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July 1st, 2010, 17:52 Posted By: wraggster
Shigeru Miyamoto has confessed that Nintendo's ageing line-up of mascots and franchises could use some fresh blood - and hinted that we might see new characters from the company next year.
"We need new game characters soon, maybe we can move forward on that next year," the designer and R&D chief told a stockholders' meeting in Japan this week, as reported by the Sankei Shinbun newspaper and 1UP.
Miyamoto had been asked what Nintendo's "next game" might be. His comment comes two weeks after Nintendo unveiled new Zelda, Mario, Kirby and Donkey Kong games at E3, even exhuming 8-bit hero Kid Icarus as a standard-bearer for 3DS.
GoldenEye and Golden Sun were among the other elderly (if much-loved) series whose return to Nintendo platforms was announced in LA two weeks ago, while Nintendo will be launching Pokemon Black and White for DS in Japan this year.
The last new character designs from Miyamoto's own pen - if you don't count virtual puppies or customisable Miis - were probably Captain Olimar and the Pikmin in 2001.
http://www.eurogamer.net/articles/mi...ters-next-year
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July 1st, 2010, 18:18 Posted By: wraggster
Dutch online shop Bart Smit has told Eurogamer its date and price for the 3DS are internal expectations.
Nintendo hasn't sent anything official, the retailer told Eurogamer (via Eurogamer Benelux's Erwin Vogelaar), so Bart Smit made something up.
The shop guessed that the 3DS will be released on 15th March for the price of €169.95 (£140/$208).
A Nintendo spokesperson banged the final nail in the coffin, telling Eurogamer the price and date were "pure speculation".
Nintendo hasn't priced or dated the 3DS. The Mario maker wanted to harvest reaction from E3 before finalising strategy - product design included!
However, Nintendo of America's Reggie Fils-Aime has said the handheld will be out in all "major markets" by 1st April 2011.
The 3DS was Eurogamer's pick of the hardware on show at E3 - no small feat, considering Move, Kinect and the new Xbox 360 all made an appearance.
http://www.eurogamer.net/articles/re...te-price-guess
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July 1st, 2010, 21:42 Posted By: wraggster
Shigeru Miyamoto has said that he thinks a players' relationship with a game world, "bond" with the game's creators, and ability to play creatively are more important than story and emotion in gaming.
"More than story, what's really important is the connection between the person creating the game and the person playing the game," he said. "And what's very important is that the person playing the game be able to feel naturally accepting of the world that's been created for them to play in."
The Nintendo design legend had been posed a question from IGN reader starmin76 in a video interview on the site: "What is your view on emotion and story in games?"
Although he didn't quite answer the question directly, Miyamoto embarked on a brilliant distillation of his game design philosophy that is such essential reading, we reproduce it in full here.
"Then what happens is if they have a natural acceptance of the rules and of what's happening in this world that's been created, then that bond between creator and player becomes that much stronger and that much more important," he continued.
"And then what happens is as the player begins to understand the world that they're playing in, then they're going to begin to think about ways that they can play within that world; they use their own creativity and their own imagination to tell the story or to come up with their own parts of the story, and at the same time they come up with new ways to play in this world that has been created for them."
Predicting and encouraging creative play within a game world was at the heart of good game design and that sense of connection with the game's creators, Miyamoto explained.
"As a developer then, we have to try to predict some of the ways that players will try to play in that world, and give them reactions or responses or rewards for using their own creativity for finding new ways to interact within that environment," he said.
"And that to me is really what is the most important element - the connection between creator and player in a videogame."
In the interview, Miyamoto also discusses Nintendo's online service ("I can't really speak in any detail about what our precise plans might be, but Nintendo's ultimate goal is to have every Wii connected to the internet") and the possibility of a version of Super Mario World for the 3DS.
Asked what he would change or add to the SNES classic, he said, "The question gets me thinking about what fun it would be to create a Super Mario World game in the Nintendo 3DS and how we could use the depth and the sense of distance offered by 3D visuals on the world map and on the maps in that game, so that you have Bullet Bills flying at you from a distance and popping up off the screen."
Was that a hint, he was asked? "I don't know... Maybe!"
File that one under speculative musing then - although it would hardly be the first time Nintendo had remade one of its classics to give a boost to a new portable.
http://www.eurogamer.net/articles/mi...story-in-games
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July 1st, 2010, 21:43 Posted By: wraggster
Wii action game Metroid: Other M will be out in the UK in September, Nintendo has confirmed.
The news was first reported by MCV, which spotted the release window in an advert in its own magazine. Fancy that.
Nintendo told us the September release window is accurate, which makes it all official like.
It means European gamers will be able to get their Samus Aran freak on only a few weeks after our American gaming cousins; Other M is out in the states on 31st August.
Metroid: Other M is the first game in the popular series to be developed by a third-party developer, Team Ninja.
In truth it's more of a collaboration between the Ninja Gaiden developer and IP-owner Nintendo.
Last week designers Yoshio Sakamoto and Yosuke Hayashi told 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 Samus Aran.
http://www.eurogamer.net/articles/me...-date-narrowed
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July 1st, 2010, 22:06 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: plombo
Log message:
Merged more code from AnotherOne's Symbian port.
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July 2nd, 2010, 23:39 Posted By: wraggster
Nintendo's DS console claimed over 86 per cent of the handheld hardware market in the US during the month of May.
The data comes from Nintendo, which sold over 383,000 units during the month, according to numbers from the NPD Group.
Hardware units sales for all three home consoles were flat for the month, but revenues were down 20 per cent due to lower prices. However, Wii sales still beat Xbox 360 and PlayStation 3, with over 334,000 units sold.
"These May results show that consumers are really responding to the value proposition of our new Wii configuration that now includes Wii Sports Resort and a Wii MotionPlus accessory," commented Cammie Dunaway, NOA executive vice president of Sales & Marketing.
"May also saw the launch of two great games: Super Mario Galaxy 2 for Wii and Picross 3D for Nintendo DS. They preface the steady drumbeat of big games for the second half of 2010 we announced at the E3 Expo that will keep fans engaged and having fun.."
http://www.gamesindustry.biz/article...andheld-market
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July 4th, 2010, 00:04 Posted By: wraggster
The online Wii and DSi shops have been refreshed.
There's not much to go bonkers about, but Shin'en Multimedia's Jett Rocket looks interesting. You're an all-action hero who must boat, parachute, snowboard and pilot aircraft to thwart an evil enemy power.
That game costs 1000 Wii Points. Loads more information on the official website.
Virtual Console only has one offering today: rare NES platform adventure Ufouria: The Saga by Sunsoft. It's the one with a little white character that wears a bobble hat. Ufouria costs 500 Wii Points.
On the DSi shop there are five new games. Interplay's pacey platformer Prehistorik Man is the most expensive at 800 DSi Points. That's followed at 500 DSi Points by Neko's musical platform game Maestro! Green Grove, Teyon's puzzle game Ball Fighter and Other Ocean's underwater game Puffins: Let's Fish!.
Extreme Hangman costs just 200 DSi Points. The "extreme" twist puts Hangman in various precarious settings, either moments away from being shot, strangled, erased or hung. Guess the words correctly to save his bacon.
http://www.eurogamer.net/articles/on...hops-refreshed
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July 4th, 2010, 00:04 Posted By: wraggster
The online Wii and DSi shops have been refreshed.
There's not much to go bonkers about, but Shin'en Multimedia's Jett Rocket looks interesting. You're an all-action hero who must boat, parachute, snowboard and pilot aircraft to thwart an evil enemy power.
That game costs 1000 Wii Points. Loads more information on the official website.
Virtual Console only has one offering today: rare NES platform adventure Ufouria: The Saga by Sunsoft. It's the one with a little white character that wears a bobble hat. Ufouria costs 500 Wii Points.
On the DSi shop there are five new games. Interplay's pacey platformer Prehistorik Man is the most expensive at 800 DSi Points. That's followed at 500 DSi Points by Neko's musical platform game Maestro! Green Grove, Teyon's puzzle game Ball Fighter and Other Ocean's underwater game Puffins: Let's Fish!.
Extreme Hangman costs just 200 DSi Points. The "extreme" twist puts Hangman in various precarious settings, either moments away from being shot, strangled, erased or hung. Guess the words correctly to save his bacon.
http://www.eurogamer.net/articles/on...hops-refreshed
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July 4th, 2010, 00:23 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 2847 2010-07-01 13:04:40
Author: plombo
Log message:
Merged more code from AnotherOne's Symbian port.
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July 4th, 2010, 00:46 Posted By: wraggster
The Emulatemii Team have released a new version of the PSX emulator for the Nintendo Wii and Nintendo Gamecube, heres the release details:
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July 4th, 2010, 00:46 Posted By: wraggster
The Emulatemii Team have released a new version of the PSX emulator for the Nintendo Wii and Nintendo Gamecube, heres the release details:
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July 4th, 2010, 00:50 Posted By: wraggster
WiiSCU v0.25 released by Wack0
WiiSCU by Wack0 (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.
Changelog
v0.25:
Tidied up code (again)
Added some colour
Removed support for IOS16 and IOS60
Added IOS58
Removed support to patch the trucha bug into IOS61
Fixed meta.xml at long last
http://wiibrew.org/wiki/WiiSCU
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July 4th, 2010, 23:53 Posted By: wraggster
SuperTux Wii v1.1 released by Arikado
SuperTux Wii is a port of SuperTux, using SDL Wii.
1.1 - July 3, 2010
Added USB support
Cut Classic and Nunchuk Controller Support
Reversed the 1 and 2 button
Fixed Video Display Issues
Cut the level editor (way too difficult to get working, just use it on another platform to make levels)
All crashing and load time issues should be fixed
Personalized the port for Wii
Fixed Saving
Various other fixes and tweaks
http://wiibrew.org/wiki/SuperTux_Wii
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July 4th, 2010, 23:57 Posted By: wraggster
News/release from Sam kitsune
It did take me a while to make, but I finally created a demo of a game I thought of half a year ago. If you know me, or at least heard my name somewhere in cyberspace, then you know my devotion for a certain Sonic character, Cream the Rabbit. What inspired me was to create a game that pretty much represented her in a way that the game can be fun. So yeah, it was hard, but I thought of about having to control both Cream and her chao friend, Cheese. Thus, the concept of "Cream And Cheese" was born . . . in a nutshell.
This game took full advantage of the DS's controls and touchscreen to another level. You control both Cream and Cheese! Cream is controlled in the top screen by the control pad, and Cheese is at the bottom screen where the touchscreen is his controls. The goal is to travel though a maze and reach to the teleporter together. Using teamwork is critical because there are obstacles that will get in their way.
As of now, this game provides animations for both characters, added objects, background, level design, a timer, and a demonstration on the focus of the game. It doesn't have sound and music, a splash screen, enemies, some kind of particle system, custom fonts, or any features that feels like a real game. You can only play one level.
Controls
(Cream)
Left/Right - Walk
"A" - Jump
"A" while falling - Double Jump
"A" while falling from Double Jump - Fly
Down in midair - Ball Pound
Up when near ladder - Grab Ladder
Up/Down while Grab Ladder - Climb
Down when on top of ladder - Grab Ladder
(Cheese)
Hold the touchscreen - Fly to the direction of the stylus
Tap Cheese - Fall
Have fun!
Oh! If you press "Start" while playing, the GUI for the timer will grow or shrink. Tell me which size is not distracting.
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July 5th, 2010, 00:00 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres the full release notes:
Yes, it is version 0.20, not 0.16! I decided to jump the version number a bit again, as this version has some extensive internal architecture changes, as well as much improved audio features. I also began a new blog page as the previous one had grown quite long. See the end of this page for a link to the previous blog entries. Anyways, here is a list of the most important changes:
New IRQ handling using self-modifying code, which makes the whole emulator about 8% faster than before. More info in my previous blog post.
Keyboard handling changed to support extended key codes. This will allow the mapping of some new keys like the right control key to an NDS button. Again more info in my previous blog post.
Screen update mode "Direct" was removed. It was only used in the MCGA mode, and it only speeded up certain games (Wing Commander series, mostly) by a small amount. Having that mode around meant I had to write double code for all MCGA/VGA graphics memory and BIOS operations, so now I finally got fed up with doing that.
AdLib emulation changed from effective 13-bit waveforms to 15-bit waveforms (and full 16-bit with rhythm instruments), which means that AdLib audio now has quadruple volume.
AdLib rhythm instruments (Bass Drum, Snare, HiHat, TomTom, Cymbal) implemented.
Covox/Disney Sound Source/Parallel port DAC audio device emulation added. Thanks sverx for the idea!
Sound Blaster Direct DAC audio output mode supported (SB DSP command 10).
Sound Blaster auto-init 8bit DMA audio output mode supported (SB DSP commands 1C, 48 and DA).
Fixed the BLASTER environment variable to state the SB type as T3 (SB 2.0) instead of T4 (SB Pro 2.0), as only mono audio is supported. Some games (Hocus Pocus, for example) attempted to use stereo FM sound when the type was T4, resulting in no AdLib audio.
Graphics problems in Gods are fixed.
Some new EGA opcodes added.
The new Covox and SB improvements still have some limitations. The Covox and SB Direct DAC output have distortion/warble in the sound. I believe this is mostly caused by the screen blitting code, which does not allow the PC timer interrupts to happen during the screen blitting. You can lessen the distortion by using screen update mode 15FPS, but you can not get completely distortion-free sound. The SB auto-init DMA only works when the played buffer is exactly divisible by 128, so some games might still not play all digitized sounds.
AdLib emulation improvements
As you can see from the change list, my focus last week was the audio features of DSx86. The last time I worked on the AdLib emulation was September last year, so I first had to go through the code and try to remember how it worked. Then I began by increasing the audio volume, which was the most often requested audio improvement. I remembered I had tried to increase the volume once earlier, but that resulted in bad distortion. Now I found the reason for the distortion and was able to fix that, so increasing the audio volume actually made the audio much cleaner. Also, for the first time since I had started working on DSx86 I now used Hi-Fi headphones with my DS Lite, and was surprised to find that my AdLib emulation actually produces quite convincing bass frequencies! I had only tested the audio with the inbuilt speakers and el-cheapo tiny headphones, neither of which seemed to produce any bass sounds.
After I increased the audio volume I began working on the missing rhythm instruments. AdLib has two modes of operation, it can either use all 9 channels (each with 2 FM operators) for melodic instruments, or it can use the last three channels for rhythm instruments (so that Bass Drum uses both operators of channel 6, the other four rhythm instruments each use a single operator of the remaining two channels). Back in September the rhythm instrument code in my reference fmopl.c implementation looked extremely complex and slow, so I skipped implementing these at that time. Now when I am on my summer vacation I wanted to really look into this code and understand how it works, and now was able to optimize and invent various shortcuts to make it run pretty much as fast as the normal channels.
Actually Bass Drum behaved pretty much like a normal channel, except that in the normal melodic channel operator 1 either works as a phase modulator for operator 2, or it produces sound directly (so that a single channel can actually produce two different sounds), but with Bass Drum it either works as a phase modulator or is ignored completely. Ignoring it was of course quite an easy change, so that took care of the Bass Drum. Tom Tom was quite easy as well, it just used a single operator to drive the output, so it was actually easier than the melodic channels.
The HiHat, Snare and Cymbal sounds were more difficult. They also each use only a single operator, but they need a noise generator in addition to the phase frequency counter, and also the frequency is not used as a simple 16.16 fixed point value being an index to a waveform table, but only a few bits of the frequency counter are used to create certain fixed indices to the waveform table. Both HiHat and Cymbal also use two different operators (channel 7 operator 1 and channel 8 operator 2) to produce their output. For example, this is what the HiHat phase generation looks like in the reference implementation:
/* high hat phase generation:
phase = d0 or 234 (based on frequency only)
phase = 34 or 2d0 (based on noise)
*/
/* base frequency derived from operator 1 in channel 7 */
unsigned char bit7 = ((SLOT7_1->Cnt>>FREQ_SH)>>7)&1;
unsigned char bit3 = ((SLOT7_1->Cnt>>FREQ_SH)>>3)&1;
unsigned char bit2 = ((SLOT7_1->Cnt>>FREQ_SH)>>2)&1;
unsigned char res1 = (bit2 ^ bit7) | bit3;
/* when res1 = 0 phase = 0x000 | 0xd0; */
/* when res1 = 1 phase = 0x200 | (0xd0>>2); */
UINT32 phase = res1 ? (0x200|(0xd0>>2)) : 0xd0;
/* enable gate based on frequency of operator 2 in channel 8 */
unsigned char bit5e= ((SLOT8_2->Cnt>>FREQ_SH)>>5)&1;
unsigned char bit3e= ((SLOT8_2->Cnt>>FREQ_SH)>>3)&1;
unsigned char res2 = (bit3e ^ bit5e);
/* when res2 = 0 pass the phase from calculation above (res1); */
/* when res2 = 1 phase = 0x200 | (0xd0>>2); */
if (res2)
phase = (0x200|(0xd0>>2));
/* when phase & 0x200 is set and noise=1 then phase = 0x200|0xd0 */
/* when phase & 0x200 is set and noise=0 then phase = 0x200|(0xd0>>2), ie no change */
if (phase&0x200)
{
if (noise)
phase = 0x200|0xd0;
}
else
/* when phase & 0x200 is clear and noise=1 then phase = 0xd0>>2 */
/* when phase & 0x200 is clear and noise=0 then phase = 0xd0, ie no change */
{
if (noise)
phase = 0xd0>>2;
}
The noise value above is calculated in a noise-generator which gives a new value for each output sample, and uses the following algorithm in the reference implementation. The noise value in the above algorithm is the lowest bit of the OPL->noise_rng variable.
