to me does not equal fun. I want puzzles where people have to think about it, and when they solve the puzzle, there's that feeling of accomplishment. That's something that's really valuable, that concrete feeling that when you accomplish something [in the game], it feels like you've done something worth doing. If the game is too easy, the accomplishments aren't valuable."
Miyamoto's comments had led many gamers to believe that the new adventure may pander to casual audiences who couldn't get into Twilight Princess but Aonuma believes his partner's comments were misunderstood.
"When Mr. Miyamoto says easy, he doesn't mean simple. He means easily - this is the difficulty of the language here. It's accessible, and you know how to do things, if not necessarily what to do. You may have a series of puzzles to figure out, and it may be difficult to decipher the meaning, but it's not difficult to accomplish what you need to do."
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June 22nd, 2010, 22:45 Posted By: wraggster
Nintendo president and CEO Satoru Iwata has indicated that the company does not intend to sell the new 3DS portable at a price below that of its production cost, ensuring a profit on hardware from day one.
Unlike Microsoft and Sony, Nintendo has traditionally always sold hardware at a profit from launch, allowing even modestly successful consoles such as the Nintendo 64 and GameCube to turn a significant profit for the company.
Speaking to website VentureBeat, Iwata commented that, "We believe we will produce enough value worthy of the production cost. We do not think we have to sell the products below cost."
However, Iwata would not be drawn on the price of the console, indicating that no final decision has yet been made. He did admit though that, "What I can confirm is that, in terms of the production costs, it will cost more than the costs for the Nintendo DS today."
Iwata was not asked about the release date of the portable, although the company has previously stated that it will be released worldwide before March 2011. He did however indicate that all pending issues in terms of supply and manufacture of the 3DS's special LCD screens "have been fixed".
Also in the interview, Iwata revealed that the company had produced working 3D demos with both GameCube launch title Luigi's Mansion and the Game Boy Advance in 2001. Although the GameCube test had an "appealing" result Nintendo's earlier portable was not deemed powerful to produce a useful effect.
Iwata also indicated that that 3DS, which was not originally designed with 3D imagery in mind, was not a direct reaction to Apple's iPhone or iPod, despite plans for a degree of e-reader functionality.
http://www.gamesindustry.biz/article...launch-article
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June 22nd, 2010, 22:49 Posted By: wraggster
Le sigh. For years now, Nintendo's online efforts have quite clearly lagged behind those of Sony and Microsoft, both of which have placed a priority on nailing online multiplayer and making it part of the draw for prospective buyers. Xbox LIVE is a entire universe of online goodies, and it's the exception rather than the rule to see a major title launch on the 360 sans online play; in many ways, Sony sings a similar tune. Nintendo, meanwhile, seems to keep online play on the back burner, occasionally throwing it in where it's easy enough to add but never really going out of its way to make sure the latest AAA title will allow Bobby and Jacky to play from across the street. During an investors meeting last week at E3, Nintendo president Satoru Iwata confessed that he's "not currently satisfied with the online efforts that we have made so far," and that the Big N is "working at ways to improve those." In an episode of corporate double-speak to end all corporate double-speak, he followed up with this gem: "On the other hand, I do not think that online functionality is something that we should be devoting resources to for every single product." Seriously, Iwata? You can't think of a single reason why the next installment of Balls of Fury could benefit from online support? For shame.
http://www.engadget.com/2010/06/22/n...no-big-change/
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June 22nd, 2010, 23:28 Posted By: wraggster
At a post-E3 conference Q&A session with various analysts, Nintendo president Satoru Iwata commented on the hardware upgrade from Nintendo DS to 3DS, and how developers should expect the new device to affect their costs of development.
“As long as you are already creating a fully rendered 3D world, all you have to do in order to create the 3D visual effect is to capture the same images with two cameras, one for right eye and the other for left eye,” said Iwata. “From a development perspective, it actually does not make much of a difference in terms of development costs to create the 3D visual effect.”
For those who couldn’t quite wrap their heads around yesterday’s 3DS GPU specifications, what this means is that every game running in 3D is rendering its visuals twice. This is why the 3DS’s “effective” resolution while running 3D software is horizontally doubled to 800×240 px, instead of 400×240 px, which is the device’s standard screen resolution.
“On the other hand, because the visual capabilities of Nintendo 3DS are more powerful than the existing Nintendo DS, if you are going to take full advantage of the graphics capability of Nintendo 3DS, the development cost is also expected to rise,” Iwata continued.
“Therefore, if developers decide to try and maximize the graphical powers of the system, then the cost would be more expensive than what it is currently for Nintendo DS and may potentially approach the cost of developing Wii software. “
http://www.siliconera.com/2010/06/22...ch-wii-levels/
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June 23rd, 2010, 00:27 Posted By: wraggster
During E3, Nintendo gave a presentation to analysts about the company's new offerings and its current status. Reggie Fils-Aime presented the above slide, which shows the startling truth about the Wii's installed base in the United States: in its fourth year on the market, it's larger than the ubiquitous PlayStation 2's installed base at the same point in its life, by a margin of almost five million units. Of course, the PS2 has had a spectacularly long lifespan after that, with Sony announcing 7.2 million units sold just last year.
Later in the presentation, Reggie revealed that around 300,000 units of the black Wii console have been sold since its May 9 introduction in North America, and Super Mario Galaxy 2 is "approaching 900,000 units here in the U.S."
http://www.joystiq.com/2010/06/22/wi...than-ps2s-did/
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June 23rd, 2010, 00:34 Posted By: wraggster
The Lavalit Team have released a new version of Openbor for Consoles,Wii, PSP, Dreamcast, Dingoo, Gp2x and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Author: damon_caskey
Log message:
Added "log" parameter to loadsample(char file, int log) script function:
0 (default) = Log error if file not found.
1 = No error logged.
This enables modder to evaluate sound files without making a mess of the log.
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June 23rd, 2010, 00:37 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15257.html
Actarus has released a new version of its Nintendo DS and GBA emulator iDeaS for Windows.
Quote:
Here´s the changelog:
Fixed a bug in swi 4 (ARM9), swi 4 and swi 6 for ARM7 (DS Mode).
Fixed a bug in Alpha Blending between 3D Layer and OAMs. (DS Mode).
Fixed a bug in reading Palette Memory (GBA Mode).
Fixed a bug in reading Vidoe Memory (GBA Mode).
Added swi 10 (GBA Mode).
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June 23rd, 2010, 00:37 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15257.html
Actarus has released a new version of its Nintendo DS and GBA emulator iDeaS for Windows.
Quote:
Here´s the changelog:
Fixed a bug in swi 4 (ARM9), swi 4 and swi 6 for ARM7 (DS Mode).
Fixed a bug in Alpha Blending between 3D Layer and OAMs. (DS Mode).
Fixed a bug in reading Palette Memory (GBA Mode).
Fixed a bug in reading Vidoe Memory (GBA Mode).
Added swi 10 (GBA Mode).
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June 23rd, 2010, 00:43 Posted By: wraggster
Armin Tamzarian released Metaphrasis v0.1.1
Metaphrasis is a static conversion class for transforming RGBA image buffers into various GX texture formats for Wii homebrew development. Metaphrasis is written in C++ and makes use of a community standard and newly developed algorithms for conversion of 32-bit RGBA data buffers into various GX texture formats common to both the Gamecube and Wii platforms.
http://wiibrew.org/wiki/Metaphrasis
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June 23rd, 2010, 00:44 Posted By: wraggster
Armin Tamzarian released FreeTypeGX v0.3.0
FreeTypeGX is a wrapper class for libFreeType which renders a compiled FreeType parsable font into a GX texture for Wii homebrew development. FreeTypeGX is written in C++ and makes use of a selectable pre-buffered or buffer-on-demand methodology to allow fast and efficient printing of text to the EFB.
Note: As of version 0.2.1 FreeTypeGX has forked into two disparate projects and now relies upon the Metaphrasis library.
http://wiibrew.org/wiki/FreeTypeGX
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June 23rd, 2010, 00:45 Posted By: wraggster
SifJar updated WiiSCU to v0.24
WiiSCU by Wack0 (updated by Illinialex24) (mod of IOS51+shop by tona) - powered by PatchMii. The application gives you the option to install new versions of channels and IOSes without touching the system menu.
Remember to be careful with IOS60 if you are on 4.0-4.1, the new version (0.22) fixes the stub issue but it still can be dangerous if your internet or power goes off.
The new version has the source included because of the copyright.
Changelog
v0.24 (unofficially contributed by SifJar
Allows choice of Shop Channel version
http://wiibrew.org/wiki/WiiSCU
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June 23rd, 2010, 18:23 Posted By: wraggster
The 3DS may add new functions to the robust Dual Screen Nintendo handheld platform - but that comes at a cost.
And according to Nintendo president Satoru Iwata when it comes to making games for the device development costs will be comparable to making a game for the Wii.
Speaking during an analysts Q&A at E3, he said that the actual implementation of 3D functions to games that are already 3D/polygonal experiences has minimal impact on costs – but the advanced features of the 3DS graphic chip mean the cost will rise due to asset creation.
"As long as you are already creating a fully rendered 3D world, all you have to do in order to create the 3D visual effect is to capture the same images with two cameras, one for right eye and the other for left eye," said Iwata.
http://www.mobile-ent.biz/news/37577...ely-to-be-high
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June 23rd, 2010, 18:28 Posted By: wraggster
Satoru Iwata has said that there is no "immediate need" to launch a successor to the Wii because Nintendo still has lots of cool things left to do with it.