OPL->noise_p += OPL->noise_f;
i = OPL->noise_p >> FREQ_SH; /* number of events (shifts of the shift register) */
OPL->noise_p &= FREQ_MASK;
while (i)
{
if (OPL->noise_rng & 1) OPL->noise_rng ^= 0x800302;
OPL->noise_rng >>= 1;
i--;
}
My simplified and speeded-up version of the phase generation algorithm is below. The problems in my algorithm are that it does not take into account the frequency of operator 2 in channel 8 at all, as I don't have enough free registers to handle two operators simultaneously, and my noise generation is completely different. The result is that the HiHat does not sound quite like it should, it has more of a ringing and less noise to it's sound. It will have to do for now, though, until I figure out a better 1-CPU-cycle noise generator than my tst r7, r7, ror r7 opcode, or can figure out a way to calculate another operator while calculating the current operator as well.
@-------
@ On input: r7 = SLOT7_1->Cnt (16.16 fixed point value, FREQ_SH = 16)
@ On output: r1 = phase << 9
@-------
eor r1, r7, r7, lsr #5 @ r1 = (bit2 ^ bit7); (<<16)
orr r1, r7, lsr #1 @ r1 = (bit2 ^ bit7) | bit3; (<<16)
and r1, #(1<<(16+2)) @ r1 = res1 = (bit2 ^ bit7) | bit3; (== 0x200 shifted 9 bits left)
tst r7, r7, ror r7 @ Carry flag = pseudo-random noise value
orrcc r1, #(0xD0<<(16+2-9)) @ phase = res1|0xd0;
orrcs r1, #(0xD0<<(16+2-9-2)) @ phase = res1|0xd0>>2;
I also managed to speed up some things in my AdLib emulation in general, for example I reordered the operand-specific values in memory so that instead of using 7 separate ldr commands to load the r4-r10 registers needed in each operator calculation loop I load them with a single ldmia opcode, and I also improved the envelope calculations somewhat. The envelope generation in AdLib has the usual four phases, Attack, Decay, Sustain and Release. Plus silence of course. The code I use for the envelope generation is the following, it is similar to both melodic and rhythm instruments:
@-------
@ Calculate envelope for SLOT 1.
@ On input:
@ r1 = scratch register
@ r4 = sustain level (or silence level if in release phase) (in low 16 bits, 0..512)
@ r5 = envelope increment/decrement value (16.16 fixed point)
@ r8 = operator volume (16.16 fixed point), 0 = max volume, 512<<16 = silence
@-------
adds r8, r5 @ Adjust the volume by the envelope increment. Carry set if we are in attack phase.
bmi from_attack_to_decay_phase @ Go to decay if we went over max volume
rsbccs r1, r8, r4, lsl #16 @ Did we go under the SUSTAIN level (and we are not in attack phase)? Carry clear if we did.
bcc from_decay_to_sustain @ Yep, go adjust the volume
env_adjust_done:
The main idea of this code is that during normal envelope operations the program flow does not need to take any jumps, it will flow directly thru these four opcodes. The algorithm above is an ASM version of the following C language code. This is not based on the reference AdLib implementation, as I have completely re-engineered the envelope generation code to be based on running 16.16 fixed point adders instead of (slow) table lookups.
op->volume += op->env_incr;
if ( op->volume < 0 )
goto from_attack_to_decay;
if ( op->env_incr >= 0 && op->volume > op->sustain )
goto from_decay_to_sustain;
env_adjust_done:
The interesting part of my ASM implementation is that by using the reverse subtract RSB opcode instead of the CMP opcode I was able to get rid of the extra compare to see whether op->env_incr is greater than or equal to zero. The first adds always sets the carry flag if r5 (op->env_incr) is negative, and in that case I don't want to test the sustain level. So, by swapping the resulting Carry flag of the comparison between op->volume and op->sustain I can make sure the jump to from_decay_to_sustain is never taken if either op->env_incr is negative or op->volume is <= op->sustain. This is what I especially like about the ARM architecture, the conditionally executable opcodes make all sorts of neat tricks possible! I've been using the conditionally executed compare opcodes quite a bit recently, as that is a nice way to handle "comparison AND comparison" type of tests (with short-circuit evaluation).
The only bigger issues (in addition to the HiHat and Cymbal operators) in the AdLib emulation now are the amplitude and frequency modulation support. I actually have the amplitude modulation already coded in, but it does not seem to work properly, so that I still need to debug. Last September I did not have the iDeaS emulator to use for debugging the ARM7 code, so now debugging is much easier than what it was back then. The frequency modulation I haven't implemented at all yet, as it is quite a heavy CPU burden and I'm not yet sure if I can spare the CPU cycles. I would like to test that, though. After those changes I would consider my AdLib emulation finished, so I could release the sources and/or create an ARM7 library for using it, so that it could be used in all sorts of PC game porting projects. I would like to hear the original music in the Doom and Wolfenstein ports, for example, and why not Quake too, if it used AdLib music?
Major internal refactoring starting
I have now run into several games that point the segment register outside of the graphics memory area (Gods, Silpheed) or the EMS memory area (Alone in the Dark), which breaks my speedup trick of precalculating the memory access area using only the segment register. I decided to change my memory access technique to be more compatible and robust, which will sadly also make it slower.
In this version I have started this internal reworking. Pretty much none of it should be visible yet, but a few opcodes are somewhat slower than before. I need to change every single opcode (which I have spent the last nearly a year implementing) to use this new architecture, so it will take quite a long time before this work is finished. I plan to change a few opcodes (or opcode groups) by each version, and try to keep the two-week release window even while I am doing this change. I will also implement other changes and improvements, so this major rewrite is a sort of constant background process. Removing the Direct screen update method was also partly due to this internal reworking, as it would have gotten in the way of some required internal changes.
I haven't done much about the general compatibility this last week, as I have focused on the audio issues. I hope to look into a couple of new games again for the next version, and look into improving either the screen scaling methods or the touchpad mouse emulation. I'm not yet sure which.
Anyways, thanks again for your interest in DSx86, and sorry for this long blog post! Being on vacation gives me more time to work on DSx86, and also makes it possible to write longer blog posts. Oh, and happy 4th of July to all you celebrating it! :-)
http://dsx86.patrickaalto.com/DSdown.html
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July 5th, 2010, 00:03 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7d1c662c886e35
ThatOtherPerson Version 0.3 offers the Wii for the adaptation of his own zombie game for PC "They Do Not Die.
There ya une added level selection screen and all the maps from the oven of the PC version Have Been included . There Is a level viewer ( in the Future Which Will Become an editor). There Is Improved character sprite rotation . There are now bar progress to Represent How Much health and energy you have ( Which I find Is a Lot Easier to Quickly glance at Rather Then Needing to read the numbers). I've started " Some test work with the real time shadows ( its a bit slow goal you can hold down the 2 button to make the walls cast shadows ). Also I tweaked the speed of Pretty Much Everything ( movement speeds, health regeneration , how Quickly consommation excessive energy Harms you, etc. ) and I've Began the process of making the game frame rate independent (movement speeds per frame adjust based on how many years frames per second are passing ).
v0.3 - July 4 , 2010
* An added level selection screen and oven all of the maps from the PC version Have Been included . There Is a level viewer ( in the Future Which Will Become an editor ) .
* Improved character sprite rotation .
* Progress bar added to Have Been Represent How Much health and energy you have.
* Real time shadow test feature ( hold down the 2 button to make the walls cast shadows) .
http://thatotherdev.wordpress.com/20...-die-v0-3-wii/
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July 5th, 2010, 00:05 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7d1c662c886e35
Gillian Laidlaw has also made a puzzle game for the Nintendo DS called "Flock.
Flock Is a Two Dimensional casual game , with a top-down perspective , using collision detection , sprite rotate; multiple backgrounds Entirely coded using C , using the DS homebrew libraries of PA_lib & ndslib .
The players use the stylus to direct birds to player 's goal , a red star . The stylus can Be Used to place arrows oven , Which redirect the Birds . AI Opponents Also use arrows to redirect birds to Their star . It's a quick game with only a Three rounds per game , running at a hectic pace . The puzzle mode Gives the player a set of arrows with the objective of directing all the Birds and Avoiding all the hazards .
http://www.gillianlaidlaw.com/index.html
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July 5th, 2010, 00:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7d1c662c886e35
Many of you are waiting for them, so here are the results of the Nintendomax Wii Dev Competition 2010. As a bonus, I made a video for each homebrew presented through Divineo who sent us an vbox2 advanced that we will test soon.
First - Nanomech by EvilTroopa ( France )
Second - SwingBall by ThatOtherPerson ( Canada)
3rd - JellyCar Wii Drakon ( Poland )
4th - PixelPlot by Morukutsu ( France )
5th - Scape by Sheeft ( France )
6th - PixelMerge by evilynux ( Canada )
7th - Alien Puzzle Wii Gemis ( U.S.A )
Eighth - 24 Points for Skyfrog ( France)
9th - FUNNY GAMES MINI by EroXXX (Germany )
Congratulations to all participants and board members who gave of their time. I invite the first five to contact me via PM to give me their address can not send packages quickly.
This year the projects are a higher level than the previous year and our partners and Divineo Assentek have noticed, I therefore call upon you for the next year "Nintendomax Wii Dev Competition 2011.
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July 5th, 2010, 00:13 Posted By: wraggster
News via http://www.dev-fr.org/index.php?topic=4718/0/
Hello ! Following the return made on the RC version of Caverns Of Kalte , here is version 1.5 final . Why 1.5 and not 1.0 ? Because I took the opportunity to update all other books published so far . This will allow all volumes benefit from the latest improvements (new music , better engine , increased compatibility , new icons in the menu linkers , etc. ) .
You can download all these nice files here : http://www.projectaon.org/staff/frederic/downloads.php
( As usual , thank you not host ROMs on your site, but to indicate the link , so respect the license of Project Aon )
Also, if you have a DSTwo , adrian_fahrenheit made plugins for the first 3 books , downloadable here :
http://filetrip.net/f12061-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12062-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12063-DStwo-Lon...ug-in-1-0.html
Good downloads and good game!
Frederick Calendini
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July 5th, 2010, 23:24 Posted By: wraggster
Developers have said that a 2D game made for 3DS could use the extra processing power not used rendering 3D to churn out nicer graphics and better physics.
3D games essentially have to rendered twice - once for each eye - which puts extra strain on the processor. If someone chose to bin the 3D effect, that game could potentially look better.
"Developers working on the system say that if they were developing a 3DS game that didn't use 3D, they could theoretically use the extra processing power for additional texture passes and more complex object and environment geometry, or even up a framerate from 30 frames per second to 60," reports IGN.
But could Mario Kart, which runs at 60 frames per second, run at a mighty 120fps in 2D? No, as IGN explains: "There's no benefit to raising a frame rate from 60 to 120 since the LCD displays of the 3DS (as well as the DSi, DS Lite, DS classic, Game Boy Advance...even the PSP) are limited to 60Hz."
Would you really want developers to start making 2D games on the 3DS? We think Metal Gear Solid: Snake Eater 3D look amazing enough.
http://www.computerandvideogames.com...VG-General-RSS
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July 5th, 2010, 23:38 Posted By: wraggster
Nintendo wants to work with third-party developers to create 3DS games targeted at "serious gamers".
Such partnerships would be "good for both Nintendo and the software developers", Nintendo president Satoru Iwata told Japanese news service Nikkei (reported by GameSpot).
Nintendo's phenomenally successful DS only caters to those who do not play games, Iwata admitted, and this is something the Japanese company wants to rectify with its new handheld.
The 3DS was unveiled during E3 2010 last month along with a long list of third-party developed games, including Metal Gear Solid: Snake Eater 3D – The Naked Sample, Dead or Alive 3D and Resident Evil Revelations.
Iwata told Nikkei that Nintendo went to great lengths to incorporate software developers' requests when making the 3DS and called on these developers to make games for the new system.
Also buried within the report is apparent confirmation from Iwata that Nintendo plans to "make the successor to the Wii 3D compatible".
But there's still no word on when Nintendo will release its next home console. "A full-scale entry into this field will take some time because 3D televisions will not catch on right away," Iwata said.
Nintendo hasn't priced or dated the 3DS. However, Nintendo of America's Reggie Fils-Aime has said the handheld will be out in all "major markets" by 1st April 2011.
http://www.eurogamer.net/articles/ni...ious-3ds-games
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July 6th, 2010, 00:41 Posted By: wraggster
News from Play Asia:
Visit the Isshu Region and venture onto the center island where new and legendary Pokemon wait for their new masters. The two powerful Pokemon you can tame in these latest versions are the white, fire breathing Reshiram in Pokemon Black and the black electric user Zekrom in Pokemon White.
Pokemon Black and White connects all the games in the series and brings you even more fun. Aside from Reshiram and Zekrom, you can meet Pokemon with new associations such as the dream controller Muna and the earthquake making Meguroko. Be sure to catch'em all and build your dream team.
Hiyun City is trendy and ultra-modern, explore it as the smart and cool protagonist. Get new Pokemon balls and tools in the Pokemon Centers. You can also get drinks from the handy vending machines around the corner of every street.
There are more 3D graphics and dynamic camera movements to give you the full view of the city, your Pokemon and your enemies. Invite your friends into the game and show off your collection. If you want to connect to the players from other areas, you can upload your game data onto the internet and see if anyone could beat your records.
Pokemon Black and White will come on 18th September, preorder yours to ensure that you get to play it before everyone else does:
Pokemon Black JPN US$ 59.90
Pokemon White JPN US$ 59.90
The US versions will come in March 2011:
Pokemon Black US US$ 44.90
Pokemon White US US$ 44.90
http://www.play-asia.com/SOap-23-83-...-2ha-84-n.html
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July 6th, 2010, 00:46 Posted By: wraggster
Newly released today:
features
Puzzle Quest 2 features more active elements allowing players to swing weapons with both hands, use sidekicks to access never before seen spells, and actively equip shields to wield in battle making every move meaningful and never passive
An immersive fantasy universe with vivid color, depth, and life provides a much bigger sense of exploration with a focus on battles that will drive the player forward, allowing them to seamlessly progress through the story for a much deeper adventure than ever before
Puzzle Quest 2 is designed to be easy to learn, but hard to master as players move through the game by leveling up their character. Four different character classes, Sorcerer, Templar, Barbarian and Assassin will constantly challenge players as they learn new skills and abilities
Players can immerse themselves into the Puzzle Quest community with multiplayer and online leaderboards, allowing them to experience new levels of challenges with their customized character
description
Puzzle Quest 2 is a brand new adventure from Infinite Interactive, the award winning developer of the supreme puzzle-rpg experience. Featuring a hallmark blend of match-3 gem matching and fantasy, Puzzle Quest 2 offers a captivating, rewarding, and accessible journey for players of all skill levels as they make their way to reclaim the once peaceful village of Verloren from the evil clutch of the demon Gorgon. Players will get closer to the Puzzle Quest action than ever before with a more intimate viewpoint of the world and choose from any of four character classes, Sorcerer, Templar, Barbarian, or Assassin, each providing interesting twists on class-specific mechanics for hours of replayability. Players will level up their character to progress through the adventure in Story Mode or dive into Instant Action, Tournament Mode, or Multiplayer Mode for a rich and diverse gameplay experience.
http://www.play-asia.com/SOap-23-83-...j-70-3r26.html
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July 6th, 2010, 01:58 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...035ef3ae262acc
smileynator performs the version 0.15 Beta of Porting for the popular DS adventure game erotic Japanese "X -Change 3. restricted to those over 18 years , this first draft proposes 1/15th of the full game
Added last few " songs.
Fixed minor bugs .
Added end of beta message at end.
2 songs emulator crash ( not sure of NDS) One Of Those named IS : Device .
Reason Unknown.
Save Story Does not work for part 003 ( Returning to the story When loading or saving , therefore , results Into restart any text line 1)
Also Cause Unknown. -Fixed next version .
Will Look Into Both Of There exits asap .
http://www.ndsuncensored.com/content...hp?topic=495.0
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July 6th, 2010, 02:00 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...035ef3ae262acc
Nödtveidt proposes to update 1.0c adaptation of the game hentai eponymous marketed by PC Soft Himeya in 1998 for the DS, "Fata Relations. Please note that a hentai anime is pornographic and that the game is not recommended at least 18 years .
The hero's parents die in an accident and its future takes an unexpected turn when a radically millionaire decides to adopt it. Throughout the game , we found a huge mansion to explore and address the many daughters of the wealthy man ... But not just for flirting , of course .
Release 1.0c
This is the complete game of Fatal Relations , Converted to the DS. It Is controlled via the stylus, just as the original Was controlled via the mouse.
The game now uses libfat , Which Means That There Will Be a gamedata folder. This Is To Be Downloaded by Itself either ' unpacked and Placed On The root of your flash card . In the case of this game, the gamedata folder only contains the game 's music , so if you do not want the music , you do not Need to bother with the queue. Subsequent releases of this game Will Come In The form of the NDS file by Itself , so you will not Need to download the gamedata folder again.
http://www.ndsuncensored.com/content...hp?topic=501.0
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July 6th, 2010, 02:01 Posted By: wraggster
News via http://www.dev-fr.org/index.php?topic=4718/0/
Hello! Following the return made on the RC version of Caverns Of Kalte , here is version 1.5 final . Why 1.5 and not 1.0 ? Because I took the opportunity to update all other books published so far. This will allow all volumes benefit from the latest improvements ( new music , better engine, increased compatibility , new icons in the menu linkers , etc.) .