"When we run out of ideas with the current hardware and cannot give users any more meaningful surprises with the technology we have, that's when we will launch the new hardware," Iwata told the BBC at E3.
"But do we need to launch a successor to Wii right now? I don't think so."
Iwata also told Forbes that the decision to launch Legend of Zelda: Skyward Sword in 2011 "shows that we are not in a hurry to launch the next generation of home console".
That all tallies with Iwata's message to analysts last week.
"I do not think that there is an immediate need to replace the Wii console, but of course, at some point in the future, that need will arise," he said last Wednesday.
"So I will answer your question from the perspective that we currently do not have an answer as to what point in the future that need will come."
Iwata, who began life at Nintendo working in development, also spoke to analysts about the prospect of bringing 3D to the next Nintendo home console.
Nintendo has yet to launch a console that supports high-definition 720p and 1080p displays, so it wasn't too surprising to hear that - despite announcing a 3D handheld at the trade show, and despite competitor Sony's investment in 3D - there are no plans to incorporate 3D into a home machine any time soon.
"Considering the current penetration rate of 3D television sets in ordinary households, we don't think that there's much reality in creating a new hardware system that would support 3D visuals as a home console," Iwata explained.
"Of course, at some point in the future, when the installed base for 3D televisions is such that it's no longer a rarity for people to have one, then certainly, when that point in time comes, whichever console Nintendo would release at that point would most likely take advantage of 3D technology."
Iwata was also asked about Nintendo's digital distribution plans, and while his answer ostensibly related to 3DS it offered an insight into how the Japanese platform holder is approaching the online marketplace overall.
"Up until now," he said, "much of the digital distribution focus has been on more of a 'pull type' where the consumer goes out, gets the content and pulls it to themselves. With Nintendo 3DS, we're looking at a model that would be more focused around the 'push type', where we're able to push information or content out to the device."
That, Iwata explained, was what he was talking about when he revealed that 3DS would automagically download content when it was within range of other 3DS users or relevant access points.
"With a model like that, what it means is that because the consumer doesn't have to actively seek out the information themselves, it gives us a venue for creative new ideas of our company or of our developers to reach consumers much more easily.
"And ideally, if it is possible, we would like to try and find ways to customise that functionality as much as possible to meet our consumers' tastes.
"Unfortunately, we can't go into detail on that today because there's still a number of questions about the degree to which we'll be able to do that. But I would like to say that we are thinking seriously about strengthening digital distribution."
Nintendo 3DS is due out before the end of the company's financial year - something that Iwata also said in his analyst chat.
http://www.eurogamer.net/articles/wi...n-out-of-ideas
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June 23rd, 2010, 18:29 Posted By: wraggster
Nintendo's 3DS handheld has the potential to attract an older, broader audience to handheld gaming, according to Sega West's president Mike Hayes.
Speaking in an interview published today on GamesIndustry.biz, the publisher boss suggested a number of mature Sega franchises could work on the 3DS, if the handheld appeals to a wider demographic than previous Nintendo consoles.
"With the quality of the device they've got it's possible they can expand their audience into an older, broader audience," he said.
"It was interesting to see games like Saint's Row on the device. If we could bring, let's say, a House of the Dead or an Aliens title, if the audience for 3DS is much broader it could give us much more scope in that market, and that's as exciting as well as Mario & Sonic and Monkey Ball games."
Publishers are already committing triple-A franchises to the 3D console, with Capcom's Resident Evil, Ubisoft's Assassin's Creed and Konami's Metal Gear Solid projects already in development.
A number of publishers, most significantly Sega, Capcom and Electronic Arts, tried to reach a mature audience on the Nintendo Wii with mixed results, eventually abandoning efforts to reach hardcore game consumers on the home console.
But Hayes sees new potential, and praised Nintendo for its vision of 3DS, highlighting the fact that while many manufacturers can jump on the home 3D bandwagon, Nintendo has created its own unique, self-contained technology.
"The 3DS is Nintendo through and through, this is Nintendo's brilliance," he offered. "They're almost in their own technological world, doing their own thing.
"Whilst 3D TV is quite an amazing technology advancement, and many companies will get into that, Nintendo will now create this huge business with their own unique piece of technology that very few if any, will be able to copy. That's Nintendo over and over again, it's fantastic. For us as a third-party it's a great leg up in terms of the portable business."
http://www.gamesindustry.biz/article...andheld-gaming
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June 23rd, 2010, 21:36 Posted By: Shrygue
via MCV
The digital distribution offering for the 3DS will be different to that seen with the likes of DS or Wii, Nintendo president Saturo Iwata has stated.
“I can’t go into detail on what the plans are today, but of course, with a device like Nintendo 3DS, we do intend to offer some type of digital distribution,” the exec told investors.
“What I can say is that if that type of digital distribution is not something that is very new and fresh compared to what we have done with Nintendo DSi, then I think we’re going to have a hard time reaching out beyond the audience that actively seeks out that type of digital content.”
The crux of the changes will be finding new ways of getting users interested in the machine’s digital offering without the need for huge marketing spends – the potentially low returns of digital titles don’t allow for that.
“I think that it’s very difficult to devote significant marketing dollars to individual titles,” he added. “So I don’t think there is a whole lot of reality behind the idea of us doing a lot of TV commercials for specific DSiWare or WiiWare titles.
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June 23rd, 2010, 22:59 Posted By: wraggster
Metroid: Other M designers Yoshio Sakamoto and Yosuke Hayashi have spoken to Eurogamer about their desire to leave their own mark on the famous series, which they hope to do by approaching familiar elements in new ways and investing in the character and story of protagonist Samus Aran.
"While we're trying to do these things that people have been clamouring for, we also don't want to do things the way people expect, because then there's no surprise," Sakamoto, from Nintendo, told Eurogamer in an interview published today.
"On top of that, we have to make it accessible for anybody to play."
One key point of difference will be the game's story focus, which we suggested might lead to a less "lonely" game than some of its series predecessors.
"I think the essential Metroid design is something that's very beautiful, but in each game, I think it's had a slightly different manifestation," Hayashi, of Team Ninja, explained.
"For example, if you think about Super Metroid, that was a game that was really characterised by silence. This time for Other M, the scenario that Mr Sakamoto has written for us is really that of a robust adventure game, with a story that makes players want to see more."
Sakamoto revealed that the team had researched the public perception of Samus as part of their development.
"I think a lot of people who have been playing Metroid certainly have developed an idea of Samus as a loner," he acknowledged. "It certainly seems hard to get a sense that Samus would ever work with team members.
"But because that image is so prevalent, we've decided to play with it a little bit. So you'll find that she does have team members fighting alongside her, but, at the same time, the focus, from the narrative perspective, is going to always be on what she's thinking. We want people to get to know Samus this time around."
Hayashi said that "sense of solitude" would remain, though. "But it's expressed within Samus's character. I think you'll find that Samus is a character who can feel alone even while surrounded by others."
http://www.eurogamer.net/articles/ne...e-expectations
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June 23rd, 2010, 23:31 Posted By: wraggster
Nintendo President Satoru Iwata has said that piracy on the DS has "reached a threshold where it is no longer easy for (Nintendo) to completely put a stop to", before suggesting that security issues will be improved on their next handheld, the 3DS.
When asked how Nintendo is planning to tackle the "serious issue" of piracy with 3DS, Iwata replied:
"I am in complete agreement with you that piracy is a serious issue. Unfortunately, the piracy issue has reached a threshold where it is no longer easy for us to completely put a stop to now.
"Naturally, we are taking a two-pronged approach, from both a legal and a technological angle, to try to do what we can to combat the piracy issue.
"Although we have made some progress, unfortunately, it's kind of like a game of "Whack-A-Mole" where you hit one over here and it pops up over there, and it has been a bumpy ride."
It's been widely reported that piracy on Nintendo's handheld is running rife on a global scale, with programmable carts freely available to buy and fake carts frequently sold to unsuspecting customers through online channels like eBay.
However the company's hopeful that things won't be quite so bad for the 3DS.
"On the Nintendo 3DS, when the new hardware is launched, various measures can be taken. So, we'll continue to take advantage of technological attempts. In the case of Nintendo DS, the pirates work to find ways to then overcome that and enable it, but we'll continue to try to do what we can to limit the amount of piracy that's going on. We will pursue these two routes."
Nintendo 3DS is expected to launch worldwide before April 2011.
http://www.gamerzines.com/ds/news/ds...t-to-stop.html
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June 23rd, 2010, 23:32 Posted By: wraggster
At a recent investor relations meeting held on June 16, Nintendo of America President Reggie Fils-Aime commented on how Nintendo hopes to combat the rising sales of the PlayStation 3 and its new motion controls.
When asked about how they are going to respond to PlayStation Move, Reggie was confident in saying that they have a clear path in front of them. “We want to provide compelling experiences for the consumer. We want to do that in a way that has tremendous value for the consumer and that one-two punch, we believe, is going to continue to drive our business. The consumer today can get a Wii configuration that has two fantastic pieces of software and a Wii MotionPlus for $199, and the consumer is responding. We believe that the consumer will respond to Metroid: Other M, Wii Party, Kirby’s Epic Yarn, Donkey Kong Country Returns, and to all of these fantastic franchises that we’re bringing to bear.”
While it remains to be seen whether or not Nintendo can have another successful holiday period like that of 2009, Reggie commented that if they manage to execute their goal, they will be able to widen the gap versus the other home consoles despite the availability of their new motion controls. He also went on to say that by driving the console's install base, software sales will increase as well
http://www.nintendoworldreport.com/n...fm?artid=23483
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June 23rd, 2010, 23:35 Posted By: wraggster
Riivolution v1.03 updated for System Menu 4.3 by AerialX
Riivolution is an on-the-fly game patcher for use with retail discs. It allows users to place content on their SD or USB devices, which will be read by the game during regular play.
It can be used for custom textures, music, levels, memory patches, game translations, and more!
http://wiibrew.org/wiki/Riivolution
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June 23rd, 2010, 23:39 Posted By: wraggster
News/release from http://dsgamemaker.com/forum/viewtopic.php?f=28&t=4973
I made this game for my own use.But perhaps some people like to play sudoku anywhere too.
It is a collection of 68 puzzles to solve by my playing way: no help, no rubber, when you poke a number you must be sure of it, however you are allowed to make 4 mistakes.The best is to never unlit any star.
When you win, the following puzzle is loaded.The current puzzle number is written on the bottom left corner of the upper screen.It is saved when you stop your DS.
When you lose, you must replay the current puzzle from the start.So it is if you stop your DS during a not ended game.
In the lost situation (thumb down) a hidden command with pad Right-Left can change current puzzle, usualy not to be used!
Hope you'll like it.
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June 23rd, 2010, 23:40 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...05f47994b822f3
pichubolt090 Version 1.14 offers a game of skill "DSmash" in which he must touch the black dot that keeps moving in all directions .
Log Change
- Even more file shrinking
- All MP3s Now Have a 64 kbps bitrate, WHICH IS recommended
- Changed title graphic, DS top screen it Did not look too well .
- Edited graphics are
- A couple of bug fixes challenge
- A popup window Will Now If You Have Completed a challenge ( like in brawl ^ ^)
- Changed Some sound effects
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June 23rd, 2010, 23:41 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...05f47994b822f3
Update Criminal "South Africa World Cup 2010 Manager DS" which is now in version 1.02, manager / agenda of the World Cup Soccer 2010 Nintendo DS with graphics signed by Lobo. Calendar, which allow you to anticipate , monitor and perform all the match scores and some info on the stadiums and the teams and the 5 languages . This update fixes bugs and adds text to the calculation of qualified default since before it was imperative to take a turn in the section for the skilled group is taken into account in the playoffs.
Installation:
* Unzip the archive and copy the file on your flash card South_Africa_World_Cup_2010_DS_Manager.nds .
* Copy the folder / SAWCMDS at the root of your flash card .
-------------------------------------------------- -------------
Version 1.02 ( 23-06-2010 )
- Fixed various bugs .
Version 1.01 ( 10-06-2010 )
- Correction of the Spanish translation of the application loading via wifi .
- Updated photos of the 32 teams .
Version 1.00 ( 28-05-2010 )
- Support DLDI.
- Automatic backup .
- 5 languages ( English, French , German, Spanish and Italian ) .
- Manual management scores .
- Hours , dates and locations of 64 games .
- Automatic classification of hens .
- Automatic qualification ( hens and finals ) .
- Update the results via a WiFi connection .
- Photos and information ( city , capacity , construction , architects ) of the 10 stages.
- Photos and information ( Coach, founded in , number of holdings , number of title world champion , fifa ranking , color jerseys ) of 32 teams.
Known Issues
- Delete the outcome of a match a team that has played a test can create a higher overflow structure . (Example : I am in the quarterfinals , it is logical at this stage does not delete or modify the results of hens)
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June 24th, 2010, 13:25 Posted By: wraggster
Super Mario Galaxy 2 has sold nearly 1 million units in the US.
The game has shifted over 900,000 copies since its release one month ago. Nintendo revealed the impressive sales figure in a Q&A on their Investor Relations site, according to 1up.
The platform holder also announced New Super Mario Bros Wii has been “the best-selling game so far in 2010”, followed closely by Wii Sports Resort. The pair are “two of only four titles which has sold more than a million units from January through April according to NPD”.
Finally, Nintendo said that the Black Wii bundle has sold more than 300,000 units since it was released.
http://www.mcvuk.com/news/39737/Mari...rs-1m-US-sales
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June 24th, 2010, 13:26 Posted By: wraggster
The GPU for the Nintendo 3DS has just been revealed, and it's not made by Nvidia, ATI, or even Imagination Technologies. Instead, Nintendo has signed up Japanese startup Digital Media Professionals (DMP) in a deal that sees the company's PICA200 chip churning out the 3-D visuals. For the first time in Nintendo's history, the 3DS will feature a GPU with programmable shaders, rather than a fixed-function pipeline, meaning the 3DS is more graphically versatile than the Wii. Among the PICA200's features are 2x anti-aliasing, per-pixel lighting, subdivision primitives, and soft shadows. As well as featuring DMP's own 'Maestro' extensions, the PICA200 also fully supports OpenGL ES 1.1. The architecture supports four programmable vertex units and up to four pixel pipelines."
http://games.slashdot.org/story/10/0...S-GPU-Revealed
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June 24th, 2010, 15:17 Posted By: wraggster
“In all of the games we will be releasing going forward, some kind of multiplayer element will be incorporated one way or another,” Yoichi Wada, CEO of Square Enix, said to Forbes. "What we will encourage them to do is to incorporate some kind of multiplayer element even in single player games."
In addition to games like Lara Croft and the Guardian of Light, and Front Mission Evolved, both of which are natural fits for multiplayer game design, Square Enix has been adding mulitplayer elements to their RPGs for the past few years.
Kingdom Hearts: Birth by Sleep has a Monster Hunter Freedom-esque ad-hoc mode. Dragon Quest IX has local Wi-Fi and tag mode, an option where players can passively share treasure maps. And Final Fantasy XIV will follow in the footsteps of Final Fantasy XI, a full-blown MMORPG.
Interestingly, Deus Ex: Human Revolution, one of the most talked about games in Square Enix’s lineup, has no multiplayer modes. Deus Ex: Human Revolution is strictly a single player game.
http://www.siliconera.com/2010/06/23...n-their-games/
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June 24th, 2010, 16:57 Posted By: wraggster
It's no secret that Marvel vs. Capcom 3 draws heavily from Capcom's other crossover fighting game franchise, Tatsunoko vs. Capcom. So it's a little strange that the company isn't keeping the community they've established happy with a Wii release of the former.
However, all hope may not be lost. In an interview with Joystiq, MvC3 producer Ryota Niitsuma suggested a Wii version of the fighter may appear in the future, depending on the success of the PS3 and Xbox 360 versions.
"Well, we can't get into any specifics, but all I can is that the game we made right now, as it is, it's for Xbox 360 and PS3," he said. "We want to see how it does and maybe see where we'll take it from there."
Street Fighter IV is not only available on the iPhone but was recently announced for the Nintendo 3DS. Capcom looks like they're pushing the genre as much as possible so it could be that MvC3 shows up on the 3DS or the Wii. Here's hoping.
How do you guys feel about a Wii version of MvC3?
http://www.computerandvideogames.com...VG-General-RSS
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June 24th, 2010, 22:52 Posted By: wraggster
We've read (and written!) some positive write-ups on Nintendo's recently revealed, extra-dimensional handheld, but nothing quite so glowing as the latest blog post from developer extraordinaire Warren Spector. "The 3DS changed my life," Spector explained on his personal blog. We're still trying to tell if he was being sincere, or if he was just trying to come up with a title for the nerdiest Lifetime Original Movie ever made.
"I can be pretty stubborn and when I decide I know something or I'm right about something, I don't often change my mind," he added. "Well, I just want to say I've been completely wrong about 3D all my life. I never got it before. Until now." The reason behind Spector's lack of 3D experience? He lost his ears in a tragic childhood biking accident, and has had no appendages upon which to perch special spectacles. Now we totally understand his enthusiasm.
http://www.joystiq.com/2010/06/24/wa...anged-my-life/
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June 24th, 2010, 22:57 Posted By: wraggster
In April, Shinji Hashimoto tweeted about Final Fantasy V and Final Fantasy VI for the Nintendo DS. Neither game was announced by Square Enix, but Hashimoto said the titles had “technical problems”. That piqued my interest and I figured the Siliconera crowd was curious too. So, I asked Hashimoto about the unannounced remakes when I met him at E3.
“As you saw from Nintendo’s press conference yesterday, there is new hardware coming out,” Hashimoto replied. “We knew that was coming. We had to make decisions understanding that there were hardware changes in the near future and where want to put our resources.”
I followed up and asked Hashimoto if Square Enix has plans to bring Final Fantasy V or Final Fantasy VI to the Nintendo 3DS. Hashimoto stopped typing or maybe tweeting on his laptop, laughed, and said, “No decision has been made.”
“Rather than creating [Final Fantasy] V or VI for the current DS we want to take a look to see how 3DS does, how it evolves, and then make a decision.”
http://www.siliconera.com/2010/06/24...on-ds-and-3ds/
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June 24th, 2010, 23:22 Posted By: wraggster
Tantric has released a new version of the port of the Dos emulator for the Nintendo Wii
A port of DOSBox to the Wii using SDL Wii.
-=[ Features ]=-
* USB Keyboard and mouse support
* Wiimote pointer support
* SD/USB mounting
* Most DOS games are playable
* Home menu, with on-screen keyboard
-=[ Update History ]=-
[1.3 - June 24, 2010]
* Updated to latest DOSBox SVN
* Updated to latest libwiigui
* Improved on-screen keyboard
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June 24th, 2010, 23:24 Posted By: wraggster
News via http://hackmii.com/2010/06/system-menu-4-3-update/
It’s been a quiet few months around here — Nintendo seems to have been neglecting the Wii. We expected to see a firmware update bundled with Super Mario Galaxy 2, but found no such thing — however, a few weeks later, we have ourselves a brand new 4.3 update. As usual, Nintendo describes the update as:
June 21, 2010
Wii Menu 4.3
Unauthorized Modifications
Because unauthorized channels or firmware may impair game play or the Wii console, updating to Wii Menu version 4.3 will check for and automatically remove such unauthorized files. In addition, there are some behind the scenes enhancements that do not affect any prominently-used features or menus but will improve system performance.