You can download all these nice files here : http://www.projectaon.org/staff/frederic/downloads.php
( As usual , thank you not host ROMs on your site, but to indicate the link, so respect the license of Project Aon )
Also , if you have a DSTwo , adrian_fahrenheit made plugins for the first 3 books , downloadable here :
http://filetrip.net/f12061-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12062-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12063-DStwo-Lon...ug-in-1-0.html
Good downloads and good game!
Frederick Calendini
Edit:
It seems that some bugs are vicious slipped into this release overall , sorry ... I just correct them , and posted a " hotfix " it is strongly recommended that you download to replace the current version .
Here is the changelog:
Quote
Changelog :
2010/07/05 : version 1.51 * hotfix ! *
- Fixed a very nasty bug That Did not save Some important events in the save file ( ouch ! Pozda Thanks !)
- Fixed a bug When the Sommerswerd Was Not Equipped as a weapon , aim Was Still giving full CS bonus ( Aia thanks !)
- Fixed a bug When the Sommerswerd Was Not Equipped as a weapon , and have not detected Was Being in the inventory .
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July 6th, 2010, 23:44 Posted By: wraggster
Play.com's November 2010 release date for Dragon Ball (3DS), which had suggested the 3DS handheld would be out this year, is "estimated", the online retailer has told Eurogamer.
According to Play.com, Dragon Ball (3DS) is due out on 19th November 2010 in the UK, which suggests the 3DS console will be released on or before that date.
However, Play.com told Eurogamer the online retailer has only "heard that's the estimated release date".
Play.com wouldn't reveal what organisation it heard the estimated date from, be it Dragon Ball publisher Namco Bandai or 3DS manufacturer Nintendo.
Play.com also lists Gundam (3DS) with a 25th March 2011 release date.
Nintendo hasn't priced or dated the 3DS. Indeed Nintendo has repeatedly dismissed recent retailer 3DS pricing and release date listings as "pure speculation".
However, Nintendo of America's Reggie Fils-Aime has gone on the record to say the handheld will be out in all "major markets" by 1st April 2011.
http://www.eurogamer.net/articles/pl...te-an-estimate
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July 6th, 2010, 23:45 Posted By: wraggster
3D simulations of renowned Nintendo 64 games have appeared on YouTube. They offer non-E3 goers a glimpse of what the 3DS can do.
Games demoed include Mario Kart 64, The Legend of Zelda: Majora's Mask, Excite Bike 64, Starfox 64 and Mario 64.
You'll need a pair of the old coloured 3D glasses to see what Nintendo is trying to create. You can change the 3D output of the video by clicking the "3D" button on the bar below the picture.
Note that the 3D glasses you stole from the cinema when you went to watch Up! or Avatar do not work. I've just tried.
Also remember that the 3DS offers a 3D picture without the need for glasses. That's one of the reasons Eurogamer was bowled over by Nintendo's new handheld at E3 last month.
Check-out our hands-on impressions of the 3DS for a detailed analysis.
The 3DS will be released in all major territories before April 2011.
http://www.eurogamer.net/articles/n6...ate-3ds-screen
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July 6th, 2010, 23:50 Posted By: wraggster
Just one week after revealing the nominees of the E3 2010 Game Critics Awards, the numbers are in and the big winner is ... Nintendo's look-ma-no-glasses 3D handheld, the 3DS. But wait, the 3DS is just the Best of Show and Best Hardware winner! If you're looking for software, look no further than id Software's look-ma-crab-hands mutant-infested shooter, Rage, which took home the most awards in the show: Best Console Game, Best Action Game and Special Commendation for Graphics.
If you think it must've been frustrating to be either Sony or Microsoft, both of which were busy showing off their newest motion-sensitive gadgetry, you'd be mostly right. Microsoft did have one small consolation prize: Dance Central, Harmonix's look-ma-no-coordination dancing game for Kinect, took the well-deserved Best Original Game and Best Motion Simulation prizes. None of Microsoft's first-party Kinect efforts and no PlayStation Move games, first-party or otherwise, made the list.
http://www.joystiq.com/2010/07/06/3d...ritics-awards/
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July 7th, 2010, 00:12 Posted By: wraggster
Rayman Origins, the upcoming downloadable 2D platformer starring everybody's favourite limbless adventurer, is being "considered" for release on the 3DS and Wii.
That's according to an update on Ubisoft's Rayman Origins blog, which also confirms episode one of the new adventure series is due out for Xbox 360 and PlayStation 3 consoles at the end of the year.
"Wii, PC, iPad, 3DS to be considered," says the blog.
During Ubisoft's packed E3 conference it revealed old mascot Rayman's comeback with a trailer you can see below.
Origins begins with the birth of Rayman. He eventually meets up with old pal Globox.
"Adventure, alone, with a friend, slaps, fairies, monsters, jokes, great music and many more surprises," reveals the blog.
Ubisoft bossman Yves Gullemot said a team of just five people have been working on the game, which has hand-drawn, cel-shaded 2D visuals and classic platforming gameplay.
Rayman's kept a low profile since the Raving Rabbids took over his franchise and then dumped him
http://www.eurogamer.net/articles/ra...or-3ds-and-wii
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July 7th, 2010, 00:25 Posted By: wraggster
Newly released today
Experience the thrill of being a downright Despicable super villain. Based on Universal’s animated feature film Despicable Me™.
Despicable Me™: The Game lets players of all ages become the film’s criminal mastermind Gru as he plots and steals his way to greatness.
Complete heists and missions in a unique blend of action and puzzle solving that combines the fun of commanding an army of minions and using an arsenal of Despicable gadgets and weapons.
Full of humor, action and adventure, Despicable Me is available on multiple platforms:
Nintendo™ Wii
Despicable Me US US$ 44.90
PlayStation2™
Despicable Me US US$ 24.90
Nintendo DS™
Despicable Me US US$ 34.90
Sony PSP™
Despicable Me US US$ 34.90
http://www.play-asia.com/SOap-23-83-...-2hd-84-n.html
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July 7th, 2010, 00:25 Posted By: wraggster
Newly released today
Experience the thrill of being a downright Despicable super villain. Based on Universal’s animated feature film Despicable Me™.
Despicable Me™: The Game lets players of all ages become the film’s criminal mastermind Gru as he plots and steals his way to greatness.
Complete heists and missions in a unique blend of action and puzzle solving that combines the fun of commanding an army of minions and using an arsenal of Despicable gadgets and weapons.
Full of humor, action and adventure, Despicable Me is available on multiple platforms:
Nintendo™ Wii
Despicable Me US US$ 44.90
PlayStation2™
Despicable Me US US$ 24.90
Nintendo DS™
Despicable Me US US$ 34.90
Sony PSP™
Despicable Me US US$ 34.90
http://www.play-asia.com/SOap-23-83-...-2hd-84-n.html
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July 7th, 2010, 00:36 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 2851 2010-07-05 14:06:25
Author: plombo
Log message:
Fixed fillcolor in 16-bit and 32-bit color modes.
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July 7th, 2010, 01:09 Posted By: wraggster
News/release from gallosai
Duyumania: Platformer/brain teaser made for Scenery Beta 2010
Duyumania: Platformer/brain teaser made for Scenery Beta 2010
http://www.megaupload.com/?d=0R8G54J4
Sinopsis:
Quote
Once upon a time, a long, long, time ago, at the begining of the world, there wasn't night, during the day the sun
shone and in the sunset so did the stars. Santa Claus lived in a cabin in the middle of the forest with their elves, called Duyus,
and all of them keep protected the spirit of Christmas that gave light to the stars.
One day, Santa went to fishing, and the moon, dying of envy for not being able to shine in the sky decided to steal christmas and replace
the stars. To make sure that nobody was able to found them again she hide them around the world.
When Santa returned home that day he stared horrorized that not only the Spirit of Christmans had been stolen, but whithout the light
of the stars the Duyus becomed petrified and turned into little blocks.
Can Santa Regain the christmas stars? Make sure to help him using Duyus and your wit!
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July 7th, 2010, 23:23 Posted By: wraggster
Nintendo is considering whether to allow Miis to appear on other formats, such as 3DS, according to Shigeru Miyamoto.
"We need to keep in mind how we evolve the Miis and how we think about compatibility with Miis between different systems," Miyamoto told IGN.
"But that's something that we're definitely giving consideration to and want to continue to try to allow people to use their Miis on different Nintendo systems going forward."
Miis were introduced with the Wii and allow users to create cutesy little renditions of themselves that can be used across various games including Wii Sports and Wii Fit.
Nintendo has been having a big old think about its online strategy in general, as Satoru Iwata explained in an investor relations interview last month.
"I can say that we are not currently satisfied with the online efforts that we have made so far, and we are working at ways to improve those," he told the group.
"On the other hand, I do not think that online functionality is something that we should be devoting resources to for every single product.
"Instead, I think that Nintendo’s ability to create an offline experience that feels incredibly unique and compelling is a particular strength that we have."
http://www.eurogamer.net/articles/ni...-than-just-wii
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July 7th, 2010, 23:29 Posted By: wraggster
The Nintendo 3DS and Sony's next PSP system may feature constant connections to the internet via 3G networks, according to a report.
Video game platform holders are apparently in talks with wireless phone carriers over the possibility of including 3G internet connections in new portable systems.
This is according to the president of Japanese wireless carrier NTT DoCoMo Inc, Ryuji Yamada, who's told the Wall Street Journal: "Videogame makers know that in order for portable game machines to take the next step forward, they need wireless communication."
He added: "We are discussing this with various players," although he refused to specify the 'players' to which he refers. But WSJ highlights Nintendo's interest in wireless improvements on 3DS, and Sony's netbooks and e-book readers that already feature 3G connections. Both companies declined to comment on the story.
WSJ notes that Nintendo's Hideki Konno said during E3 that there will "probably be discussions" with carriers in future, while president Satoru Iwata last year expressed interest in Amazon's e-reader Kindle, which bundled 3G wireless costs in with downloadable purchases so that users never needed to pay a monthly connection fee.
iPhone and iPad both use 3G networks to provide online-anywhere multiplayer gaming experiences (such as in games like Archetype - a competent FPS that features 10-player online matches playable anywhere via 3G).
Can Nintendo and Sony, the gaming specialists, afford to allow Apple's increasingly competent gaming systems to keep such a significant advantage over its dedicated console?
http://www.computerandvideogames.com...VG-General-RSS
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July 8th, 2010, 00:33 Posted By: wraggster
At E3 2010, Konami presented a rather impressive stereoscopic 3D tech demo of Metal Gear Solid: Snake Eater running on the Nintendo 3DS. You can read our impressions of this here. Following the expo, Konami’s official stance on the “game” was that they weren’t certain what direction Metal Gear on 3DS would take, and that the tech demo was in no way indicative of what a potential title on the system would be like.
At the time, Konami representatives stated, on behalf of series director, Hideo Kojima: “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.”
In a recent interview with JeuxVideo, however, Kojima confirms that a new Metal Gear is indeed in the works for 3DS and that it will make full use of the system’s 3D technology. He also reveals that the Naked Sample demo at E3 was put together in two months.
“The sample of the 3DS game we showed at E3 was only an experiment combining MGS with a handheld console with 3D,” Kojima stated. “I only had 2 months to create that. That’s one of the reasons we called it “The Naked Sample”. That being said, I can assure you that the 3DS will have its version of MGS, which will make full use of the naked eye 3D technology. But for now, I can’t tell you the exact title.”
The Naked Sample demo had hands, rocks and tree branches reaching out of the screen, and flower petals flying out at you during a fight with The Boss. Perhaps KojiPro are aiming for a graphically impressive title that makes use of the 3D effect a little more subtly?
http://www.siliconera.com/2010/07/07...-3d-after-all/
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July 8th, 2010, 01:25 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2869
dimok publishes a new version of its project named WiiXplorer . LibwiiGui Using this program offers many functionality and a sleek design ( done by Neorama ) .
Features:
- Copy / move / delete files / folders present on SMB / USB / SD .
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- Address bar with the path
- Boot files .dol / .elf via a double click
- New style / images Neorama
- Support files TXT/PNG/JPEG/MP3/OGG
- unzip the ZIP file (do not work via SMB )
- Image Viewer (functions : next , previous , zoom , zoom out and roation )
- Support USB 2.0
- FTP Access
- Support PDF
etc. ...
New / fixed:
- Added GlyphCache all FontSize FreeTypeGX instead of an array fontSystems (this helps keep the memory)
- Increase the size of the arrows and the clickable area of the scroll buttons in the StartMenu
- Added the ability to zoom in / out buttons with the Over / Under on the image viewer and PDF ( the buttons are configurable)
- Fixed a bug with the TextEditor which did not display the last line .
- Added an option to sort the list of applications and chains of StartMenu ( sorted alphabetically)
- Fixed the clock alignment
- Update sources Disk Drive with those Wii ™
- Updated language files
Modification of the allocation of buttons by default :
- Button 1 : sets the selected item
- The remains of a button for 0.5sec : mark all elements of the current folder
- Button 2: apart the selected item
- Button Less: all elements apart
You must perform a reset of the control parameters in order to use this new allocation of buttons . Otherwise you will keep the old award .
Download Here
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July 8th, 2010, 22:04 Posted By: wraggster
Successors to the Wii and Xbox 360 are more likely to arrive before the release of the PlayStation 4, according to a top Sony exec.
“Looking from the outside, it was Microsoft that released the first of this generation of consoles. Naturally, in my opinion, Microsoft will make the first move," Sony Worldwide Studios boss Shuhei Yoshida told Develop.
“Or, because Nintendo’s approach was not to upgrade much on its basic hardware – Wii doesn’t even support HD resolution – so they might be the first to move."
http://www.mcvuk.com/news/39917/Xbox...-PS4-to-market
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July 8th, 2010, 22:06 Posted By: wraggster
Wii exclusive Metroid: Other M will be released in Europe on 3rd September, Nintendo has confirmed.
The Team Ninja/Nintendo collaboration blends Ninja Gaiden-style gameplay with Metroid's well-known platforming and puzzle-solving.
You can switch from third-person to first-person views by changing the way you hold the Wii Remote.
And, of course, you can turn into a little ball.
The story begins immediately following the events of classic platforming shooter Super Metroid, when a baby Metroid gave its life to protect Samus. The game's got English voice acting and more than one hour of rendered cut-scenes.
http://www.eurogamer.net/articles/metroid-other-m-dated
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July 8th, 2010, 23:16 Posted By: wraggster
Bplus, the creators of Bit Boy for WiiWare, are adapting one of their Wii projects for Nintendo 3DS. Last year, the Austria based studio announced Vektor Tank and released a teaser video of it.
Today, the studio re-announced their tank game as Vektor Tank 3D+ for Nintendo 3DS. Vektor Tank 3D+ takes place in the future where was is fought in colorful cyber worlds. Bplus says the style of their game was inspired by early 3D classics such as Star Fox, Virtual Racing, and Vortex.
In addition to 3D graphics, Bplus changed the control system. Vektor Tank 3D+’s 3D+ control scheme recognizes a player’s movements by using the handheld’s motion sensors and cameras on the Nintendo 3DS.
Vektor Tank 3D+ is scheduled to come out in the second quarter of next year in Europe.
http://www.siliconera.com/2010/07/08...-nintendo-3ds/
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July 9th, 2010, 23:13 Posted By: wraggster
Nintendo believes that all-new anti-piracy tech in 3DS will be foolproof to cracks from illegal downloaders.
That's according to THQ's executive VP of global publishing Ian Curran, who told CVG that that piracy had scuppered his firm's ability to produce more games for DS Lite in the past.
"What excites me even more [than 3DS games] is that there's technology built in that device to really combat piracy," said Curran.
"The problem with the DS market in the last few years, particularly with the DS Lite, is that it's just been attacked by piracy. It's made it almost impossible to shift any significant volume. The DSi combated it a little bit, but the 3DS has taken that a step further."
"I actually asked Nintendo to explain the technology and they said it's very difficult to do so because it's so sophisticated," he continued. "They combated the piracy on Dsi, which they don't believe is cracked yet - but they know they've been hurt across the world and they believe the 3DS has got technology that can stop that.
"Therefore the opportunity for people to invest more in product development [on the system] and bring more 3DS products to market comes out of that. It's going to probably cost us more to do it all in 3D - so we want to make sure we get a return on our investment when we do it."
When Curran says piracy has "attacked" DS, he isn't kidding. Rampant illegal activity has killed revenues for publishers on the device - driven by the release of re-writable cartridges, particularly the R4 cart, which has been outlawed in Japan.
http://www.computerandvideogames.com...VG-General-RSS
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July 10th, 2010, 00:21 Posted By: wraggster
New from Divineo USA
Combine the high quality of smooth XCM cases for NDS Lite with advanced overclocking functions with XCM Hyber Gear Lite. Twice the fun, double the challenge!
This is a Nintendo DS Lite case replacement that also adds an overclocking feature to speed up games.
This will allow you to play games faster and experience a new level of gameplay not previously available. Imagine playing super mario in hyper mode or playing RPGs at almost twice the speed as normal.
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July 10th, 2010, 00:28 Posted By: wraggster
Square Enix posted a video of Kingdom Hearts Re:coded’s battle system and this Nintendo DS game uses something similar to the deck system introduced in Kingdom Hearts: Birth by Sleep.