If you are seeing “Error:004,” please click here.
What a disappointment… this is just a rehash of, well … every update in the past 2 years, except for the 4.0 update (which actually added some features). The only thing that will drive people to install this update will be the broken Shopping channel and hypothetical future games which will come with this update on disc.
Anyway, here’s the technical changelog — much of this can be seen in the last few Wiimpersonator reports.
IOS
Fixes in all versions — the 2 exploits we were using in the HackMii Installer, as well as the /tmp bug that has existed forever and a half and been used by everyone else to downgrade IOS. Updated existing IOSes (9, 12, 13, 14, 15, 17, 21, 22, 28, 31, 33, 34, 35, 36, 37, 38, 53, 55, 56, 57, 61)
Added two new IOSes — IOS80 and IOS58. IOS80 continues the trend of a new IOSx0 for each system menu, and IOS70 was stubbed out. IOS58 was previously only found on one disc, and is interesting because it contains an EHCI (USB2.0)
Added a stub IOS that will finally overwrite BootMii/IOS with a higher version number.
System Menu
Updated to block title IDs — HAXX, JODI, DISC, DISK
Updated to *really* block Bannerbomb – shows Error 004 now
So there’s nothing interesting at all in this update. Just the usual bugfixes. They do get credit this time to actually block exploits. The Bannerbomb block seems to be stable this time and they didn’t leave our privilege escalation exploit unfixed like in the last update.
We’re currently working on new exploits and a new release of the HackMii installer but we’ll spend some more time to obfuscate our exploits this time to make it harder for ninty to find and fix them. It might therefore take some more time until our next release.
Just don’t update – there’s nothing interesting in this update anyway.
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June 24th, 2010, 23:25 Posted By: wraggster
The DS may have been swamped by casual software over the years, but Nintendo president Saturo Iwata is confident the 3DS can retain its focus on the core audience.
Speaking to Japanese news service Nikkei, Iwata said that he plans to work more closely with both first and third-party developers in order to “expand into elaborate games targeting serious gamers”.
He added that the current DS and its software only caters for non-gamers and that the 3DS will rectify this thanks to its advanced graphics and gameplay, according to GameSpot.
Nintendo has already announced a stunning line-up of third-party 3DS titles, encompassing several traditional video game franchises such as Metal Gear Solid, Resident Evil, Street Fighter, FIFA and Ridge Racer.
Iwata said: “These partnerships are good for both Nintendo and the software developers.”
http://www.mcvuk.com/news/39746/Iwat...serious-gamers
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June 24th, 2010, 23:30 Posted By: wraggster
Hexxagon 1.1 released by Tantric
Hexxagon is a classic DOS board game. The object of the game is to have the majority of your colour discs on the board at the end of the game. This release demonstrates using DOSBox Wii to directly load a DOS game.
http://wiibrew.org/wiki/Hexxagon
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June 24th, 2010, 23:34 Posted By: wraggster
News/release from Michoko
Hi!
Against all odds, and after a one-year break, I finally decided to revive the LoneWolfDS project. I updated my development environment to the latest DevKitARM and Palib, and after some weeks of work, here it is: Caverns Of Kalte. For those who had missed the first two volumes, "Flight From The Dark" and "Fire On The Water", this is an attempt at porting good old paper gamebooks to the DS console.
So what's new in this third book?
- A new and exciting adventure in the Icy Wastes of Kalte!
- Improved the game engine for handling more complex events
- Made 2 new musics for even more variety
- Now uses the latest development libs so the compatibility with all new linkers should be improved.
As with "Fire On The Water", you can continue your game from the last book. For this, you need to have the "Fire On The Water.xml" file at the root of your linker, and this saved game must contain at least one slot saved at the end of book 2.
You can get the game here : http://www.projectaon.org/staff/frederic/index.php
(please don't host the ROM on your site but use this link instead, as required by the Project Aon licensed)
Because of the change of my development tools, I hadn't the possibility to test compatibility on many linkers. So this is a Release Candidate. If you encounter a problem or a bug, please tell me your linker model and I'll try to investigate. Thank you for your feedback!
Spread the word and have fun!
Frédéric
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June 24th, 2010, 23:36 Posted By: wraggster
News/release from yoshi123
Rules are simple:
1. You select a sprite by tapping it with the stylus
2. You tap somewhere on the screen
3. That sprite will go to the position of the stylus very slowly
4. During the procsess of step 3 a cactus will follow a random sprite
5. When the sprite you selected reaches the stylus position the round is over and the cactus will stop
6. The cactus chooses a new random target
7. Repete the process
The aim of the game is to make sure the cactus doesnt touch a block for as long as posible.
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June 24th, 2010, 23:41 Posted By: wraggster
News via Nmax
ThatOtherPerson Version 0.2 offers the Wii for the adaptation of his own zombie game for PC "They Do Not Die.
I know ITS Been over a week and I sorta I Had Ruined That streak going of frequent posts . I Was not really in the mood for programing and replaying Deus Ex Is a constant Timesink . Goal I got it working back Into They Do Not Die ( the Wii version ) yesterday and DID bit more today .
Now You Have a Set Amount of health Which Obviously you lose your Whenever harmed by zombies . You Also Have Which you can use energy to move faster (just hold down the A button) end if You Do not Have "any energy left running Then Will INSTEAD consumes health. Both your health and energy regenerate .
The cameras zoom in and out based on How Much = remaining health you have. There Is Some Darkness Around the borders of the screen turns red Which When Your losing health .
The iconic sprites arrow from the PC version are now in the game And They rotate and everything. There Are Also Now That Corpses get left behind When you kill someone .
When your health hits zero Then your feel back to the New Start Menu from Which you can can choose to Begin playing again with 'everything reset.
http://thatotherdev.wordpress.com/20...%E2%80%93-wii/
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June 25th, 2010, 22:37 Posted By: wraggster
Deus Ex and Epic Mickey mastermind Warren Spector has been blogging about E3, and in his latest update, he delivers a frothing love letter to the Nintendo 3DS, declaring himself "blown away".
"Nintendo got 3D right - righter than anyone else. Ever. By far," Spector wrote.
He first points to the fact the machine doesn't require glasses, the lack of image degradation comapred to 2D displays and the way the user can adjust the 3D effect themselves, before going on to praise the machine's packed feature set.
"As each new 3DS feature was described, my jaw got closer and closer to the ground... I swear if they'd said it was a phone, too, I would have dashed back onto the stage and snatched the prototype and run like the wind! I half expected to hear it would tuck me in at night!"
The veteran designer loved the line-up of content, too. "Every title – movie or game – was a hardware-selling brand, each one looked cool and each was genuinely enhanced in some way by the 3D effect." And the effect itself? "The 3D effect is basically perfect. I mean PERFECT."
Spector said the machine changed his mind about 3D altogether - he'd thought it was a fad, but 3DS has convinced him it's here to stay. He was also excited about the possibilities for game development.
"As a consumer, I'm in. Sign me up. Price no object (or not much of one). As a game developer, well, sign me up for that, too… I mean, how could anyone NOT want to play with this tech?
"I've been hoping something like this would come along since Origin and Looking Glass supported VR headsets in Wings of Glory and System Shock back in the mid-nineties, but I never actually believed it would happen. Well, it's happened. The Nintendo 3DS changed everything for me.
"The 3DS was - dare I say it? - almost Disney-like in the magical feeling it evoked in me and I suspect you’ll have a similar reaction when you get your hands on it."
http://www.eurogamer.net/articles/sp...y-nintendo-3ds
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June 25th, 2010, 22:39 Posted By: wraggster
Square Enix has announced that Final Fantasy: The 4 Heroes of Light will be released here on 8th October.
This DS game allows groups of friends to adventure together using the wireless connection. And with character classes determined by the hat on your head, swapping roles and trying new approaches can be done quickly and without fuss.
The game's been put together by the Final Fantasy III and IV team, and the beautiful art direction lead by FFXII's Akihiko Yoshida
http://www.eurogamer.net/articles/pr...asy-in-october
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June 25th, 2010, 22:52 Posted By: wraggster
Newly released
features
Relive the Red Ribbon Army Saga and experience all the key events from the original anime series through eight different multi-level episodes. A private army led by Commander Red, the Red Ribbon Army has soldiers all over the world in search of the enchanted Dragon Balls. Even now, their shadow looms over Goku as he sets off unaware of what lies in wait…
Fight not only as Goku, but also a variety of familiar faces that he encounters as his journey progresses, including Krillin, Bulma, Yamcha and more, each with their own abilities and power-ups
A challenging mix of action and exploration requires Goku and friends to use a wide range of skills to solve puzzles, find treasure chests, and defeat armies of skilled opponents. Advance to collect a variety of tools, items, figurines and other valuables that can help you on your journey. Use either standard controls or the stylus to control Goku and unleash aerial attacks, land devastating combos and interact with the environment
A situation-based camera adapts with the changing gameplay to bring players closer to the action. An overhead view allows players a broad perspective as they jump, swing and charge through forests, underwater areas and more. Meanwhile, key boss battles switch to side-view to emphasize the signature fighting style of the Dragon Ballseries
Team up with a friend via a wireless local connection and conquer a series of intense multiplayer battles against unique and powerful rivals. Play through the single player adventure to unlock additional multiplayer stages, including challenging boss fights, as you make your way to the top of Survival Tower
description
Jump into the world of Dragon Ball and play as Goku and his friends in search of the seven mystical Dragon Balls! Dragon Ball: Origins 2 is an all-new action-adventure game encompassing Goku’s battle against the Red Ribbon Army featuring a humorous and memorable story taken from the original anime series. Battle alone or with a friend on Goku’s continuing quest with engaging controls and a fun mix of fierce fighting, dynamic action, exploration and puzzles!
http://www.play-asia.com/SOap-23-83-...j-70-3uj5.html
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June 25th, 2010, 22:53 Posted By: wraggster
Newly released
features
Perform 20 authentic Broadway-style choreographies from the most beloved showtunes, including ‘Cabaret’, ‘My Favorite Things’, ‘Dreamgirls’, ‘Roxie’, and many more!
Challenge yourself to dance your very best AND sing along to the on-screen lyrics for a full performance
A workout in disguise, ‘Dance on Broadway’ will get you moving to the beat as you burn calories while having fun!
description
Dance on Broadway is the Wii dance game that puts YOU center stage performing some of the biggest Broadway hits right at home! Dance, sing, and act to hit songs from your favorite musical performances, like ‘You Can’t Stop the Beat’, ‘Fame’, and ‘Luck Be A Lady’- just to name a few! Challenge up to four friends for the starring role. Get your jazz hands ready for Dance on Broadway!
http://www.play-asia.com/SOap-23-83-...j-70-3vdd.html
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June 25th, 2010, 22:54 Posted By: wraggster
Newly released
Experience the legendary battle between the Autobots and Decepticons before their exodus to Earth in the untold story of the civil war for their home planet, Cybertron. Two distinct and intertwined campaigns chronicle the Autobots heroism in the face of total annihilation and the Decepticons unquenchable thirst for power. Collect both SKUs to unlock all the Autobot and Decepticon characters. Play as your favorite Transformer characters in the war that spawned one of the most brutal conflicts of all time.
http://www.play-asia.com/SOap-23-83-...j-70-3rq5.html
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June 26th, 2010, 12:19 Posted By: wraggster
As our retail panel predicted, it's looking increasingly likely that Europe and now US won't get the Nintendo 3DS until 2011.
Earlier this week we detailed UK retailer expectations that the device will most likely arrive around February 2011priced just shy of £200.
Last night, Nintendo of America's president Reggie Fils-Aime appears to have made a similar confirmation on date.
Appearing on the Jimmy Fallon talk show, he remarked that the device was due to arrive "next year".
Until now, all Nintendo has said on the record is that the device will arrive by the close of its fiscal year, which ends in March 2011.
But many have hoped one or two territories - most likely the US and Japan, as with the original DS launch - would get the handheld device in time for Christmas, and help drive Nintendo president Satoru Iwata's plan to quickly hit an installed base of millions.
As we reported two weeks ago, the 3DS is Nintendo's latest handheld - it features a 3D display that doesn't require stereoscopic glasses to view it, new motion-sensing tech, the usual touch screen display plus new online features.
http://www.mcvuk.com/news/39768/Now-...-3DS-in-2011rn
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June 26th, 2010, 12:30 Posted By: wraggster
Donkey Kong Country Returns is a blast from the past. The demo level I played at E3 reminded me of the Super Nintendo games.
Aside from on the fly rendered monkeys, developer Retro Studios added new elements to Donkey Kong Country Returns. The most noticeable one is Diddy Kong’s jet pack. Once you free Diddy from a barrel, he climbs on Donkey Kong’s back. And Diddy has a wooden rocket on his back. This gizmo lets Donkey Kong hover in the air and gently glide to the ground. Donkey Kong also has a ground pound attack, which took some inspiration from New Play Control: Donkey Kong Jungle Beat. You shake the remote and nunchuk, as if you were Donkey Kong slapping the ground.
While I was jumping on frogs, a blimp flew by in the background. Birds flew by in another spot. These little touches made Donkey Kong Country Returns feel lively. Eventually, Donkey Kong jumps into the background when a land mass pops out of the ground via a special barrel. The screen zooms in on the new area and I completed a barrel jumping segment.
Donkey Kong Country Returns wouldn’t be a Donkey Kong Country game without lots of secrets. Levels have hidden banana bunches, puzzle pieces, and KONG letters to collect. The “O” was tricky to get in this stage. It was floating over a pit. Diddy Kong’s rocket pack didn’t help me get it. I couldn’t get enough lift from the jet to avoid falling into the abyss. On my next try, i used rolled into the letter by shaking the remote. Right before falling, I hit jump and landed on solid ground.
http://www.siliconera.com/2010/06/25...wered-jetpack/
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June 27th, 2010, 11:06 Posted By: wraggster
Pokémon Black & White is only three months away. Well, if you’re in Japan. Nintendo set September 18 as the game’s release date there. Pokemon trainers in North America have to wait until spring 2011 to catch Zekrom.
In addition to new starters and legendaries, Pokémon Black & White has new Pokémon from the Isshu region to collect. You can see some the new Generation 5 Pokémon below.
Their Japanese names are: (from left to right) Meguroku, Hihidaruma, Munna, Giaru (the floating gears), Shimama, Chiramii, and Mamebato.
http://www.siliconera.com/2010/06/26...se-new-pokmon/
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June 27th, 2010, 19:34 Posted By: wraggster
A Data East double header is hitting Japan. Magical Drop III and Metal Max 2, a RPG set in a mechanical wasteland with dogs, are due for Virtual Console in July.
Next month’s schedule is tilted towards the good old Neo Geo. Here’s the full list.
Famicom
Burn! Twinbee: Rescue Dr. Cinnamon
Super Famicom
Metal Max 2
Neo Geo
Dunk Dream
Magical Drop III
Ultimate 11
World Heroes Perfect
http://www.siliconera.com/2010/06/27...rtual-console/
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June 27th, 2010, 22:51 Posted By: wraggster
sysCheck v1.6.2 released by Erik Spyder
sysCheck does several checks on installed IOS and cIOS:
- IOS Stub;
- Fake signature (aka Trucha Bug);
- ES_DiVerify (aka ES_Identify);
- Flash Access;
- NAND Access;
- Boot2 Access;
- USB 2.0.
http://wiibrew.org/wiki/SysCheck
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June 27th, 2010, 23:36 Posted By: wraggster
Pate has posted more WIP news concerning his Dos Emulator for the Nintendo DS:
Well, the big architectural change in the next version is that I finally got the self-modifying version of my IRQ handling code to work! This is something that I have wanted to do pretty much since the start of this project. I tried to use SMC back in December last year, but I could not make it work reliably at that time. Now at the beginning of my summer vacation I decided to look into this again, and now it looks like I got it to work reliably! The rewritten IRQ handling I did at the end of May probably helped to make this work, as the IRQ code was now in one place and easier to change.
Ever since the beginning the main opcode dispatcher loop of DSx86 has looked like this:
loop:
ldr r1,[sp, #SP_IRQFLAG] @ Get the IRQFlag value (set to 0 if we need to handle an IRQ, else 0xFF)
ldrb r0,[r12],#1 @ Load opcode byte to r0, increment r12 by 1
mov r2, r3 @ Clear segment override, r2 = r3 = physical DS:0000
and r1, r0 @ AND the opcode value with the IRQFlag value, result is either just the opcode or 0
bic r9, #0xFF @ Clear segment override flags from low byte of r9
ldr pc,[sp, r1, lsl #2] @ Jump to the opcode handler (or opcode 0 if r1 == 0)
@ ------------------- 00 = ADD r/m8, r8 -------------------------------
op_00:
@-------
@ Check if we are to handle an interrupt instead of op_00
@-------
mrs r1,cpsr @ Save flags to r1
cmp r0, #0 @ Do we really need to handle opcode 00 instead of an IRQ?
bne IRQStart @ Nope, we need to handle an IRQ instead.
@-------
@ Handle opcode 00. No need to restore processor flags, as the following "adds" will change them anyways.
@-------
...
That is, I first read a mask from the stack which states whether the code should jump to IRQ handler next or keep on handling opcodes. Then I read the opcode byte, then make the effective segment register r2 point to the start of the DS segment, then mask the opcode byte with the IRQ mask, then clear the flags that tell whether we had a segment override prefix, and then load the program counter from the opcode handler address table (in stack), which causes a jump to the opcode handler. If the SP_IRQFLAG is zero, the jump goes to the opcode 0x00 handler, which first checks whether the opcode actually was a zero, and jumps to the IRQStart handler if it wasn't
The annoying thing in this code is that I need to perform a memory read for the IRQ mask and a masking operation for every single opcode, even though the IRQs happen extremely rarery (from the CPU speed point of view). That is 4 extra CPU cycles that go to waste for every single opcode. Really annoying and frustrating when coding an emulator that should run as fast as possible.
However, now that I finally managed to make the SMC version robust, the main opcode loop looks like this:
loop:
ldrb r1,[r12],#1 @ Load opcode byte to r1, increment r12 by 1
mov r2, r3 @ Clear segment override, r2 = r3 = physical DS:0000
bic r9, #0xFF @ Clear segment override flags from low byte of r9
.global SM_IRQFLAG
SM_IRQFLAG: @ SELF_MODIFIED CODE!
ldr pc,[sp, r1, lsl #2] @ Jump to the opcode handler (or load r0 register if IRQ)
b IRQStart @ Jump to IRQ handler if we did not jump above.