A new meter next to Sora’s face appears to grant bonuses. At level 1, Sora has attacks like “land crash” and “slide dash”. After pummeling some Shadow heartless the meter changes to level 2 and Medic (in Japanese) pops up above the menu. When Sora reaches level 3 the words Spirit Attack pop up and finally when the meter is maxed out it says Attack Boost.
Kingdom Hearts Re:coded is scheduled to come out in Japan this fall.
http://www.siliconera.com/2010/07/09...ttles-decoded/
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July 10th, 2010, 01:16 Posted By: wraggster
News/release from tombot
Cell is a horror-escape game built around the Mindwave adventure game engine.
Drag the action icons to interact with items, and use the D-pad to move your view.
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July 10th, 2010, 01:20 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1dad80bbb7b66f
ThatOtherPerson carries the 0.1 version of its latest homebrew for the Wii to date, "The Video Game". It is a run and gun with no specific target for the time being .
I've Decided to name it The Video Game . A surly furious title That Will anyone Attempting to Discuss It or search for it . Enjoy .
I Had Been neglecting That run and gun Wii game started " I Had a while ago. So I DID Derwent and a bunch of work on it Scrapped Then MOST of It And Then started " working on it again .
Originally I Was going to use sprites ripped Directly actual character from classic games recognizance and Have Both TVs in the background and foreground with images of playing games on 'em . But It Looked just like shit . So now There are no TVs ( Though I'm considering HAVING game screen shots Embedded Directly Into the walls) and I'm making unreasonably high pre 3d Models Of The Enemies ( Currently hand -only the invader from Space Invaders ) Constructed out of cubic Which I think looks less out of place in the game .
The game is FAR from done in a semi ITS goal playable state now so I figured I would post a download for it and you can test it out if you want to.
In the Future There Will Be multiple enemies with different kinds of movement patterns and power-ups and Things . The Game Will Also serie actual ending Which Many if not "any of my games really do .
http://thatotherdev.wordpress.com/20...he-video-game/
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July 11th, 2010, 21:40 Posted By: wraggster
News via http://www.gbadev.org/
Dear visitors,
Today, GBADEV.ORG celebrates it's 10th anniversary!
krom and myself would like to thank all of our visitors throughout the years for making the site such a big hit. Even though gba development has slowed down a lot the last few years since the release of the DS etc, we hope that our site and forum will still provide a valuable source of information for those of you who still develop for the GBA.
Thanks everyone, it's been 10 really fun years for us!
/krom & SimonB
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July 11th, 2010, 21:45 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...90-t20530.html
DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania
The R185 is the last official release !
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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July 11th, 2010, 21:51 Posted By: wraggster
News via http://www.wii-addict.fr/forum/UFO-R...03-t20540.html
ThatOtherPerson no more stops , he starts up again in one of his former projects .
UFO Racer is a racing game in which control flying saucer like Mario Kart or Excite Truck ( the accelerometer)
This starts to resemble a racing game ! ^ ^
QUOTE
Here ya une update to UFO Racer . Actually Its Beginning to resemble a racing game now.
There Is now a track selection screen. Its simple and ugly goal ITS has really only placeholder for the moment . There Are Two tracks included . There Are Two Other UFOs That race around the track with you. There Is A progress bar shows how That Much of your current lap and bellow You Have Completed It Is What text displaying lap you are number one . After Completing Three period you are feeling back to the track selection screen .
Before You Have the two use to Accelerate button and you steer by tilting the Wii remote ( just like in Mario Kart or Excite Truck ).
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July 11th, 2010, 21:52 Posted By: wraggster
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July 11th, 2010, 21:56 Posted By: wraggster
News from Pate concerning his Dos Emulator for DS
AdLib emulation finished for now
Last Monday I added the last missing features of the AdLib emulation, frequency modulation (vibrato) and amplitude modulation. I figured out a way to handle the vibrato without slowing down the code all that much. The sound frequency should change (using the 32kHz sound output frequency) after every 674 samples, but as I fill the buffers 64 samples at a time, I decided to change the frequency after every 640 samples, so I can move the calculations outside of the sample building loop. So the vibrato is slightly faster than it should be, but I don't think that is much of a problem. I did a similar change to the amplitude modulation, it should change the sound volume every 168 samples, but I change it every 192 samples, again to move the calculations outside of the 64-sample loops.
I just need to comment the code better and create a test project that would use my AdLib emulation code and then I could release the sources, in case people are interested in those.
Some compatibility improvements
I have so far tested Adventures of Robin Hood, Silpheed and SimAnt. Adventures of Robin Hood crashed with an sunsupported opcode, and when I debugged it I noticed that it uses only a 32-byte(!) stack! That is so little space that when a timer interrupt happens when the code calls a subroutine (after receiving a keypress) it runs out of stack space. Actually, the stack pointer should wrap to the end of the stack segment (which has unused space in the game launcher program), but my DSx86 stack emulation implementation did not handle this properly and thus crashed. I changed my stack emulation to handle stack pointer wrap-arounds properly, so Adventures of Robin Hood started up fine.
Silpheed progressed pretty far with the single-opcode internal refactoring I had already done, but then it ran into a problem with my string opcodes that still didn't handle writing to graphics memory with a segment address pointing to plain RAM properly. It did draw most of the enemy ships with the plain opcodes, but their removal from the screen was done using string opcodes, so after a while the screen was full of enemy ships. :-) It needed the refactored string opcodes before I could continue with it.
I then tested SimAnt, and noticed that it used the EMS memory in a way that also was incompatible with my segment-based memory access mode handling. It got the wrong data from the EMS memory using my old string opcodes, and thus filled the screen with garbage data instead of the Maxis logo at the start, for example. So, I decided to start working on the string opcode refactoring next.
Internal refactoring
I have now refactored many of the simple opcodes, like all OR operation variants and most of the MOV opcodes. What was interesting when I did this refactoring was that after every build the resulting DSx86.nds file got smaller. This was due to the new memory access handling using more common code for both the normal RAM and graphics opcodes, as only after the effective memory adress is calculated the code will branch to different handlers. Originally I had completely different opcode handlers, depending on where the effective segment poinst to. Thus, the new code has a lot more branches (which makes the code slower), but on the other hand there is much more common code which will help with the cache hit percentage. So perhaps the total slowdown is not quite as drastic. I also have a couple of speedup tricks I can still use, but those I can not do until all of the code is changed to use the new memory access strategy. So, looks like the next version will be quite a bit slower than the current version, but after I have refactored all the opcodes I can make the code slightly faster again.
I am currently working on the string opcode refactoring, and now I am pretty happy with the way the code looks. I am splitting the memory moves, for example, so that they are done in blocks that fit within the same 16K memory page, both for the source and target address, and also possible SI and DI segment wrap is taken into account. So all EMS memory and graphics memory access with the string opcodes should now always handle the correct data, so I can look elsewhere for erractic behaviour in games. I have already coded most of the string opcodes for main RAM and EGA graphics memory, but Mode-X handling is still completely missing. I still have a week before the next release, so I should have enough time to handle those as well.
After I coded the main RAM and EGA string operations, both Silpheed and SimAnt looked to be playable. Silpheed still hangs after intro if Enter is not pressed, and it also hangs when going to the debugger and trying to continue, so there are still some issues. SimAnt I haven't tested any further than by going to the main menu. It uses 640x480 graphics mode so it is a bit awkward to play in any case.
The heat wave continues here in Finland (as it seems to do for most of Europe), so I shall see how much coding I can get done during the next week.
http://dsx86.patrickaalto.com/DSblog.html
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July 11th, 2010, 22:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12042&f=19
relminator we devised a new tech demo for the DS , "Bullet Rel DS"Library / physics engines simulate physical interaction between different shots and objects.
Bullet Hell Engine Done!
I Was a little busy with life for the past month Since My dad " Derwent "under the knife ".
Goal I coded like crazy for the past 3 days ( Ave. of 4 hours a day ) and I recoded my bullet hell engine from scratch.
Bullet Rel Download ( with source) ...
features:
1. All fixed- point engine
2 . Data -driven interface
3. Less memory usage
4. Easier to use the PC version Than
5 . Patterns are easy to make
BTW , you Might want to lessen the " num_turrets " var to 1 just to see all the patterns so far . Those are the only ones I made this morning. LOL
http://rel.betterwebber.com/junk.php?id=107
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July 11th, 2010, 22:04 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12044&f=19
stravingo offers a first version of "Secret Hordes" Utility / gadgets designed to browser game Hordes ( Apocalyptic RPG Free Online Motion twin) that you will have some useful info on your town by simulating the use of cameras placed at different location .
Hello everyone!
It's been a long time since I had retouched the dev on DS, I missed Smiley
I checked the other day , it was more than 2 years Shocked
History of myself back a little, I developed a small utility unpretentious , designed for browser game Hordes . This game immerses you in a post -apocalyptic zombie infested where you must survive as long as possible in a city with 39 other players.
My utility is more a gimmick than a real tool. This is a case control surveillance cameras that you arranged all over town to try to improve your survival : a camera to monitor the city gate , another for the edge of town , another to monitor the water level of wells, etc. . Everything is perfectly functional, as hordes of designers provide access to a wealth of info on the game via an XML file .
I tried to give the whole look dirty, dilapidated , battered , like the sinking of this world in which we play. The basic idea of my application is that it is an old video material once used in a reality show , discovered in the rubble of a television studio in ruins because I find many similarities between Hordes and concepts of reality TV : a group play , players eliminated day after day, a winner at the end. Anyway.
I note in passing that I just vomited reality TV , eh , I have not exploited this idea because I'm a fan of the genre.
http://stravingo.over-blog.fr/articl...-53583310.html
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July 11th, 2010, 22:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12046&f=19
Update to 2010.07 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 2010.07 Changelog:
- Updated SVN DeSmuME 3694 ( x86 and x64 )
- Updated USRCHEAT.DAT (Temp) 06/20/2010
- Updated VBA- M SVN 947
- Updated iDeaS 1.0.3.6
- Updated 15/09 to Open 7zip compressed ROMs
- New options in the default emulator nds
- Improved the default configuration of VBA Link
- Improved the default configuration of VBA - M
http://windspro.blogspot.com/
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July 17th, 2010, 22:07 Posted By: wraggster
Evidence is growing that the upcoming Nintendo 3DS may see Nintendo fully embrace digital distribution.
While the console-maker has dabbled in downloadable games with WiiWare and DSIWare, these had seemed very much secondary to traditional physical game sales.
According to website Siliconera, Nintendo president Satoru Iwata admitted to investors that the company had not fully leveraged the potential of its online stores.
"We are thinking the release of new hardware should be good timing for a dramatic improvement of this situation," he said, and boasted of the new handheld's "enhanced wireless communication function."
While he did not detail the nature of the downloadable content, he did describe its method: "Nintendo 3DS will receive various pieces of information automatically if there is a chance of communication while a user carries it even when he or she does not try to start communication pro-actively by unfolding Nintendo 3DS."
By combining Nintendo 3DS with such function, we are now planning to expand our digital-distribution type of business."
However, this may not mean solely game downloads - Iwata has previously claimed that the 3DS will be capable of automatically downloading "newspaper and magazine articles."
http://www.gamesindustry.biz/article...ution-business
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July 17th, 2010, 22:17 Posted By: wraggster
Nintendo UK general manager David Yarnton has admitted that demand for the Wii and DS has "declined".
Speaking on Radio 4 this morning, Yarnton blamed falling demand for the Wii and DS on the "cycle" and the recession, but made a point of saying everybody was in the same boat.
"We've had very good years," he said. "It's [falling demand for Nintendo consoles] part, I suppose, of the cycle. We're not recession proof. We've probably as an industry been better than other industries."
When asked whether demand for the Wii and DS had peaked, Yarnton replied: "We obviously would like to be selling more. It has declined. But the whole market has as well. It's not just ourselves."
The Wii and DS have been hugely successful in the UK. Nintendo's sold 12 million DS consoles and eight million Wiis on these shores.
Despite the mammoth sales, Yarnton reckons there's plenty of room for even more.
"We think there's still plenty of opportunity for the product. There are a lot of people still waiting to get into gaming. There is a lot of interest from older people, people that normally didn't game. We've got some innovations on the way as well.
"We've got Nintendo 3DS. I think it's quite a leapfrog, actually. Especially when you look at the other technology out there in TV and movie, where with 3D you have to wear glasses, whilst with our 3D offering you don't have to wear glasses.
"There are no real new models coming out [from Sony and Microsoft]. No leapfrogging. They're [the new Xbox 360 250GB] just derivatives of the original versions they've had. We still with Wii have got a lot of technology we haven't fully harnessed and a lot of development of games coming that I think will still wow people when they see it."
Yarnton also denied the accusation that Nintendo has been forced to slash prices ("The actual price, when we launched Wii in 2006, recommended retail was about £179. We don't set the price. And that price hasn't changed"), and had his say on UK tax breaks for game developers, which were scrapped in the last budget.
"We support it very much," Yarnton said. "We as an industry want to be on a level playing field, not only on a global basis, where we know there are tax breaks right around the world, from Canada to Korea to Australia, but also with other creative industries, such as the movie industry, where there are tax breaks. There are sound arguments that show with the tax breaks we'll actually create more jobs."
http://www.eurogamer.net/articles/ni...emand-declined
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July 17th, 2010, 22:17 Posted By: wraggster
Nintendo UK general manager David Yarnton has admitted that demand for the Wii and DS has "declined".
Speaking on Radio 4 this morning, Yarnton blamed falling demand for the Wii and DS on the "cycle" and the recession, but made a point of saying everybody was in the same boat.
"We've had very good years," he said. "It's [falling demand for Nintendo consoles] part, I suppose, of the cycle. We're not recession proof. We've probably as an industry been better than other industries."
When asked whether demand for the Wii and DS had peaked, Yarnton replied: "We obviously would like to be selling more. It has declined. But the whole market has as well. It's not just ourselves."
The Wii and DS have been hugely successful in the UK. Nintendo's sold 12 million DS consoles and eight million Wiis on these shores.
Despite the mammoth sales, Yarnton reckons there's plenty of room for even more.
"We think there's still plenty of opportunity for the product. There are a lot of people still waiting to get into gaming. There is a lot of interest from older people, people that normally didn't game. We've got some innovations on the way as well.
"We've got Nintendo 3DS. I think it's quite a leapfrog, actually. Especially when you look at the other technology out there in TV and movie, where with 3D you have to wear glasses, whilst with our 3D offering you don't have to wear glasses.
"There are no real new models coming out [from Sony and Microsoft]. No leapfrogging. They're [the new Xbox 360 250GB] just derivatives of the original versions they've had. We still with Wii have got a lot of technology we haven't fully harnessed and a lot of development of games coming that I think will still wow people when they see it."
Yarnton also denied the accusation that Nintendo has been forced to slash prices ("The actual price, when we launched Wii in 2006, recommended retail was about £179. We don't set the price. And that price hasn't changed"), and had his say on UK tax breaks for game developers, which were scrapped in the last budget.
"We support it very much," Yarnton said. "We as an industry want to be on a level playing field, not only on a global basis, where we know there are tax breaks right around the world, from Canada to Korea to Australia, but also with other creative industries, such as the movie industry, where there are tax breaks. There are sound arguments that show with the tax breaks we'll actually create more jobs."
http://www.eurogamer.net/articles/ni...emand-declined
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July 17th, 2010, 22:39 Posted By: wraggster
Super Mario Galaxy 2 was the best-selling non-cowboy game in the United States last month. The 548,000 copies sold during June put the spacefaring platformer above the one-million mark in US sales, as proclaimed by Nintendo in a triumphant announcement. In kind of a bummer of a month in terms of general software sales, Super Mario Galaxy 2 was one of the few success stories for June.
While one million copies in two months (41 days of NPD reporting time) is impressive, it doesn't approach the level of success enjoyed by the first Super Mario Galaxy, which broke a million in its first month on the market, only 12 days of which counted for NPD. (The fact that its first month was November may have had something to do with that strong start.)
Nintendo also announced that DS hardware sales have reached "nearly 42 million," with Wii sales "closing in on a cumulative milestone of 30 million units sold in the United States alone." Both systems enjoyed sales spikes last month.
http://www.joystiq.com/2010/07/16/su...on-sold-in-us/
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July 17th, 2010, 22:40 Posted By: wraggster
The NPD figures for June show that Tiger Woods PGA Tour 11 didn't have a debut comparable to the previous year's game. In fact, Tiger Woods PGA Tour 11 only managed to unload 32% of the copies sold during Tiger Woods PGA Tour 10's initial launch month, Venturebeat offers. We contacted the NPD, who told us the same thing: "The new Tiger Woods release sold only 32 percent of what last year's release sold in its introductory month at retail. That said, last year's game saw a huge sales increase over previous versions, but still, Tiger Woods PGA Tour 11 did not break into the top 10 games for the month."
Of course, the first thing that comes to mind is Tiger's promiscuity -- a likely factor behind Tiger's waning popularity. But, EA's Rob Semsey contributed that the slowing Wii market and Tiger's performance on the course as of late are also contributors to the dip in sales. Now the real question is: with the drop in sales, will EA still stand by its man?
http://www.joystiq.com/2010/07/16/np...d-to-tiger-10/
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July 17th, 2010, 22:42 Posted By: wraggster
THQ has claimed that the upcoming Nintendo 3DS will best the piracy problems that have dogged the DS range to date.
Executive VP of global publishing Ian Curran told website CVG that what most excited him about the new handheld was that "there's technology built in that device to really combat piracy."