I got rid of the IRQFlag in the stack and the mask operation, so the main dispatcher loop does not have any code relating to IRQ handling. Instead, I replace the opcode at the SM_IRQFLAG address with a different one when the code needs to jump into IRQStart. The two opcodes that can be at SM_IRQFLAG are as follows:
#define IRQ_ON 0xE79D0101 @ ldr r0,[sp, r1, lsl #2]
#define IRQ_OFF 0xE79DF101 @ ldr pc,[sp, r1, lsl #2]
That is, the opcode loads r0 register (which is used as a scratch register in DSx86) instead of the program counter when an IRQ handling should start, so the program flow continues to the "b IRQStart" branch instruction. The IRQStart routine then restores the IRQ_OFF opcode to SM_IRQFLAG and then performs other stuff needed when beginning an IRQ handling. This change removed the 4 extra CPU cycles from the handling of every opcode, so DSx86 became 8% faster than before just by this small change!
As you might remember, at the end of May the Norton Sysinfo displayed the DSx86 speed as 10.6 times original PC. After this change the speed is up to 11.5 times original PC, which is even faster than the original Nov 12th, 2009 Sysinfo measurement of 11.3 times original PC on real hardware and 11.6 on No$GBA. At that time the code was still missing most of the current features, so it is no surprise it ran much faster then that it has been running recently before this SMC change.
Game-specific fixes
I have been following the compatibility wiki closely, it is very interesting and motivating to see how the compatibility of DSx86 improves by each version, and how thoroughly the testers test and report the problems. So, I decided to focus on the games not working in version 0.15 as reported on the wiki, and especially on the games that have their own pages there. I believe if testers have spent time in creating game-specific pages, they would propably like to see those games actually working! :-)
However, I started by looking further into the problem in Gods, and found out that the flickering problem is caused by the game accessing the VGA VRAM with the ES segment register value of 0x9FFC, instead of something between 0xA000 and 0xAFFF which is how I detect access to VGA VRAM. I added some hacks to the opcodes that the game uses with this segment register value, which fixed the problem in this game, but the annoying thing is that these hacks will slow down these opcodes in every software that uses these opcodes. Luckily the opcodes in Gods were mostly some reasonably uncommon ones, so this should not be much of a problem.
I also looked into the graphics problem in Silpheed, and found out that it does pretty much the same thing as Gods, in accessing the VGA VRAM with ES segment pointing to 0x9F00. This game however used the absolutely most common opcodes, so I really hate to hack these opcodes and make them up to 10 times slower just to make this one game work properly. This actually was the thing that made me look into the IRQ handling again, I thought that if I could make every single opcode run faster than before, perhaps then I would not feel so bad about making the common ones run 10 times slower. I haven't yet made these hacks, as I am still looking into possible other options or workarounds to not have to slow down the most common opcodes. So, Silpheed might not work properly yet in the next version.
After those games I then started looking into the games with their own pages in the compatibility wiki, the first one being A-Train. It seemed to sort of work, but the scenery graphics were strangely monochrome, even though other things on the screen seemed to use the correct palette. After quite a bit of debugging I finally noticed that the game sometimes uses "EGA Register Interface Library" calls to change the EGA registers, and sometimes it accesses the registers directly. I had just ignored all EGA Register Interface Library BIOS calls in DSx86, assuming that if a game wants to use them it would first query whether such exist. A-Train did not query the existence, but instead blindly used the calls, which did nothing in DSx86 and thus it always wrote to the same bit plane in EGA VRAM and thus the graphics got monochrome. I implemented the EGA RIL calls that A-Train needed, and the scenery began to look correct. There are still some minor graphics issues that I need to look into, but it is mostly OK now. The game uses 640x480 VGA mode, so fitting it properly into the DS 256x192 screen will be rather awkward.
The next game I looked into was Alcatraz. It had some serious palette issues and also other graphics problems. It is actually quite curious how it feels like I have fixed the palette handling in DSx86 half a dozen times already, and still I constantly run into new games that use a broken palette! Very strange.. Anyways, I haven't yet figured out what the problem in Alcatraz is, so I will continue looking into this. At first I just wanted to see how it works, as the compatibility wiki only shows information for DSx86 version 0.14.
Next I checked Buck Rogers - Countdown to Doomsday, which looped in trying to write and read port 0x2BB. I don't know what the game thinks that port should contain, but in any case DSx86 has nothing useful in that port so I just ignored the access, and after that the game seemed to work fine. Well, it has the same "Unexpected save error 3" problem as the other Buck Rogers game if the save game is not setup in the config file, but this is not a problem of DSx86.
The next game I checked was LHX Attack Chopper. It turned out to need quite a few new EGA opcodes, but it did not have any other problems (not counting the horrible PC beeper sound effects) so it was pretty easy to fix. It should work fine in the next version, though I have only flown the chopper around a little bit and gotten shot down. :-)
Perhaps the most interesting game I tested was Ugh!, as it uncovered a problem in the DSx86 keyboard handling routines. The game did not recognize cursor key presses, and after I debugged the keyboard IRQ handler of the game I realized that DSx86 does not send the extended keyboard prefix 0xE0 which the game expects. DSx86 emulates the old 83-key PC keyboard and not the currently standard 102-key extended keyboard. However, since games (like Ugh!) might expect to communicate with the extended keyboard, I decided to add the 0xE0 prefix byte to the extended keys, including the cursor keys, to DSx86 keyboard routines. So, from the next version onwards, the correct key map in the DSx86.ini file for cursor keys should look like the following:
KEY_UP=E048
KEY_DOWN=E050
KEY_LEFT=E04B
KEY_RIGHT=E04D
However, the old plain 48, 50, 4B and 4D scancodes should work fine in the games they currently work, it just means that the keyboard does not look like an extended keyboard to those games. By the way, this change also enables some new keys to be mapped, like the Right Control key E01D, Right Alt key E038 and Keypad Enter E01C, which don't exist in the touchpad keyboard. Also, if for some reason some game stops recognizing the new cursor keys, you might try overriding the new extended keys in the DSx86.ini with the old one-byte versions for that game.
Finally, I started looking into the problems in Castle Adventure. The unsupported INT call was due to a missing FCB file handling operation, but when I added that the game still did not work properly. After some debugging I noticed that the FCB structure I used in my FCB handling routines was not correct, so I fixed that, but still the game has problems. The strange thing is that the problems differ in each environment I try to test it. In iDeaS the game progresses to the first room, but does not show the player character and does not take any commands. In my real DS Lite it states "String formula too complex in line 5055" when pressing 'p'. In the bundled version of DSx86 running in No$GBA it just states that the file "CASTLE.RAN" is missing and exits. All in all, something very strange is going on with this game, so this still needs some debugging. I suspect my FCB file functions in general are not very robust yet.
Anyways, my summer vacation is starting now, so next week I can work on DSx86 quite a bit. I haven't yet decided whether I continue fixing the games on the compatibility wiki or start implementing new features already, but we shall see. It is summer and I have no obligations, so I'll do whatever feels interesting at the time. :-)
http://dsx86.patrickaalto.com/DSblog.html
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June 28th, 2010, 12:48 Posted By: wraggster
Nintendo of America President Reggie Fils-Aime has stated that the Nintendo 3DS handheld will not launch until 2011.
While in prior statements the compant had claimed the portable would hit retail before the end of its fiscal year in March, in an appearance on US talkshow Late Night With Jimmy Fallon, Fils-Aime categorically said "It's coming out next year. We cannot wait."
There had been speculation that the glasses-free 3D device would arrive in the US and Europe in time for Christmas. This may remain the case for Japan, but with Fils-Aime not naming a month or season, the handheld may be some time off for the West.
Chatshow host Fallon was clearly very taken with the 3DS, repeatedly exclaiming "it's crazy," though Fils-Amie did not allow him to keep the handheld.
http://www.gamesindustry.biz/article...elease-for-3ds
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June 28th, 2010, 23:22 Posted By: wraggster
Geo deals with all kinds of media in Japan. DVD rentals, CDs, and, of course, video games are on their shelves. In a financial briefing, Geo outlined some of their key products like renting “Alice in Wonderland” on August 4.
In the games category, they listed Gran Turismo 5, Monster Hunter Portable 3rd, and an unannounced PSP-4000. The Nintendo 3DS is on Geo’s expected product list too. According to the calendar, GeoNet will stock both products within this year.
Japanese blogs are buzzing about the find, but Geo’s calendar seems off to me. Notice Pokémon Black & White? Geo says those games are slated for October while Nintendo just announced both games for September 18.
http://www.siliconera.com/2010/06/27...for-this-year/
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June 28th, 2010, 23:28 Posted By: wraggster
Newly released today
features
Players can run on foot or take to the skies with a jetpack or hovering skateboard-like device to dodge enemy attacks or get a better lock on their targets
Players can fire at targets in the distance or switch to sword attacks for close-range targets
The Wii Remote™ controller’s pointing ability is used to aim weapons, while the Nunchuk™ controller is used for positioning and maneuvering
Numerous beautifully rendered settings include gorgeous cityscapes and dramatic underwater tunnels, all populated by fierce enemies
It’s all about the multiplier. The better a player’s skills, the more points are earned, and the bigger the bonus. Players will want to play the game again and again to beat their personal best on each level. The better the performance, the bigger the multiplier and the higher the final score
description
Players engage in nonstop shooter action as they’re propelled through this on-rails game. Isa and Kachi are being hunted. They go on the run and on the defensive. And they shoot everything. Sin & Punishment™ 2 is the long-awaited sequel to the Japanese Nintendo 64™ cult-classic shooter. It brings a frantic arcade sensibility to a post-apocalyptic world. Fans who can’t wait for the sequel can replay the original game by downloading it from the Virtual Console™ section of the Wii™ Shop Channel.
http://www.play-asia.com/SOap-23-83-...j-70-3f95.html
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June 28th, 2010, 23:31 Posted By: wraggster
Newly released today
features
Intuitive controls, rumble feature and the optional puzzle assistant
Play co-operatively in 2 player mode
More than 100 highly detailed and beautifully animated locations
description
Unravel one of the greatest mysteries of our time!
The story of the Nintendo Wii™ adventure Secret Files: Tunguska begins with a puzzle. Nina Kalenkow's world is turned upside down when she learns that her father, the scientist Vladimir Kalenkow, has vanished without a trace. Since the police can't (or won't?) help, Nina decides to search for clues to her father's whereabouts on her own. On the way, she meets Max Gruber, one of her father's colleagues, who spontaneously offers the attractive young woman his help. The trail leads Nina and Max to the mysterious disaster in the Tunguska region of Siberia in 1908...
http://www.play-asia.com/SOap-23-83-...j-70-36aj.html
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June 28th, 2010, 23:33 Posted By: wraggster
Newly released today
features
Use the intuitive touch screen to play the game
Atmospheric weather effects
Sophisticated story and puzzle design in the classical point&click mode
More than 100 highly detailed and lovingly animated locations
description
Unravel one of the greatest mysteries of our time!
The story of the Nintendo DS™ adventure Secret Files: Tunguska begins with a puzzle. Nina Kalenkow's world is turned upside down when she learns that her father, the scientist Vladimir Kalenkow, has vanished without a trace. Since the police can't (or won't?) help, Nina decides to search for clues to her father's whereabouts on her own. On the way, she meets Max Gruber, one of her father's colleagues, who spontaneously offers the attractive young woman his help. The trail leads Nina and Max to the mysterious disaster in the Tunguska region of Siberia in 1908...
http://www.play-asia.com/SOap-23-83-...j-70-36af.html
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June 28th, 2010, 23:48 Posted By: wraggster
The reduction of new IP coming out of Marvelous Entertainment isn't as total as we'd heard. In a recent investor Q&A summarized by air-be and translated by Siliconera, the company revealed that it will have original IP in the next fiscal year, for "new hardware." The current fiscal year ends March 31, 2011.
This hardware is likely to be something other than the 3DS. The company refers to that system explicitly when discussing its plans to release a Harvest Moon game on Nintendo's extradimensional handheld. That Harvest Moon game, by the way, also won't be ready until the next fiscal year, which means that you won't be planting crops deep into the ground -- with visible depth -- at the 3DS's launch.
http://www.joystiq.com/2010/06/28/ma...t-fiscal-year/
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June 28th, 2010, 23:50 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Fixed gameplay stats and movie uploading;
- Improved movie checkpoint editor;
- Improved GUI acceleration feature;
- Each mappable action ("Load State", "Save State", etc) can be enabled/disabled independently;
- Fast-forward function can now be mapped to a controller button.
News source: http://www.ubernes.com
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June 29th, 2010, 00:09 Posted By: wraggster
GRRLIB v4.3.0 released by the GRRLIB Team
GRRLIB is a C/C++ 2D/3D graphics library for Wii application developers. It is essentially a wrapper which presents a friendly interface to the Nintendo GX core. With it, coders can quickly and easily start creating graphical applications.
GRRLIB is supplied as a standard C/C++ library (aka. archive) called 'libgrrlib'. Because GRRLIB processes JPEG and PNG images, it requires the installation of the 'libjpeg' and 'libpngu' libraries. 'libpngu', in turn, requires 'libpng' and 'libpng' requires 'libz'. GRRLIB also has FileIO functions to allow real-time loading and saving of graphical data, and thus also requires 'libfat'. GRRLIB also has the possibility to use TrueType fonts, so 'libfreetype' is also required.
Update History
4.3.0 - June 28, 2010
libpng was updated to version 1.4.2
libjpeg was updated to version 8b
zlib was updated to version 1.2.5
FreeType 2.3.12 support (first support)
3D primitive drawing: torus, sphere, cube, cylinder and cone
Light functions (diffuse, specular, spot) + ambient
Splitted functions for rotation/translation/scaling 3d object.
Here is the list a new added samples demo code :
3d_light1 -> Simple Diffuse light sample code
3d_light2 -> Simple Lights and GRRLIB_ObjectViewInv sample
3d_light3 -> A little Specular light sample code
3d_light4 -> Spot Light Sample Code
3D_sample5 -> Simple demo of rotation/translation/scaling 3d object.
ttf -> TrueType Font demo
http://wiibrew.org/wiki/GRRLIB
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June 29th, 2010, 00:12 Posted By: wraggster
Neoflash have released a new version of their software for the Snes/N64 and Megadrive/32X Flash carts.
Heres whats new:
The MD/N64/SNES/PC-E/NDS Myth flash cart Pro programmer V1.02 [June.29th 2010]
history:
[2010-6-21 V1.0 beta5]
* fix snes can't patch bug
* fix flash rom format bug
* add neo2 shell folder bar
* add md plug in files
[2010-6-25 V1.01]
* fix bug of add in win7
* update SNES BIOS to V0.26
* update MD BIOS and plugins
* and shell folder bar
[2010-6-28 V1.02]
* fix modify bug(which can't see the modify after done) in 1.01
* fix gba browse bug in V1.01
* upgrade the SNES menu / MD menu / MD plug in to the last version, thanks Mic_, ChillyWilly and Conle!
download:
http://www.neoflash.com/forum/index....ic,6184.0.html
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June 29th, 2010, 17:10 Posted By: wraggster
This one slipped under the net yesterday: Interplay's resurrecting MDK2 for Wii and creating MDK2 HD for PC.
The Wii game will be released this Winter on WiiWare. The PC game "will follow" on the Beamdog distribution platform, according to the Interplay website.
Beamdog will handle development of both games.
MDK2 was made by BioWare and released on PC and Dreamcast in 2000.
http://www.eurogamer.net/articles/md...ted-for-pc-wii
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June 29th, 2010, 23:15 Posted By: wraggster
US retailer GameStop has listed a James Bond: GoldenEye controller for Wii for pre-order, for the princely sum of $69.99 (about £46 or €57).
The listing, spotted by Destructoid, appears to confirm earlier rumours that Activision's new GoldenEye game for the Wii would be offered alongside a special controller.
Destructoid has pictures of two possible special controllers. One is an official Nintendo Classic Controller with a gold finish. The other is a Wii Zapper-style gun shell for the remote and nunchuck, styled, rather cutely, after the Klobb sub machine gun from Rare's original N64 game.
The price tag seems high, although Destructoid points out that it could refer to a bundle of controller and game.
GoldenEye, developed for Activision by Eurocom, is a Wii-exclusive shooter that retells the story of the 1995 Pierce Brosnan film, recasting current Bond Daniel Craig in the lead. It's not a remake of the Rare classic, but pays tribute to it in various details and in the spirit of its frantic multiplayer mode.
It also supports every control scheme under the sun, including pointer and nunchuck, Zapper, Classic Controller and GameCube pad.
http://www.eurogamer.net/articles/wi...ller-for-USD70
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June 29th, 2010, 23:21 Posted By: wraggster
In a recent interview with TechLand, Project Sora CEO and Kid Icarus: Uprising designer, Masahiro Sakurai, revealed how his debut 3DS title came about.
It all began, Sakurai revealed, with Nintendo president Satoru Iwata revealing the 3DS hardware to him. At the time, 3D technology hadn’t been decided upon as one of the defining features of the device, so all Sakurai had to go on was the increase in hardware over the Nintendo DS.
“Anything is okay, you do whatever you want,” Iwata had told his former colleague from their HAL Laboratory days, even giving him the authority to use a Nintendo franchise. At the time, Sakurai envisioned a game with a combination of air and ground combat, followed by a boss battle, and decided upon Kid Icarus, following his modernization of Pit in Smash Bros.
However, while Kid Icarus eventually turned out to be a perfect fit once the 3D technology entered the picture, another franchise was originally under consideration, but didn’t make the cut for design reasons.
“Yes, there actually was one other and that was Star Fox,” Sakurai revealed.
“But the problem with Star Fox was that — and you’ll see this when you see the trailer for Kid Icarus — is that the game design incorporates a lot of different views. For example, flying and shooting sideways or turning around and shooting behind and I felt that there were some restrictions with Star Fox in this regard. With Pit, there is a certain amount of flexibility that is allowed and makes a better fit for this gameplay.”
Luckily for fans, Star Fox ultimately managed to make its way to the 3DS as well, in the form of a Star Fox 64 remake.
http://www.siliconera.com/2010/06/29...-game-for-3ds/
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June 29th, 2010, 23:26 Posted By: wraggster
Ben Michaels was on the verge of losing sight in his right eye. The solution? Two hours of Mario Kart DS a day -- using only his bad eye -- until the condition improved. And improve it did. We wonder if using the comparatively dim original DS handheld helped... and we're dying to know what fantastic anecdotal treatments the autostereoscopic Nintendo 3DS might afford civilization at large.
http://www.engadget.com/2010/06/28/a...ormal-eyesigh/
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June 29th, 2010, 23:31 Posted By: wraggster
Back in the days of the NES, Nintendo toured the country with now collectible Nintendo World Championship cartridges. This summer, Nintendo is doing something similar for Wii.