Nintendo "know they've been hurt across the world, and they believe the 3DS has got technology that can stop that."
He argued that rampant use of copied game tech such as the notorious R4 cartridge had "made it almost impossible to shift any significant volume" of THQ games, but that the new copy protection systems in the 3DS presented "the opportunity for people to invest more in product development and bring more 3DS products to market."
Piracy on portable consoles (also including the PSP) is estimated to have cost the industry $41.5 billion over the last five years, although that figure was based on the unproven presumption that every illegal download of a game equates directly to a lost sale.
Unfortunately Curran was unable or unwilling to describe just how the 3DS would combat piracy. "I actually asked Nintendo to explain the technology and they said it's very difficult to do so because it's so sophisticated," he claimed.
http://www.gamesindustry.biz/article...-combat-piracy
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July 18th, 2010, 01:09 Posted By: wraggster
It may or may not actually be the most compact Nintendo 64 we've ever seen, but even if it's holding down the second spot, you can't knock the ingenuity here. Crafted by one Evil Nod, the self-proclaimed N Gear 64 is little more than an N64 console tucked, shoved and crammed inside a Sega Game Gear enclosure. Best of all, the modder somehow stuffed an N64 controller in there too, yet still left all of the original markings for nostalgia's sake. Head on past the jump for a video of it in action, or tap that source link to learn more about the build process. Riveting stuff, we tell ya.
http://www.engadget.com/2010/07/16/m...for-n64-video/
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July 18th, 2010, 08:39 Posted By: wraggster
We looked at [Gerry's] PLCC based programmable Game Boy cartridge back in May and mentioned that he was working on a how-to video. He did quite a bit more than that. He’s made a PDF version of the instructions but went into deep detail with a collection of four videos on his YouTube channel. We’ve embedded all four after the break. They include an introduction and background about the cartridges, desoldering the ROM chip, preparing sockets and wire, and making the solder connections. Whether you’re interested in this particular hack or not, seeing [Gerry's] soldering practices make the videos worth watching.
http://hackaday.com/2010/07/14/progr...-walk-through/
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July 18th, 2010, 09:00 Posted By: wraggster
Newly released
Sentinels of the Starry Skies is the newest Dragon Quest game and the newest world in which you can live your alternate life. Beautiful CG movies, new music arrangements with a full orchestra and a grand setting make a true epic fantasy world comes to life.
All sorts of customization are available, create your own character, determine his or her job. To make your party well rounded, create more characters for your own customized team. Turn on the Wi-Fi facility of your hand held console and ask your friends in the real world to join you on your adventure.
http://www.play-asia.com/SOap-23-83-...j-70-3r1v.html
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July 18th, 2010, 12:27 Posted By: wraggster
News via http://www.aep-emu.de/
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
July 11, 2010
Not much new today - just a few timing tweaks to satisfy a few more of Blargg´s test ROMs.
July 5, 2010
While in prior versions of Nintendulator, PPU debug information (pattern table, nametable, and palette views) was only updated once per frame, the improved debugger (introduced June 29, 2008) had been made to update such information immediately, resulting in considerable slowdowns; today´s build restores the original behavior, as well as incorporating various other bits of code cleanup.
June 22, 2010
Today´s build includes brand new logic for DPCM sample fetching - under some circumstances, the old code could skip samples (and get thrown into an infinite loop if there was only 1 sample).
Also, a rather glaring bug (introduced during the C to C++ upgrade back from March 19, 2009) was reported in the Winamp plugin which prevented it from working at all. This has been fixed, and the release file and sources for 0.970 have been reuploaded. In the process of fixing this, I´ve also updated all of the Winamp plugin structures to match the latest SDK and have added Unicode build targets (and downloads below).
June 14, 2010
Today´s build fixes a few minor APU emulation accuracy issues, as well as solving a potential crash when opening files via drag-and-drop from another application (most notably from ZIP files).
June 12, 2010
MMC3 (iNES mapper 4) and MMC6 (UNIF-only) emulation has been updated to be more consistent with newly discovered behavior.
June 10, 2010
Some rather interesting behavior was recently discovered involving accessing $2007 during rendering. Nintendulator should now properly emulate this behavior, fixing several significant display glitches in the game "The Young Indiana Jones Chronicles".
June 1, 2010
Today´s build fixes a minor PPU bug regarding sprites - specifically, the SPR-RAM address register ($2003) is no longer reset at the beginning of each frame.
http://www.qmtpro.com/~nes/nintendulator/
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July 18th, 2010, 20:54 Posted By: wraggster
The Emulatemii team have released a new version of their Playstation emulator for the Gamecube and Wii:
Without further adieu, we would like to present a quick bug-fix release for WiiSX and CubeSX - Beta 2.1
Get it now!
This release mainly addresses the issues to do with games resetting to their title screens and having unresponsive controls as well as a few other minor bugs. Save states made in the previous version will no longer work in this version as a result of some changes made to save audio state.
For more detailed changes on what’s new in WiiSX Beta 2.1:
* Fixed issues where saving was not actually saving
* Many input plugin improvements
* Added “Home” button as a menu combo for CC
* Fixed inverted Y-axis for nunchuk and classic controllers
* Fixed rumble and added “disable rumble” setting
* SMB correction to allow anonymous user and password
* Threaded network init and proper error messages when it fails
* Audio state saved/loaded for save states
We’d like to thank the quick and responsive users which have reported the issues we’ve addressed above.
Enjoy WiiSX Beta 2.1, and if you feel like donating to support our projects, please feel free to visit our Donations page
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July 18th, 2010, 20:54 Posted By: wraggster
The Emulatemii team have released a new version of their Playstation emulator for the Gamecube and Wii:
Without further adieu, we would like to present a quick bug-fix release for WiiSX and CubeSX - Beta 2.1
Get it now!
This release mainly addresses the issues to do with games resetting to their title screens and having unresponsive controls as well as a few other minor bugs. Save states made in the previous version will no longer work in this version as a result of some changes made to save audio state.
For more detailed changes on what’s new in WiiSX Beta 2.1:
* Fixed issues where saving was not actually saving
* Many input plugin improvements
* Added “Home” button as a menu combo for CC
* Fixed inverted Y-axis for nunchuk and classic controllers
* Fixed rumble and added “disable rumble” setting
* SMB correction to allow anonymous user and password
* Threaded network init and proper error messages when it fails
* Audio state saved/loaded for save states
We’d like to thank the quick and responsive users which have reported the issues we’ve addressed above.
Enjoy WiiSX Beta 2.1, and if you feel like donating to support our projects, please feel free to visit our Donations page
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July 18th, 2010, 20:57 Posted By: wraggster
Tantric has released a new version of his 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.1.9 - July 14, 2010]
* Fixed 16:9 correction in Original mode
* Fixed PAL/NTSC timing switching issue
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
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July 18th, 2010, 20:57 Posted By: wraggster
Tantric has released a new version of his 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.1.9 - July 14, 2010]
* Fixed 16:9 correction in Original mode
* Fixed PAL/NTSC timing switching issue
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
To read more of the post and Download, click here!
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July 18th, 2010, 21:01 Posted By: wraggster
Tantric has released a new version of his 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 |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.1 - July 14, 2010]
* Improved audio timing
* Fixed 16:9 correction in Original mode
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Fixed issue with IPS patch files
* Hide non-ROM files
* Other minor improvements
To read more of the post and Download, click here!
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July 18th, 2010, 21:01 Posted By: wraggster
Tantric has released a new version of his 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 |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.1 - July 14, 2010]
* Improved audio timing
* Fixed 16:9 correction in Original mode
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Fixed issue with IPS patch files
* Hide non-ROM files
* Other minor improvements
To read more of the post and Download, click here!
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July 18th, 2010, 21:03 Posted By: wraggster
News via http://emulatemii.com/wordpress/?p=367
In an effort to fix the classic controller pro analog stick ranges in WiiSX and Wii64, we’d like users to run this DOL and report back their findings via the comments button on this post. All values should be posted back here that are on screen, both calibrated and from moving the sticks, oh and don’t forget to mention the type of controller the data is for!
Thanks to everyone in advance
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July 18th, 2010, 21:06 Posted By: wraggster
Tantric has released a new version of his GBA/GBC/GB emulator for the Gamecube and Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.8 - July 14, 2010]
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
To read more of the post and Download, click here!
Join In and Discuss Here
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July 18th, 2010, 21:06 Posted By: wraggster
Tantric has released a new version of his GBA/GBC/GB emulator for the Gamecube and Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.8 - July 14, 2010]
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
To read more of the post and Download, click here!
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July 18th, 2010, 21:08 Posted By: wraggster
libwiisprite 0.3.0d released by Arikado
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics. libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries. libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library. All possible PNGs can be loaded, even the ones with an alpha layer, so you can get started immediately!
http://wiibrew.org/wiki/Libwiisprite
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July 18th, 2010, 21:09 Posted By: wraggster
Accio Hacks 0.9 released by James0x57
Downloads codes from the WiiRD Code Database to the SD Card then allows you to select the codes you want to use. Finally, it creates a gct file that Gecko OS or Gecko OS Mod can apply to the game.
Features
Download codes from the WiiRD Code Database.
Edit codes saved on the SD Card.
Turn On the codes and create gct file.
Self-Update if an update is available.
Shiny, easy to use user interface.
Automatically detects removal of SD Card.
http://wiibrew.org/wiki/Accio_Hacks
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July 18th, 2010, 21:12 Posted By: wraggster
Yahtzwii 3.1 released by chris
It's Yahtzee for the Wii
Changelog
v3.1 14/07/2010
Added Spanish language support.
Fixed bug with undoing Bonus Yahtzees in Triple Yahtzee. (thanks Ricky de Jong)
Fixed error in displaying Triple Yahtzee highscores.
http://wiibrew.org/wiki/Yahtzwii
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July 18th, 2010, 21:14 Posted By: wraggster
Castles of Dr. Creep released by segra
Castles of Dr. Creep is a 1984 Commodore 64 game written by Ed Hobbs and published by Broderbund Software.
This project is an open source rewrite, allowing you to play the game using an image (D64) of the original disk.
Presently it can compile and play on both Windows, Nintendo Wii, and Linux (Ubuntu specifically has been tested).
SVN-270 Windows and Nintendo Wii Packages are now available for download
Wii WAD/Dol Version now available! (sound is buggy)
Options Menu is now implemented
Level selection is now done via the options menu, by pressing F1 during the intro (this does however limit the number of castles accessible)
Wii Instructions:
Depending on how you intend to launch the game, you need to Download atleast 'wii_SD_drcreep-270.zip'.
If you want to install it as a channel, you will also require 'Castles of Dr. Creep - REEP.wad'
wii_SD_drcreep is extracted to your SD Card (you also need to copy the D64 into the data folder, same as the other versions).
Download Here
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July 18th, 2010, 21:15 Posted By: wraggster
WiiMC 1.0.5 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, fiddling .conf files should never 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
1.0.5 - July 14, 2010
Synced to MPlayer r31641
Added volume control in Music area
Added option to hide DVD functionality from the UI
UTF-8 SMB support
Ability to use both USB ports (requires updated IOS 202 – WARNING: older versions of IOS 202 are NO LONGER supported)
Increase max SMB shares to 9
Fixed sleep timer
Added “Now Playing” to screensaver
Disable screensaver while slideshow is active
Increased video auto-play limit from 20 to 50
MMS support (thanks denper!)
Improved online stream display (thanks gazstone!)
New SHOUTcast support (WARNING: updating will overwrite your onlinemedia.xml to install new links – backup your old links if necessary)
Audio language setting
Jump to and highlight folder when going up one level
Highlight file when returning to menu
Save settings when power button is used
Added option to use static folder locations
Display parent directory beside Up One Level
Improved restore points behavior
Other miscellaneous improvements/corrections
Language updates
http://wiibrew.org/wiki/WiiMC
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July 18th, 2010, 22:49 Posted By: wraggster
News/release from padnoter
Hi,
Attached is (playable) beta of a game called "IT".
Yes it's based on the kids' game of IT or Tag. But rather than DS generated opponents, this game is multi-player - so it needs to be loaded on to mulitple DSs... they will all connect with each other and then you can play the game against real opponents.
Use the keypad arrows to move around. Apart from just tagging the other player (the IT player is shown as on fire), you can also collect treasure for points.
I've tested on 3 DS all playing together. It can be played on a single DS, but there will be no one else to tag.... just treasure to collect & the map to explore.
It's still in "beta" but playable. The nifi works well (thanks to Pete Lockwood for showing me originally how to do this). Debug mode can still be enabled (press A) - which will give you all sorts of info on the top screen (X to rotate thru'). Press A again to disable it.
There are some screenshots on my website - www.greenacorn.co.uk (go to NDS section & look for "IT the game" article)
It will run under the no$gba emulator - but wifi functions won't work, so single player only.
Enjoy.
Cheers
pn
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July 18th, 2010, 22:52 Posted By: wraggster
News/release from a2h
ColumnsDS is a recreation of the Columns game from ages ago. It's still an alpha though, so it's incomplete and there'll probably be bugs. Although it doesn't look like it was designed in Paint in two seconds, mind you. Oh, how to play, you ask? It's pretty simple, just match up 3 gems either horizontally, vertically or diagonally.
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July 18th, 2010, 22:56 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres todays news:
This is mostly a fix version after the somewhat buggy version 0.20. This version includes the finished AdLib emulation, and I fixed the problem introduced in 0.20 with the Direct SB mode where the start of the BIOS F000 segment was overwritten with corrupt data. This version also has a lot more of the opcodes refactored to use the new more robust memory handling, which also means that this version will run slower than the previous version. Norton SysInfo tells that this version runs at 9.9 times original PC, while the version before any of these internal changes ran at 11.5 times original PC. I am still not even half way done with the internal refactoring, so the next version might still be slower, until I get all the refactoring done and can again start optimizing things.
I spent about half my time working on the internal refactoring, and the other half with debugging and testing programs that behaved badly in the previous version. Here is a list of the specific programs I tested and the changes they required, where applicable.
Adventures of Robin Hood needed a better Stack Pointer handling.
Silpheed needed refactored string opcodes, which are now mostly done. The common REP MOVS and REP STOS variants now use the new improved memory access handling, while the less common REP SCAS and REP CMPS, and the really rare REP INS and REP OUTS still use the old method. I also fixed a problem in the internal debugger and a rather nasty bug in the port input emulation that could crash DSx86 completely, both of which happened with Silpheed. It should now run pretty much perfectly, including the complete intro.
SimAnt also needed the refactored string opcodes, but this time for EMS memory handling. I have only played the tutorial game for a little while, but it runs at least that far without problems.
Catacomb gave an "Unsupported INT" call whenever a key was pressed. This was caused by it calling the original BIOS INT9 handler without pushing the flags, so when the INT9 call returned it popped flags from a location in stack that could contain whatever data. The data it popped happened to contain 1 in the bit that went into the CPU Trap Flag. So, the next opcode caused a CPU single step trap, which then caused an unsupported INT call when there was no handler for the single step interrupt. I fixed this problem by turning the Trap Flag back off and ignoring the Single Step interrupt when no handler is present.
Castle Master had stopped working in version 0.15. This was due to my improved Vertical Blank handling. I am still not quite sure why my swapping the Vertical Blank bit hanged Castle Master, but in any case I adjusted the Vertical Blank bit reporting once more. Now it reports Vertical Blank during DS hardware screen scanlines 128..191 (just before the real vertical blank interval). This seemed to still keep the horizontal smooth scrolling in Supaplex, but also allowed Castle Master to run. This fix should also help with the slow palette animation in History Line, and possibly other games.
F29 Retaliator needed quite a few JPE and JPO opcode hacks. It used those opcodes (which are not natively supported by DSx86, so I need to add game-specific code for each game that uses those opcodes) in several locations in the code, so I am still not sure I found and added them all. The game does get in-game fine now, though. Please send me debug logs if you get this game to drop into a debugger with "Unsupported opcode".
Operation Wolf had an unsupported EGA opcode in the demo game. I refactored this opcode to use the new memory handling, and the demo game seemed to perform fine. I couldn't figure out how to start the actual game, though, so I'm not sure if this game works properly yet.
Super Solvers: Challenge of the Ancient Empires! also had a problem with it needing a JPO opcode. I added support for this opcode at the start of the "India & China" part of the game, but haven't tested whether the problems in other parts were fixed by this also. Please send me a debug log if you still get opcode errors in this game.
Windows 3.0. This is perhaps the biggest new application that runs in this version. I had seen a YouTube video of someone testing Windows 3.0 on DSx86, and it seemed to report that "DOS version 3.1 or newer is required", which did not make much sense when DSx86 reports DOS 5.00 by default. So, I decided to install my old Windows 3.00a floppy disks in DOSBox and see what is going on with it in DSx86. Here is a list of the things I needed to fix to make Windows 3.0 run.
After Windows queried the DOS version (5.00) it proceeded to scan the low memory for a string "CON". When found, it looked for the three next occurences of this string in memory, and reported "Incorrect DOS version" if all three of these occurences were not at equal distance from each other. A rather peculiar check for a DOS version... Anyways, it found the text "CON" in the System File Table in DSx86, for stdin file handle, and also another instance in the table for stdout, but it didn't find a third instance, as there was none in DSx86. Well, normally there should be three instances, stdin, stdout and stderr, so I added the missing "CON" file into the System File Table, and Windows 3.0 progressed further.
The next problem was that it ran into a protected-mode opcode, which is not supported in DSx86 as it only emulates a 80186 processor. I tried to start Windows with "WIN /r" command, to force it to go into Real Mode, but that did not help, it still attempted to use the protected mode opcode. I then debugged the code before this opcode, and noticed that Windows 3.0 detects the CPU type it is running on by first shifting a register value 32 bits left. The old 8088/8086 processors did not mask the shift count, so when shifting a 16-bit register 32 bits, the result is always zero. Processors from 80186 onwards mask the shift count to 5 bits, so shifting by 32 bits is the same as shifting by 0 bits, so the original value of the registers stays intact. This was OK in DSx86, the register value stayed intact, so Windows 3.0 noticed it was not running on 8088/8086 processor. Next Windows 3.0 pushed the stack pointer, and checked whether the pushed value was the original stack pointer value. This is where DSx86 did not work as it should. My Turbo Assembler 3.0 Reference Guide states that 8086 pushed the decremented value, while processors from 80286 and up push the original value. It does not mention 80186 processor at all, so I had assumed it works like 80286. Now I found out that 80186 has the same bug as the 8086 processor, it pushes the already decremented value. I changed this, and got Windows 3.0 to load up fine. Hopefully this change does not break any games that might try to detect the processor type and want a 286 or newer processor.
Next I tried to make Windows 3.0 detect a mouse, but it looked like any other options besides PS/2 mouse makes Windows 3.0 go thru the serial ports and try to forcibly detect the mouse type connected to the serial port. So, I decided to look into finally emulating a PS/2 mouse as well. DOSBox was again quite a good reference for this, so after a few tries I got the PS/2 mouse emulation working. I haven't tested this in any other software besides Windows 3.0, so it might not work properly anywhere else, and there is also a risk that the normal mouse handling does not work any more in games that suddenly see a PS/2 mouse.
I fought for a long time with the touchpad mouse emulation, trying to match the position DSx86 thinks the mouse is at with the position where Windows 3.0 wants to display the mouse cursor. I think the biggest problem is that if the mouse moves more than a certain number of pixels per a single mouse interrupt, the move goes over the Doublespeed Threshold, and Windows 3.0 moves the mouse a double distance. This is pretty hard to take into account when just clicking around the screen, so instead of the Touchpad Mouse I focused on trying to make at least the D-Pad mouse working properly. After several tries and doublespeed threshold adjustments I finally got the D-Pad mouse to stay in sync between Windows and DSx86.
I also got annoyed with the awkwardness of moving the mouse out of the visible screen area in Zoom mode, and then having to scroll the screen, and then continue with the mouse movement, so now the screen scrolls automatically also in D-Pad mode when the cursor goes near the screen border. There is again a risk that this breaks some games, but I trust you will let me know if this happened. :-)
Anyways, I'm not quite sure how useful Windows 3.0 in Real Mode is, and I also haven't looked into how to enable EMS support in it (which I believe it should be able to use), but I'll let you testers experiment with it. I found one program that runs in Windows 3.0 Real Mode, Moontool by John Walker, so I immediately downloaded that and tested it, and indeed it runs fine also in DSx86. The Garbo Windows 3.1 Archives might also have some programs that run also in Windows 3.0, so feel free to test if you are interested.
Future plans
The internal refactoring continues, and as you might have noticed, this version is quite a bit smaller than the previous version. That is due to refactored code no longer requiring separate graphics and normal RAM opcodes, but instead only the memory handlers are separate. So even though the code size gets smaller, more and more "graphics opcodes" get supported by every refactoring change I do. I am looking forward to a point where I can get rid of the separate graphics opcode framework completely, as that will free several kilobytes of ITCM for other more beneficial use.
I also hope to finally look into the mouse emulation improvements during the next couple of weeks. Adding smoother screen scaling could also help some games, but the problem with that is that it takes a lot of CPU cycles, during which time no interrupts are sent to the running x86 program, so especially Direct SB audio would become pretty much unusable. But, I'll see what I can do about that. There are also many games remaining in the Compatibility Wiki that I should look at, so I don't think I will run out of things to do in DSx86 for a while yet. :-)
Thanks again to all of you for your interest in DSx86!
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July 18th, 2010, 23:00 Posted By: wraggster
News/release from hoitjuh55
Hello everybody,
Last month I made a new DS program. It's called RouteBoards.
It will show you exit/intersection boards that are on a route you made yourself!
Usage:
1. Make your own boards and routes on your PC (Windows only).
First you have to make boards with RouteBoardsDB and put them in correct order (with a direction) with RouteBoards Editor.
RouteBoards Editor will generate the routes and a file calles Routes.sav (output dir is db/).
2. Upload the boards and routes to your flashcard.
Second you have to upload the boards and routes in a specific directory on your flashcard.
Routes (.rbr) and Routes.sav: FAT:/RouteBoards/route/
Boards (.dbe): FAT:/RouteBoards/db/
3. Open the routes on your DS.
Start RouteBoards on your DS and select a route. Now you can scroll through the boards!
In RouteBoards you can also set the brightness and the background (one for day and one for night).
In the package (.zip) are two example routes.
Suggestions are welcome.
- hoitjuh55
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July 18th, 2010, 23:16 Posted By: wraggster
News/release from padnoter
Hi,
Attached is my first DS app. It's a file manager for managing homebrew files on your DS card. It's most useful feature is that it allows you to transfer files from your PC to your DS card via your home wifi (thanks to Pete Lockwood for help on this bit) - this was the main reason I developed it - I got fed up unplugging microSD cards all the time
.
You can navigate folders/rename/delete/move files/create directories etc.
Via nifi you can send files from one DS to another.
There are some config options to setup when you run it, to set;
root dir (hopefully will allow other DS type cards to use this - I use R4s)
PC ip address (for PC->DS comms)
Wifi AP (default wifi access point)
There are some screenshots on my website - www.greenacorn.co.uk (go to NDS section & look for FileManager article)
To use the PC->DS wifi transfer you will need the files in the 2nd attachment (PCwififiles.zip), this include executables for the PC along with C/C++ source if you want to compile yourselves. The files named copy2nds.* are for ubuntu, the send_to_ds*/main.cpp is the windows version. For windows you drag a file onto the .exe to run the PC side. For ubuntu use the shell script which will send the .nds file from the current directory (you will need to edit the dir named in the .sh for where you place the .exe file)
It will run under the no$gba emulator - but wifi/file functions won't work, so not v. useful, apart from viewing the screen.
Hope it's useful to someone.
Cheers
pn
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July 18th, 2010, 23:25 Posted By: wraggster
News/release from mjsdude
Well since this is such an old project I feel that I wil not continue it and add things that I expected. I will finally just call it finished. I guess this holds the record for longest time spent on a dsgm game lol. Anyway's here it is.
Oh Also this only has black unless you select colors with the GH pad.
You hold the colors down while drawing.
Select Clears the Screen
Yellow Held Down is Random Colors.
1 major thing I learned from this project is dont plan to big.
Most of you probably weren;t even here when it started. lol
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July 18th, 2010, 23:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12083&f=19
Invisible Team Ninja Squid conducted at the Toronto Game Jam 2009"Steam Ponk" like tennis with superb graphics which is a two on one Nintendo DS .
Description
Two players required.
Best Played was Nintendo DS.
Pong so fresh , it'll spoil in the fridge . Designed for two players holding Both a Nintendo DS, controlling paddles are EACH side . You can get a taste from the PC , You Need To order this copy to your DS for the full experience . Clouds and obstacles periodically scroll in from the dual screen , making it more Than a hood ornament .
How to Play
Nintendo DS
Player 1 - Up & Down
Player 2 - X & B
http://hive.ndshb.com/index.php/comp...download/4/130
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July 19th, 2010, 00:07 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...88-t20597.html
The pace of releases has slowed to WiiXplorer but here is the R188 of the file browser on the Wii made by dimok and r-win.
Are also available Forwarder v5 and alternative Forwarder The 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
- Supports the FAT file system and NTFS
- Address bar with road access
- Multi-language
- Support for different fonts
- AutoUpdate
CITATION
R188
- Reduced memory usage on recursive copy/move/delete/md5check. The memory is now freed after a process directly and not at the end of all the processes. This leaves more memory for further operations and so for further sub-folders. This should fix the crash on copy/move/delete/md5check of large directories and/or directories with many sub-folders.
- Language files updated
R187
- Fixed CodeDump with Properties of empty paths and empty root directory. Shows now the path, the devicesize and free space instead.
- A lot internal ListMode Browser changes
- Added FileSizes to the right of the ListMode Browser
- Added "Time left" to the ProgressBar. I placed it right now under the first bar and might move it later when i got new graphics if i find a better place for it.
- The new libfat is causing more problems than it is actually fixing. Reverting to the old one.
- DI source update
R186
- New MD5 Logger added.
You can find it in the context menu. You can do the MD5 Check of several files/folders at once. If you do the check on one or more folders, all the sub-folder and it's contents will be checked as well (recursive check). The result is written to an MD5.log file with all information about the process (Errors/Files/Folder...). If the file already exists, the new log will be appended. Be aware that the log is using the Unix '\n' linebreaks if you are using Windows. Just use a proper editor and not Notepad.
- Added multiple file support for Properties. If you select more than one item (folder/file) they will be all counted in the Properties.
- Fixed bug with ProgressBar Color not being saved
- Added Total ProgressBar. The code from R184 is now used. Now there are two ProgressBars each time. I used the current graphics and rescaled them a bit. This is temporary till NeoRame is ready with the new images.
- Changed the speed calculation to overall process calculation.
- Some optimizations in a few places
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July 19th, 2010, 00:10 Posted By: wraggster
News via http://www.wii-addict.fr/forum/index...howtopic=20608
ThatOtherPerson we propose a new version of its game Dance Clone This is a clone of Dance Dance Revolution .
QUOTE
v0.5
I Made Some Changes to That score new page ( the One That You See When You Complete a song ) and now it Actually record your high score for EACH Difficulty of Each Mode song . Those high scores Recorded Also gets displayed at the Difficulty Selection screen .
The scoring system is Different from How It Is in the official DDR games and StepMania . You get 7 points for Every Step That You get a good rating for 10 points for Every Step You Get with perfect and you get extra points Equal to howeve along your longest combo WAS. Your final score Though Is a percentage based on how many years you got points out of over how many points you Could Have gotten .
It Might SEEM like a pointless feature order something else That Is New Is That You Can Now Fully navigate the home menu and the in game menu using multiple wiimotes . When It Comes To Actually playing the game Though You Still use the dpad is the first wiimote, classic controller is connected to the first wiimote gold gold gamecube dance pad controller plugged Into the first GameCube controller port.
Aside from Its Just That small fixed and Things . Not much has changed.
http://thatotherdev.wordpress.com/20...lone-v0-5-wii/
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July 19th, 2010, 00:13 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PriiL...-4-t20620.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 .
This version 0.5 beta 4, just as the beta 3 does not match the rev98 after the official website of the Homebrew , nevertheless we have no information other than the rev98 .
You can configure via the Priiloader Setting Editor and the ability to add a password and launch WW / VC ( if patch ES ).
You can choose to apply the hacks by Priiloader thanks to Hacks.ini Generator Orwell (Including hacks for 4.3).
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
v0.5 ( rev98 )
- Added info about bootstate 4 .
- Applied the dol / elf loading installed to fix file .
- Changed variable type has to fix the shit of your warnings about dolstart .
v0.5 ( rev97 )
- Fixed dol / elf loading FINAL this time .
- Made binaries load from memory ( just loads BootDolFromDir fraud Into the memory and passes it on to BootDolFromMem ).
v0.5 ( rev96 )
- Memory leaks , got to love them > _ >
v0.5 ( rev95 )
- Changed online updating ' AGAIN. This time you get a list ( Which updates are available and SUCH ) & IS changelog added .
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July 19th, 2010, 00:19 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12054&f=19
Fantasix provides a demo of "ZeldaLua" like a zelda coded lua , thus requires the interpreter Micro Lua DS to start .
Hey hey Ladies and Gentlemen !
And yes , I put one little BMA aside because of problems with MicroLua , and I threw myself into something more "simple " and lighter in resources: a Zelda -like * o *
This version still " Alpha " , but I been made a little demo , just for you = D
What is done :
* Travel Link
* Changes Maps
* Attack the sword
* Effect of the attack on the grass
Management * Life
* Effect of "Camouflage " when you're in the grass
* A MapEditor ( Not yet public for now )
The demo contains 10 maps functional.
Installation:
* unzip the file script MicroLua
* Run MicroLua
* Press the A button on the " ZeldaLua OR Enter the folder " ZeldaLua " and run index.lua .
Update remedy [ 0.17 ]:
* Changed sprite of Link
Fixed some positions
* Replacement of the official file grass_sup.png *
http://microlua.xooit.fr/t627-A-RPG-ZeldaLua.htm#p9482
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July 19th, 2010, 00:20 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12049&f=19
miguel28 offers us the demo 6.5 of its adaptation of the famous fighting game Super Smash Bros. for the DS, "Super Smash Bros. Crash! DS.
google translation wrote:
improvements Demo 6.5 :
1. Fixed a bug in Konoha now , if the soil is
2 . Fixed problems as in Konoha momemto Ko Un presisamente the problem above
3. Somewhat improve the starting position after a ko of CPU1 on the scene of Hyrule Temple
4. fixed block of music in the menu screen to change
5 . bug crash during the selection phase
6. Cumulative effects of stroke
7 . The Smash Ball is now 20 % smaller
8. Almost all conventional system.
http://ssbcrashds.blogspot.es/1279065297/
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July 19th, 2010, 20:49 Posted By: wraggster
When it was announced for Japan, Square Enix set Kingdom Hearts Re:coded for fall, and the Nintendo DS game’s release is right on target.
Kingdom Hearts Re:coded appeared in V-Jump and an info box has the game’s release date, October 7. Square Enix unveiled Kingdom Hearts Re:coded at E3, but didn’t set a release date for North America.
H.a.n.d., the makers of Kingdom Hearts 358/2 Days, are developing the remake. Yes, remake. Kingdom Hearts Re:coded adds elements from Kingdom Hearts: Birth by Sleep’s battle system to a 2009 mobile phone game where a digital version of Sora explores Jiminy Cricket’s computer bug-filled journal.
http://www.siliconera.com/2010/07/19...ed-in-october/
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July 19th, 2010, 22:55 Posted By: wraggster
getwiinandkey 0.1 released by Peter.
PC utility to extract the NAND AES key from a BootMii beta 4 NAND or key dump, and write it to a new file ready for further use (e.g. Segher's Wii.git).
Changelog
v0.1 Initial release
Only known to work with dumps created by BootMii beta 4
Retrieved from http://wiibrew.org/wiki/Getwiinandkey
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July 19th, 2010, 22:58 Posted By: wraggster
TetriCycle v0.4b released by calvinss4.
TetriCycle is Tetris projected onto a cylindrical surface. Rotate the cylinder left/right such that the descending piece falls into place.
TetriCycle is freeware, can be distributed freely and should never be charged for.
v0.4b
4th Release: 7/19/10
Shadow option -- see where the current piece will drop.
Preview option -- see what the next piece will be.
Multiplayer looks better. Each playfield is drawn from the same perspective, but with a shifted viewport.
http://wiibrew.org/wiki/TetriCycle
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July 19th, 2010, 23:01 Posted By: wraggster
News via http://forum.gbadev.org/viewtopic.ph...c50c220e806c83
Hi,
I found this today : a french newcomer on the DS homebrew scene is starting a port of Spelunky, the infamous "Rick Dangerous-like with chunks of Rouge-like" freeware indie game gem by Derek Yu.
http://www.guillaume-saby.com/spelunky-ds (in french in the text)
For the v1.0, he aims to implement :
- Randomly generated levels (cave theme only)
- Simple treasures (coins, gold, gems)
- Basic enemies (snakes, bats...)
He's now on v0.1.8 which already contains :
- Collision engine
- Basics movement (no climbing though)
- Random generation almost complete
Let's wish him the best luck possible : Derek Yu released the source code, but being made with Game Maker make it hard to convert unless starting from scratch.
http://code.google.com/p/spelunkyds/
DS homebrew Overlords please hear my prays and help this guy achieve this divine task : having Spelunky on DS would be the promise of tons of hours filled with fun !
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July 20th, 2010, 23:58 Posted By: wraggster
Mr.X] added support for four controllers to his Super Nintendo (Google translated) by internalizing the multi-player adapter. In the video after the break you’ll notice that he also added some bling to the case by positioning the power LED beneath the logo and adding a two-digit display. There is a switch on the back that allows him to choose PAL or NTSC standards with the current setting shown on that display. While most people are going with emulators, [Mr.X] ended up with a custom piece of hardware with a clean finish.
http://hackaday.com/2010/07/20/4-player-snes-and-more/
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July 21st, 2010, 00:13 Posted By: wraggster
The rumors were true: The latest version of EA Sports Active is going to get you ready for some football! EA Sports Active NFL Training Camp for the Wii uses Active 2.0's heart rate monitor and the Wii's motion interface to lead players through "authentic NFL football drills."
Guided by a virtual coach, players will perform more than 70 drills and challenges in an effort to "improve strength, power and conditioning, as well as reaction skills, agility and first step quickness, which are key areas NFL players focus on." Trainees will be able to work out in their favorite teams' stadiums, alongside recreations of their favorite players. And then, on game day, when the real players take the field, you get to rest! Or play Madden!