Nintendo is bringing Wiis to Six Flags amusement parks and a few malls in search of the best Wii Sports bowlers. That’s one of the five events in the Wii Games: Summer 2010 event. The others activities are Wii Sport Resort’s 3-point basketball challenge, Wii Fit Plus’ Hula Hoop mini-game, Mario Kart Wii’s Mushroom Gorge track in time trial mode, and the coin battle in New Super Mario Bros.
Top teams in each division will fly to Los Angeles for the finals where they get a Wii Games jersey and a chance to win all of Nintendo’s first party Wii games for a year.
The official site has a list of locations, dates, rules and scoring details. Did you know Nintendo multiplies your bowling score by 10 to calculate your tournament score? Now you do.
http://www.siliconera.com/2010/06/29...-championship/
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June 29th, 2010, 23:43 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Rev 2843 2010-06-29 11:46:39
Author: plombo
Log message:
More mapstrings updates. I think that's all of them!
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June 30th, 2010, 01:07 Posted By: wraggster
FreeTypeGX v0.3.1, released by Armin Tamzarian
FreeTypeGX is a wrapper class for libFreeType which renders a compiled FreeType parsable font into a GX texture for Wii homebrew development. FreeTypeGX is written in C++ and makes use of a selectable pre-buffered or buffer-on-demand methodology to allow fast and efficient printing of text to the EFB.
Note: As of version 0.2.1 FreeTypeGX has forked into two disparate projects and now relies upon the Metaphrasis library.
This library was developed in-full by Armin Tamzarian with the support of developers in #wiidev on EFnet, Chaosteil of libwiisprite, and DrTwox of GRRLIB.
Full Doxygen API documentation is included within the download archive for assistance with program integration.
http://wiibrew.org/wiki/FreeTypeGX
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June 30th, 2010, 01:08 Posted By: wraggster
Metaphrasis v0.1.2 released by Armin Tamzarian
Metaphrasis is a static conversion class for transforming RGBA image buffers into various GX texture formats for Wii homebrew development. Metaphrasis is written in C++ and makes use of a community standard and newly developed algorithms for conversion of 32-bit RGBA data buffers into various GX texture formats common to both the Gamecube and Wii platforms.
This library was developed in-full by Armin Tamzarian with the support of developers in #wiidev on EFnet, Chaosteil of libwiisprite, and DrTwox of GRRLIB.
Full Doxygen API documentation is included within the download archive for assistance with program integration.
http://wiibrew.org/wiki/Metaphrasis
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June 30th, 2010, 01:10 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dance...04-t20416.html
ThatOtherPerson we propose a new version of its game Dance Clone This is a clone of Dance Dance Revolution.
QUOTE
v0.4 - Jun 28 , 2010
Here Is The long- overdue update to dance clone !
For Those of you having trouble running it calculated previously off of a USB storage device "should" Probably this fix it for you . It Will Also of course work Still Perfectly year from SD card.
Requested As You Can Also Play the game now using a Classic controller D -Pad .
There are now hold notes (arrows That You Need to hold down year for extended period " of time Rather Then just tapping ) . The random step generator Does not use 'em yet so the step queue for Rekcahdam 's Dance , NOW ! ( the song included ) Does Have any. Aim if you import a file Step Mania (Which I'm Assuming how IS MOST of you are getting MOST of your songs and step files anyways ) That uses em Then They Will Get Used in the game .
After you select a song It Will now not only check if the song Dance Has A Clone step leading goal What Will Also check that file Has Difficulty modes for tracks Rather Then Assuming ITS setup for all of them ( a LOT of available songs donation Step Mania ' Actually does have 5 Difficulty modes) . Instead of just making 'em unclickable Even now it wont show buttons for modes Difficulty That are unavailable.
There are a verity of small fixed and Other Things and exchange . Some Things Should Be faster and a very small portion of files That Could Be calculated previously imported now May Be importable and There Should Be Fewer crashes. Also I widened the range in hitting a step Which Will count as perfect INSTEAD of good.
http://thatotherdev.wordpress.com/ca...s/dance-clone/
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June 30th, 2010, 01:15 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...85-t20417.html
In here is a ghost ! DeSmuME Wii version comes with its R185 official !
DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania
The emulation is quite slow !
To see if your games work , see Compatibility List
You must put your ROMS in. kts in x : / DS / ROMS
The backups are going in x: / DS / SAVES /
If you want to use a BIOS put it in x : / DS / BIOS / appointed and biosnds9.rom biosnds7.rom
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June 30th, 2010, 01:25 Posted By: wraggster
News/release from pichubolt090
In this game, flies will happily fladder around behind your touch screen, and you must get rid of them! How? Splat them with your stylus, of course! But beware: each time you tap on the Touch Screen, you will damage it! How many flies can you kill before you need to send your DS to the Nintendo Product Reparation Service?
Controls
Generally the entire game is controlled with the Stylus. You can pick up a powerup by touching it. Once you have got a powerup - this is important to know - you can use it by pressing either the L or R shoulderbuttons.
Challenges
1. I Can Swat Flies! (Kill ??? flies in one round)
2. Average Bug Killer (Kill ??? flies in one round)
3. Merciless Killing Machine (Kill ??? flies in one round)
4. Experienced Player (Play ??? rounds)
5. Poor, Poor Touch Screen (Crack Touch Screen ??? times)
6. So Greedy (??? and use ??? powerups in one round)
7. Undead Apocalypse (??? one ??? fly)
8. LOLOLOL ZOMG H4X! (???)
If you find the easter egg, please don't tell other people where/how to get it.
Powerups [I'm currently looking for new powerup suggestions. Post if you got one!]
There are powerups too, 3 in total. They will fall down every now and then.
- Clock: Stops fly's movement for a few seconds.
- Bomb: Instantly kills the fly. Don't use on zombified fly, you won't receive the medal!
- Wrench: Repairs 5 to 6 cracks.
Change Log
- Even more file shrinking
- All MP3s now have a 64 kbps bitrate, which is recommended
- Changed title graphic, DS on top screen didn't look too well.
- Edited font graphics
- A couple of challenge bug fixes
- A window will now pop up if you have completed a challenge (like in Brawl ^^)
- Changed some sound effects
!WARNING!
On a DSTT (TopToy DS) flashcart it appears to happen that saving does not work and the DS hangs. When rebooting the DS after the hang, DSTT fails to load one time. One more time rebooting and the menu works, though. Problem here is: your SD Card will be damaged - files will accidentally be deleted and/or get corrupted. I strongly disrecommend to play this game on a DSTT flashcart.
http://dsgamemaker.com/forum/viewtop...8ad90021af1d45
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June 30th, 2010, 01:27 Posted By: wraggster
News/release from syslock
Hi there,
recently Chinese Touch version 1.3 was released and can be downloaded from the project page at Google Code. I added release notes describing the differences regarding to the previous release version 1.2 to the wiki. Some of those new features where already supported by the latest dev snapshot by the time of my previous blog post here at Drunken Coders. While lookups from large dictionaries and dynamic word lists where already supported back then, many bugs and instabilities have been fixed since, some ui components have been improved and you get more flexibility when generating different kinds of word lists from the lesson menu now. I also started to write a user manual, though its still somewhat incomplete.
If you’d like to help out coding new features, writing docs, contributing ideas or finding bugs, you are welcome! Just leave a comment or send me an email.
There are many things on my TODO list, some of them being:
Improve dictionary converter scripts and try to pack as many meanings as possible into a single result list entry, so you do not have to browse that much to get the right meaning
Provide a character dictionary with images from the CJK stroke order project at commons.wikimedia.org
Heavily optimize font rendering code
Support different user interface languages
Add possibility to add acoustic spelling samples to dictionary entries (maybe using the DS microphone)
Add possibility to add arbitrary images to dictionary entries (maybe using the DSi cameras some day…)
Add radical stroke lookup mode (Need a source dataset! Ideas?)
Add Chinese handwriting recognition some day…
Fix known bugs and shortcomings
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June 30th, 2010, 01:31 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11998&f=19
Update 2010.06.21 for Wind Pro DSi, PC application including 3 multi- emulators for the Nintendo DS ( No $ gba / DeSmuME / iDeaS ) and 1 for the Game Boy Advance ( VBA- M ) and tools ( customizable emulator / Zoom / etc ...).
Reminder : Uninstall the previous installation before installing the new version .
Wind Pro 2010.06.21 Changelog:
- Open ROMs compressed ROM Automatically runs
- When Installing in " Portable " and Does not create " uninstall "
- New option to install it x32 or x64 - bit mode
- New iDeaS 1.0.3.6 beta
- New DeSmuME SVN 3672 (x86 and x64 )
- New USRCHEAT.DAT ( temp) 06/18/2010
- New updates Checker PRO WINDS
- VBA Link now lets you select the number of players
http://windspro.blogspot.com/
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June 30th, 2010, 21:11 Posted By: wraggster
Regular Hackaday reader [Osgeld] is at it again with this USB conversion for an NES controller. This is a ubiquitous hack that we started seeing very early on, sometimes involving an adapter kit, and other times including things like a thumb drive and USB hub. But this time around is truly a bare-bones version. He’s using an Arduino but it’s really just an AVR ATmega168 running the bootloader. We’d wager this can be done with an ATmega8 just as easily. Grab a couple of diodes (we never seem to have the 3.6v zener diodes around when we need them), a couple caps and resistors, a crystal and you’re in business. The hack wires each button to a pin and implements a keyboard HID that can be mapped for any purpose you desire.
http://hackaday.com/2010/06/30/nes-c...o-usb-gamepad/
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