NFL Training Camp will touch down November 16 for $100.
http://www.joystiq.com/2010/07/20/ea...this-november/
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July 21st, 2010, 01:29 Posted By: wraggster
Tantric has released a new version of his 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.2.0 - July 20, 2010]
* Reverted USB2 changes
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July 21st, 2010, 01:29 Posted By: wraggster
Tantric has released a new version of his 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.2.0 - July 20, 2010]
* Reverted USB2 changes
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July 21st, 2010, 01:33 Posted By: wraggster
Tantric has released a new version of his 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 |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.2 - July 20, 2010]
* Reverted USB2 changes
* Fixed return-to-menu crash with Filtered mode
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July 21st, 2010, 01:33 Posted By: wraggster
Tantric has released a new version of his 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 |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.2 - July 20, 2010]
* Reverted USB2 changes
* Fixed return-to-menu crash with Filtered mode
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July 21st, 2010, 01:36 Posted By: wraggster
Tantric has released a new version of his GBA Emulator for the Gamecube and Wii
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.9 - July 20, 2010]
* Reverted USB2 changes
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July 21st, 2010, 01:36 Posted By: wraggster
Tantric has released a new version of his GBA Emulator for the Gamecube and Wii
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.9 - July 20, 2010]
* Reverted USB2 changes
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July 21st, 2010, 01:41 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...6d1d38d2afed5d
stravingo offers version 0.2 of "Secret Hordes" Utility / gadget for the browser game Hordes ( Apocalyptic RPG Free Online Motion twin) that you will have some useful info on your town by simulating the use of cameras placed at different location .
The Secret Hordes of cameras are really in very bad condition, I am not yet reached in repairing other . Therefore , no major innovation in the v0.2 , but some gadgets and bugfixes :
- Changing the attack animation of the horde. Will you find the surprise guest ?
- Some surprises are within the scope of the cameras ( small and dedication to Deepnight a squirrel Canada) .
- Fixed a bug related to a memory buffer size too small when you download the XML file of the city.
- Fixed a bad error loading key (the file name was incorrect ).
- Still more flies !
http://stravingo.over-blog.fr/articl...-53583310.html
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July 21st, 2010, 01:45 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...6d1d38d2afed5d
Update to 2010.08 Wind Pro DSi, multi- PC application emulators including 3 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 2010.08 Changelog:
- DeSmuME SVN 3717 ( x86/x64)
- 07/19/2010 USRCHEAT.dat
- Office 2010 Skin
- Translation: French , German , Portuguese , Italian, Français (also available in Spanish ) and settings in Japanese and Chinese.
- Update menu en full PRO WINDS
- Improved open compressed Roma
- Improved configuration options ( default emulators )
- NSF functions to the Windows shell ( Choose Open and emulator ) to losroms
- Improved function to open files compressed in. Rar . Zip, .7 z and. Xz
- Added more file formats (. Srl ; sc.nds ; ... )
- New system skins
- Automatically Updates are checked
http://windspro-en.blogspot.com/2010...-releases.html
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July 21st, 2010, 17:06 Posted By: wraggster
Tennis star Andy Murray appears to have solved the gaming 'obsession' that ruined his relationship with missus Kim Sears... by switching to DS.
Murray, who was reportedly dumped last year because of his seven-hour-a-day PS3 sessions, was spotted holidaying this week with the forgiving Miss Sears - after patching up their relationship.
However, although Murray didn't have Modern Warfare for company, he was tapping away on his Nintendo DSi. Which he did for hours. Erm, maybe his habits aren't completely extinguished, then...
"They spent about two-and-a-half hours by the pool, she was reading her book and he spent most of that playing on his Nintendo DS," a Daily Mail super spy said, before the paper posted huge hi-res photos of the pair lounging about in their swimwear. It does that a lot.
"They looked very relaxed. I think they were just enjoying a chill-out weekend," added the source.
Murray's PlayStation "obsession" has been a problem in the past, with his former coach, Brad Gilbert stating: "He plays video games seven hours a day."
Last Christmas the British number one's agent insisted: "Andy doesn't play computer games any more than any other 22-year-old."
Actually, seven hours a day might be pushing it just a touch...
http://www.computerandvideogames.com...VG-General-RSS
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July 21st, 2010, 19:45 Posted By: wraggster
The Hague District Court has upheld a ruling on behalf of Nintendo against 11 retailers accused of the illegal selling of piracy chips and cartridges for the Wii and DS consoles.
Retailers had been importing and selling the piracy aids in the Netherlands, and the court also rejected the retailers claims that Nintendo was engaging in unfair competition.
"Nintendo welcomes the decision by the Hague District Court to uphold its claim that 11 online retailers operating in the Netherlands have acted unlawfully vis-*-vis Nintendo by importing and selling game copiers for use with Nintendo DS and mod chips for use with Nintendo Wii," said the company.
"These devices circumvent Nintendo's technical measures designed to prevent software piracy. Nintendo also welcomes the decision by the Hague District Court to reject the online retailers' defence that Nintendo has engaged in acts of unfair competition."
Nintendo said it was acting on behalf of all its development and publishing partners, as well as upholding the quality and standards associated with legitimate Nintendo products.
"Nintendo protects its intellectual property rights globally and takes action to prevent the distribution of pirated software and devices that allow illegally downloaded software to be played.
"Nintendo takes this action not only for the company's sake, but in the interests of its partners who spend time and money legitimately developing software for Nintendo videogame consoles and systems, and customers who expect the highest standards and integrity from products bearing the Nintendo name."
http://www.gamesindustry.biz/article...i-chip-sellers
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July 21st, 2010, 19:45 Posted By: wraggster
The Hague District Court has upheld a ruling on behalf of Nintendo against 11 retailers accused of the illegal selling of piracy chips and cartridges for the Wii and DS consoles.
Retailers had been importing and selling the piracy aids in the Netherlands, and the court also rejected the retailers claims that Nintendo was engaging in unfair competition.
"Nintendo welcomes the decision by the Hague District Court to uphold its claim that 11 online retailers operating in the Netherlands have acted unlawfully vis-*-vis Nintendo by importing and selling game copiers for use with Nintendo DS and mod chips for use with Nintendo Wii," said the company.
"These devices circumvent Nintendo's technical measures designed to prevent software piracy. Nintendo also welcomes the decision by the Hague District Court to reject the online retailers' defence that Nintendo has engaged in acts of unfair competition."
Nintendo said it was acting on behalf of all its development and publishing partners, as well as upholding the quality and standards associated with legitimate Nintendo products.
"Nintendo protects its intellectual property rights globally and takes action to prevent the distribution of pirated software and devices that allow illegally downloaded software to be played.
"Nintendo takes this action not only for the company's sake, but in the interests of its partners who spend time and money legitimately developing software for Nintendo videogame consoles and systems, and customers who expect the highest standards and integrity from products bearing the Nintendo name."
http://www.gamesindustry.biz/article...i-chip-sellers
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July 22nd, 2010, 01:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...a1144e6bdc9fbd
Ant512 proposed version 0.99.2 Beta "Woopsi" GUI library for creating homebrew DS model fenestration ofAmiga OS .
Woopsi 0.99.2 Is Now Out . Grab it from SourceForge, as usual :
http://www.sourceforge.com/projects/woopsi
The System Has HAD Some are minor changes made . I finally got around to ripping out the Font and MonoFont classes , have the class PackedFont Sami Perform the job with far more efficiency. They've Been Moved To The ' extras ' directory in the SVN repository in case anyone should " Ever need a reference for Creating New classes are .
All of the monochrome fonts That ship as part of the library classes are now PackedFont1 INSTEAD of PackedFont16 . Highlighted this a bug in the bmp2font . NET pro That Is included in Woopsi 's "tools "directory - It Was Relatively Allocating huge bitmaps for the data do INSTEAD of the tiny bitmaps That Were Really Necessary . I've deleted the " CourierMono " It Was year are as exact duplicate of the " Courier "font . The GlyphFont PackedFont16 Is a class -based INSTEAD of a class -based Font .
This exchange Have Reduced Significantly quite Woopsi 's footprint :
1.5MB From The size of the library Woopsi ;
2MB from the sourcecode ;
From The 400K ROM packedfont example ;
helloworld example from the 60K ROM.
A big saving for very little work .
Other exchanges include Replacing the x, y , width and height membres du gadget class with an instance of the Rect class ( Itself Converted from a struct) . A lot of the work clipping can now therefore Be Within The body rect Rather Than THROUGHOUT the codebase .
The classes include FileRequester FileListBox and has getPath ( ) Method That Allows a developer to determine the file requester directory Which IS pointing at .
Fixed
- Replaced code in clipping Gadgets : : clipRectToHierarchy () with call to new
Rect functions.
- PackedFont16 : renderChar () abort Correctly If There is Nothing to render
( Lakedaemon ) .
- Bitmap: : getData ( x, y ) no longer Declared inline ( Lakedaemon ) .
- Renamed to gunsuh15.bmp and gunsuhche15.bmp gungsuh15.bmp and
gungsuhche15.bmp respectively.
- It Was Deleted CourierMono have exact duplicate of year Courier .
- Converted to PackedFont1 MOST fonts .
- Converted to GlyphFont PackedFont16 ( Manually Altered class to force
fixed -width ) .
- Removed Font and MonoFont classes ( classes PackedFont are faster and more
efficient ).
- bmp2font upgraded to latest version - no follow Creates Gigantic arrays in
PackedFont1 fonts ; Removed support for Font and MonoFont classes.
New Features:
- Added getPath () to FileRequester and FileListBox .
- Converted Rect struct to class.
- Added Gadget : : getRelativeX ( ) and getRelativeY () .
- Replaced x, y , width and height of members with a gadget class Rect .
http://sourceforge.net/projects/woopsi/
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July 22nd, 2010, 01:19 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...a1144e6bdc9fbd
meraman, To whom we owe the homebrew controversial Tetris The Grand Master, Directed this time an adaptation of the card game Koi- Koi for the Nintendo DS .
MeRAMAN , the guy behind the Tetris Grand Master port ( Eventually Who Had To discontinuous development and distribution due to the Tetris License sendiing Rather nasty warning him / her a ) Has released a WHERE Hanafuda game you play Koi Koi - style Against the CPU. In Koi - Koi style the player throws a card on the card to capture follows même em . The winner is the one Who Makes the special combination of cards Several WHICH IS Called a " Yaku . "
Like Tetris Grand Master , NDS Koi Koi Fi Has A ranking table built Into it . While the quailty May not stand out from the screenshots alone , What you are getting here for free Feels solid . good There 's some nice presentation with BGM and sound effects THROUGHOUT . That combined with all of , game booths cette Out From The average homebrew and Card Game Gets my recommendation !
http://meraman.dip.jp/index.php?NDS_KOIKOI
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July 22nd, 2010, 01:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...a1144e6bdc9fbd
thatotherdev offers version 1.1 of its RPGPineapple Apocalypse RPG" for the Wii .
Pineapple RPG Apocalypse Was The first homebrew program I ever Publicly released for Wii and year long overdue update has-beens for it. So here it is.
The frame rate fewer spectators IS What It Was ( it now runs at a smooth 60 frames per second) . You can now play the game OPTIONALLY using a classic controller . I fixed the bug That Caused the game to freak out has not mutated pineapple Whenever Attacked you . Two tiles I fixed it That map That WHERE Being not unreasonably high . The text boxes Have Been Slightly repositioned away from the top and bottom of the screen to Ensure That They Are Fully visible. I added a text box to remind you Which Was button to save and to load WHICH IS (I Always Got 'em confused ). I added background music ( Aeroplanes by Nanodrone ) . The game now Also Has A home menu just like all my more recent games.
The home menu is Actually Slightly Improved from How It Was in my last few " games . You can now bring it up using a classic controller and the cursor Move event and click "any of the buttons using a classic controller and I got it working without it interfering When you want to use the cursor with the Wiimote IR sensor . The background blur has-beens Slightly tweaked and now the picture gets a bit Even brightened and dulled . With the PC version of the filtering effect Smoothly transitions purpose I'm still not happy with how it works Smoothly Wii it (the frame rate dips a bit) so on the Wii effect IS Still Simply Either gold is off . I Doubt ITS Noticeable the goal has been " Improved frame rate for the Home menu, as well . IT WAS in the 50s and Its now at The Intended 60 frames per second .
http://thatotherdev.wordpress.com/20...3-wii-windows/
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July 22nd, 2010, 23:10 Posted By: wraggster
Flight combat sequel Tom Clancy's H.A.W.X. 2 will be out on 3rd September, Ubisoft has confirmed.
The date was announced at a preview event yesterday. Our very own Dan Pearson was in attendance. He got to muck about on a real-life airfield, which made interviewing quite difficult.
Developed by Ubisoft Romania, H.A.W.X. 2 sees you assume the role of a member of the ultra-secret H.A.W.X. 2 squadron.
"You are one of the chosen few, one of the truly elite. You will use finely honed reflexes, bleeding-edge technology and ultra-sophisticated aircraft – their existence denied by many governments – to dominate the skies," says the official blurb.
http://www.eurogamer.net/articles/h-a-w-x-2-dated
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July 22nd, 2010, 23:12 Posted By: wraggster
He's re-joined Take That, and now Robbie Williams has agreed to lend his name to a karaoke game on Wii.
We Sing Robbie Williams will be released in October and feature 25 of the cheeky singer's tracks. The full listing is being held back for now, but promises to span the 20 years Williams has been recording.
Tellingly, the game's launch coincides with the release of Robbie Williams' greatest hits album In and Out of Consciousness: The Greatest Hits 1990-2010.
We Sing Robbie Williams is a collaboration between EMI Music and Nordic Games.
http://www.eurogamer.net/articles/we...iams-announced
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July 23rd, 2010, 00:08 Posted By: wraggster
Tomorrow's Nintendo Online Shop refresher brings two new WiiWare games, three new DSiWare downloads and one Virtual Console memento.
That golden oldie is Aero the Acrobat from the days of the SNES. Bungee jumping, sky-diving, rollercoaster riding, tightrope walker - it all comes naturally for hero Aero. He's a bubbly fellow. He costs 800 Wii Points.
On WiiWare will be the choice of Arcade Sports: Air Hockey, Bowling, Pool, Snooker (self explanatory) or Girlfriends Forever: Magic Skate (what?). The latter is, in fact, an ice skating game with a heavy dose of dress-up and fantasy. Both games cost 800 Wii Points.
On DSiWare there will be World Poker Tour: Texas Hold 'Em and Crazy Pinball, each for 500 DSi Points. There's also Pop Island expansion Paperfield for 200 DSi Points.
http://www.eurogamer.net/articles/gi...iware-tomorrow
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July 23rd, 2010, 01:09 Posted By: wraggster
Tantric has released a new version of his 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.2.1 - July 22, 2010]
* Fixed broken auto-update
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July 23rd, 2010, 01:09 Posted By: wraggster
Tantric has released a new version of his 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.2.1 - July 22, 2010]
* Fixed broken auto-update
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July 23rd, 2010, 01:16 Posted By: wraggster
Tantric has released a new version of his 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 |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.3 - July 22, 2010]
* Fixed broken auto-update
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July 23rd, 2010, 01:16 Posted By: wraggster
Tantric has released a new version of his 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 |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.3 - July 22, 2010]
* Fixed broken auto-update
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July 23rd, 2010, 01:18 Posted By: wraggster
Tantric has released a new version of his GBA Emulator for the Gamecube and Wii
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.2.0 - July 22, 2010]
* Fixed broken auto-update
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July 23rd, 2010, 01:18 Posted By: wraggster
Tantric has released a new version of his GBA Emulator for the Gamecube and Wii
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility 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|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.2.0 - July 22, 2010]
* Fixed broken auto-update
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July 23rd, 2010, 01:22 Posted By: wraggster
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Changelog
1.0.6 - July 21, 2010
Reverted USB2 changes
Synced to MPlayer r31761
Fixed display of radio stream information
Other minor changes
http://wiibrew.org/wiki/WiiMC
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July 23rd, 2010, 01:31 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...371d78739020ff
Meraman also conducted in May , "NDS SHISENSHO" puzzle game using parts of mah -jongg in which you must match pairs for emptying the tray.
That IS Sichuan puzzle game uses mahjong tiles . The Aim of the game is to clear the tiles by matching up peers. NDS Sichuan Has A Wi- Fi leader board WHERE you can download the top 10 best times and compete Against Them in a challenge mode . If you manage to get in the top 10 you can upload your data over a Wi-Fi connection for others to download and challenge.
A save file gets created on the root of your card Called nds_shisensho.nv . HAVING If this file is the root Irritate you Then it 's fine to move it to a different folder . I'm pretty sure it searches all directories for the queue.
Yes this Is Another homebrew from MeRAMAN , as you can tell from Probably the game engine. The latest version is posted blog Was Loved from the 29th of May and it fixed a couple of small bugs in the wireless code . Oh ... If You Find That pixel are familiar, the one that's Used in the " programmed by " text, yeah, it originate from Gradius 2 .
http://meraman.dip.jp/index.php?NDS_SHISENSHO
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July 23rd, 2010, 01:34 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...371d78739020ff
maRk2512 offers a preview version of its new puzzle game for the Nintendo DS "Sokoban Touch & Go!" .
Here's a early preview version of my latest project " Sokoban Touch & GO ! "
Yes , i know ... ... Another sokoban game. Goal "give it a try .
I'm a fan of sokoban big - but i hate this endless " keyboard hacking In Other games .
With the new stylus control you can play comfortably sokoban like Never Before !
This game has lot of old recycled stuff from sacrifice part of my training projects. ( from old PuzzleBoy Pathfinding IS BETA , 3d classes from BlueBear , ect ... )
Have fun!
PS : A : Restart the map , B : Undo moves
EDIT : The games uses NitroFS so you need a compatible flashcard hbmenu gold .
http://www.palib-dev.com/forum/index...pic,648.0.html
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July 23rd, 2010, 02:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...371d78739020ff
Froskito proposes a third demonstration version of its adaptation of the game "Super Mario Galaxy"For the DS.
Demo Version 3
The improvements derived from official position of the author.
* Added menus ( Intro ) .
* Added credits.
* Enhanced graphics .
* Introduction to the history and explanation.
* Small Gif in the opening sequence .
* Changed the image above .
* Improved graphics that give an impression of 3D.
* Now in the menu allows Super Mario Galaxy DS.
* Added x3 life.
* Added Stardust .
* Improved cursor Star .
* Sprites lives are not the police PAlib .
* Completed Galaxy 3 .
Planetarium * 3 galaxies available.
* Adding Stars counter .
* Added Stardust counter.
* The Galaxy Mars now to unlock.
* Mario can become a bee.
http://nds.scenebeta.com/noticia/super-mario-galaxy-ds
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July 23rd, 2010, 02:04 Posted By: wraggster
- Tank battle and classic videogame levels are featured
- New stealth tactics
- Daniel Craig and Judi Dench are in the game
- Tank mission: Behind the cannon, move with d-pad, face buttons aim artillery, tap the touch screen to switch button-controlled machine guns/cannon, tap to recharge shield
- Health/shields for tank: Two curved bars, too much damage will deplete your shield and you will start to lose health
- Helicopters, armed troops, tanks are enemies in the tank level
- Point of view doesn’t change what the tank controls define as forward
- Has an Archives level: Bond has been taken hostage, Bond girl being carried off, Bond gets on his feet, takes out the guards in combat (tap the screen when the proximity icon shows up), Bond then gets a handgun and ducks/runs through the level, finally pops out of an air duct and creeps up on a bad guy for a stealth kill
- Move Bond with the d-pad, rotate point of view with the touchscreen
- Touchscreen has a radar, shows level layout and where enemies are
- Mini-game: Looking at keypad, swipe a card before entering a code
- Kick a door by swiping the stylus
- Around 90% of the cutscenes are in first-person
- Local and online multiplayer
http://www.nintendoeverything.com/45557/
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July 24th, 2010, 23:28 Posted By: wraggster
News via http://baro.drunkencoders.com/blog/127/
Of course I did. Because I finally came up with a z-sorting function for the sprites. Seriously, that was complicated, and probably the current one needs adjustments.
This release is less focused of the 2.5D engine (I learned that name the other day!), so you might want to check the engine peek 5 if you haven’t, because it’s awesome to understand the 2.5D engine I’ve implemented.
Controls, quick
Since I removed the intro script where I explained the controls, let’s do it quickly:
While moving:
pad to move, A to jump (or double jump), B to interact (this is new. stand in the purple square and you will be explained), X to switch to tofu frog, Y to switch back to Pol. L to use the favorite item (if any). Start to pause and set the control to the GUI. In GUI, left or right to select a menu. Up or A to select it. You can also touch them for more quickness. anyway, only inventory works.
While on inventory:
A to use, X to toss, Select to change an item’s position, and L to favorite an item. You can also use the touchpad, touching the corresponding tabs. Some items don’t allow certain actions. Just so you know, the actions for Y and B aren’t implemented yet.
So, what have you done in this?
To begin with, it has the logo at the beginning which is cute.
And then, well, objects can now be cuboids – previously, they all were cylinders.
You can transform into tofu frog, a character that will be in the game. it walks by hopping and can also jump high
GUI. You have an inventory – currently full of apples.
Events: signposts, floor events and NPCs. Walk into the purple block and read instructions.
And more that you can check by downloading and playing.
Coooool
Of course it is. So here’s the download link again. Please comment with suggestions, bugs, etc. You know the drill.
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July 24th, 2010, 23:30 Posted By: wraggster
News via http://drunkencoders.com/2010/07/lib...now-available/
libnds 1.4.4 and default arm7 0.5.13 along with updated ds examples are now available through the windows installer as usual and from the getting started page on the wiki.
libnds 1.4.4
Refactored and improved eeprom detection code.
changed timerStop() to clear the entire register and an internal variable.
added timerTick(), timerPause(), timerStop(), timerUnpause() and cpuGetTiming() functions.
fixed overflow bug in timerElapsed.
restored stderr output on default console.
added oamClearSprite() to clear a single sprite.
corrected keyboard = symbol.
improved and extended doxygen documentation.
default arm7 0.5.13
recompiled with latest libraries.
nds-examples 20100724
updates for new libnds.
added several new timer examples.
With thanks to Vuurobin for his major contributions to this release.
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July 24th, 2010, 23:32 Posted By: wraggster
EA’s chief operating officer John Schappert has lavished praise of Nintendo’s upcoming 3DS.
"The 3DS is just incredibly cool. The 3DS is magical. You put that in your hand, you look down, and all of a sudden it’s in 3D without glasses. That’s an amazing experience. I’m a huge fan," he told IndustryGamers.
"I think that device is going to sell like hot cakes. I think it’s going to do incredibly well, and in typical Nintendo fashion they have re-energized the industry, yet again. I give them nothing but credit and we are excited to be supporting that platform with Madden, FIFA, and The Sims that we announced."
In contrast, Schappert said that Sony’s PSP business “has been challenged” for a while now. "I hope they’re able to breathe new life into [the PSP] because it’s been a very nice platform to date, but it has been soft of late… I’d like to see Sony do well… It feels like yesterday when the PSP was on allocation because of Monster Hunter, wasn’t it? So, you know, give them credit. The boys are smart... they’ll do ok."
http://www.next-gen.biz/news/ea-3ds-is-magical
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July 24th, 2010, 23:43 Posted By: wraggster
RockBlueMet RC2 released by iSubaru.
RockBlueMet Tic-Tac-Toe fan-made game in Rockman climate, coded using MLlib
Changelog
RC2 - 23 July 2010
Corrected graphics
Corrected Players Change (turn-based regardless of win)
Preparations in code for more music to select from to play
Added writing which player turn is now (0 is player 1 while 1 is for player 2) for now it is where it is for future debugging
Added word "Wii" on the left side to not leave it empty, maybe there will be some info or buttons for music in future
http://wiibrew.org/wiki/RockBlueMet
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July 25th, 2010, 22:16 Posted By: wraggster
Pate has posted more news of his work on a Dos emulator for the DS
Internal refactoring done
This Wednesday I finally got all the internal refactoring done, and was able to do the remaining big architectural changes (that needed all the code to be refactored before I could do them). It took me a while to get the code working again, but by Wednesday evening the code finally seemed to run properly. I checked the CPU speed with Norton SysInfo to see how much the code has slowed down, and the result was pretty worrying.
I decided to see if I could include my old profiling tool (which I had last used in August last year, when the emulation core still was bundled with Wing Commander II files and could not even run 4DOS yet), and make it run with the current DSx86. I had long since stripped the code out from DSx86, but luckily I found it in an old source code backup directory. I added it back, and decided to start by profiling Norton Sysinfo.
Profiling Norton Sysinfo
Initial profiling results
Here is the first profiling result, while running the SysInfo CPU speed test. This was taken pretty much right after I finally got the new code to run properly, without any optimizing done yet. The first table shows the opcodes taking the least average number of ticks (ordered by that value), and the second table shows the opcodes taking the most total number of ticks (again ordered by that value):
opcode byte count min ticks avg ticks total ticks % of total command in ITCM?
NOP 90 1742 8 8.00 13936 0.0082% No operation Yes
CWD 99 78 10 10.00 780 0.0005% Convert word to doubleword Yes
JA 77 4394 10 10.01 43992 0.0260% Jump if unsigned above Yes
MOV DL,imm8 B2 52 11 11.00 572 0.0003% Move imm8 byte to DL register Yes
JL 7C 518056 11 11.01 5704348 3.3762% Jump if signed less Yes
opcode byte count min ticks avg ticks total ticks % of total command in ITCM?
JL 7C 518056 11 11.01 5704348 3.3762% Jump if signed less Yes
ADD r16, r/m16 03 519175 14 28.11 14591630 8.6363% Add 16-bit register or memory to 16-bit register No
ADD/SUB/AND/OR/CMP r/m16,imm16 81 518383 32 32.14 16660587 9.8608% Various 16-bit arithmetic/logical operations with imm16 value No
TEST/NOT/NEG/MUL/DIV r/m16 F7 266630 16 67.06 17880567 10.5829% Various 16-bit memory operations No
MOV r/m16,r16 89 525262 33 37.18 19526937 11.5573% Store a 16-bit register into register or memory No
MOV r16,r/m16 8B 806241 14 24.63 19859369 11.7541% Load a 16-bit register from register or memory Yes
POP r/m16 8F 518064 39 39.16 20285222 12.0061% Pop a value from stack to register or memory No
INC/DEC/CALL/JMP/PUSH r/m16 FF 1048576 34 39.20 41102557 24.3272% Various 16-bit memory operations No
Not surprisingly, NOP (no operation) is the fastest opcode. The ticks run at 33MHz, so 8 ticks means that handling a NOP opcode takes 16 CPU cycles (as the NDS CPU runs at 66MHz). This includes some profiling overhead, so one or two ticks can in effect be decremented from the ticks of all the opcodes to calculate the actual amount of timer ticks the opcode executing takes. The JL opcode is both one of the fastest opcodes and also one of the most frequently executed opcodes. It is interesting that the two most common opcodes are 0xFF and 0x8F, both of which should be rather uncommon in normal programs, especially in games. As opcodes 0x81, 0xF7 and 0xFF can perform several different operations, depending on the so called "modrm" byte following the main opcode byte, I wanted to see what operations exactly SysInfo does with those opcodes:
opcode 81 modrm count min ticks avg ticks total ticks % of total command ITCM?
CMP [disp16],imm16 3E 577 32 95.10 54873 0.1678% Compare global variable with 16-bit value No
CMP [BP+disp8],imm16 7E 1047999 32 32.10 33640850 99.8322% Compare local variable with 16-bit value No
opcode F7 modrm count min ticks avg ticks total ticks % of total command ITCM?
DIV [BP+disp8] 76 204 78 148.66 30326 0.0431% Divide DX:AX by local variable No
IMUL [BP+disp8] 6E 714 29 77.13 55073 0.0783% DX:AX = AX * local variable No
DIV CX F1 2244 67 83.05 186355 0.2651% Divide DX:AX by CX No
DIV BX F3 1043068 67 67.01 69896106 99.4304% Divide DX:AX by BX No
opcode FF modrm count min ticks avg ticks total ticks % of total command ITCM?
PUSH [disp16] 36 225 35 71.23 16027 0.0390% Give a global variable as a parameter to a C function No
INC WORD [disp16] 06 8159 39 41.91 341920 0.8326% Increment a global variable No
PUSH [BP+disp8] 76 520954 38 38.10 19847174 48.3317% Give a local variable as a parameter to a C function No
INC WORD [BP+disp8] 46 518732 40 40.16 20831544 50.7288% Increment a local variable of a C function No
Opcode 81 only used those two variations, with only the CMP [BP+disp8],imm16 operation actually relevant. Opcode F7 used several modrm variations, but again only DIV BX is called repeatedly in the CPU speed test loop. I believe this opcode is used to determine the CPU MHz number, as the DIV opcode is supposed to take exactly 22 CPU cycles on a 80286 processor. As the division seems to take 67 ticks (at 33MHz) in DSx86, that will nicely convert to 11MHz 80286 clock speed, just like Norton SysInfo reports. Opcode FF (together with 81 and 8F) are then probably the actual opcodes used to calculate the CPU speed, and all of these use the BP-register-indexed stack access.
It is also interesting that the very rarely called operations take on the average two times the minimum timer ticks, while the common operations take around the minimum number of ticks all the time. This is probably due to NDS cache misses while the less frequent operations are performed.
Optimizing opcode 03 (ADD r16,r/m16)
Next I looked into the operation that I thought is most suitable for testing the possible optimization tricks, opcode 03 (ADD reg16, r/m16). This is a good opcode for testing, as it does not need the CPU flags to be saved (the addition will change all of them anyways), and pretty much all the arithmetic and logical opcodes are very similar. So if I can figure out ways to optimize it, I can use the same tricks for a lot of other opcodes as well. The refactored code for opcode 0346 (ADD AX,[BP+disp8]) looked like this (the actual code is full of parameterized macros, so this is what the code would look like with all the macros expanded), and it takes 28.11 ticks on the average to run:
add_ax_bpdisp8:
@-------
@ macro r0high_from_idx_disp8
@-------
ldrsb r0,[r12],#1 @ Load sign-extended byte to r0, increment r12 by 1
add r0, r9, r0, lsl #16 @ r0 = (idx register + signed offset) << 16
b add_r16_r0high_bp_r4 @ Jump to handler for AX (r4) register with BP (r9) based indexing
...
@-------
@ macro add_reg16_r0high
@ On input:
@ r0 = offset within the segment in high halfword
@ r1 = free
@ r2 = current effective segment in high halfword, segment override flag in lowest byte
@ r3 = current SS segment in high halfword, current DS segment in low halfword
@ r4..r11 = AX..DI registers in high halfwords
@ r12 = current physical CS:IP
@ lr = current physical SS:0000
@-------
add_r16_r0high_bp_r4: @ This is jumped to when the offset is based on BP register
@-------
@ macro mem_handler_bp_destroy_SZflags
@ Indexing by BP register, so use SS unless a segment override is in effect.
@-------
tst r2, #0xFF @ Is a segment override in effect? Zero flag will be set if not
moveq r2, r3, lsr #16 @ r3 high halfword contains the SS segment, so put it into r2 ...
lsleq r2, #16 @ ... and shift it to the high halfword.
@-------
@ macro mem_handler_jump_r0high
@ Calculate the physical RAM address, and jump to correct handler
@ depending on the type of the memory addressed.
@ On input:
@ r0 = offset within the segment in high halfword
@ r2 = current effective segment in high halfword
@ NOTE! Nothing may have been pushed into stack before this!
@ Output:
@ r2 = physical memory address (with EGA/MODEX flags if applicable)
@ Destroys:
@ r0
@-------
add_r16_r0high_r4: @ This is jumped to when the offset is NOT based on BP register
add r2, r0, lsr #4 @ r2 = full logical linear memory address in highest 20 bits, garbage in low byte
mov r0, r2, lsr #(12+10+4) @ r0 = 16K page number
add r0, #(SP_EMSPAGES>>2) @ r0 = index into EMSPages table in stack
ldr r0,[sp, r0, lsl #2] @ r0 = physical start address of the page, highest byte tells type
lsl r2, #(18-12) @ r2 = offset within the 16K page in highest bits
add r2, r0, r2, lsr #18 @ r2 = physical linear address
add r0, pc, r2, lsr #24 @ r0 = PC + 0x02, 0x06, 0x0A, 0x0E, ...
ldr pc,[r0, #-2] @ Jump to the handler, adjust index to 0, 4, 8, or 12
.word .op_03_RAM_r4 @ RAM (physical address like 0x02XXXXXX)
.word .unknown_back1 @ MCGA Direct (obsolete!)
.word op_03_EGA_r4 @ EGA (physical address like 0x0AXXXXXX)
.word .unknown_back1 @ Mode-X (unsupported opcode!)
.op_03_RAM_r4:
@-------
@ Actual code for handling opcode 03 when the target is AX and the address is in normal RAM.
@ Get a halfword from (possibly) unaligned memory address, and add it to register.
@-------
ldrb r0, [r2] @ Load low byte from RAM
ldrb r1, [r2, #1] @ Load high byte from RAM
lsl r0, #16
orr r0, r1, lsl #24 @ r0 = low byte | (high byte << 8) (in high halfword)
adds r4, r0 @ Finally perform the addition
b loop
I did a minor optimization immediately, I coded a shortcut for the situation where the memory operand is in normal RAM (which it always is in SysInfo), and then checked which operations exactly are performed:
opcode 03 modrm count min ticks avg ticks total ticks % of total command ITCM?
ADD SI,AX F0 312 14 39.47 12314 0.0468% Add register AX to register SI No
ADD AX,BX C3 364 14 36.27 13201 0.0502% Add register BX to register AX No
ADD DI,[BP+disp8] 7E 208 25 67.85 14112 0.0537% Add a local variable to register DI No
ADD AX,[disp16] 06 364 24 68.85 25061 0.0953% Add a global variable to register AX No
ADD AX,[BP+disp8] 46 1045983 25 25.03 26180287 99.5774% Add a local variable to register AX No
The things to note about this opcode are:
All the time is spent practically in a single operation, adding a 16-bit value in the stack frame of the function to the AX register (which is the code shown above). All other modrm variations are called only a few hundred times, while this operation is called a million times.
My coding a shortcut for quickly handling the RAM operation decreased the number of ticks from 28.11 to 25.03, so this was a worthwhile change.
The less common operations really suffer from the cache misses, with their average ticks over two times their minimum ticks.
I wanted to make sure that the fluctuating ticks for the less common opcodes really is caused by the cache misses, so I experimented by moving all the register modrm operations (modrm >= 0xC0) into ITCM, and jumping directly to their handler if the modrm byte is >= 0xC0 (else I jump to the original handler). This made the average time for the register operations to be exactly 14 ticks, so this proved that the additional time is caused by cache misses. Sadly there is not enought ITCM to put all register operations there, so my best strategy is trying to optimize the extra jumps away from as many operations as possible.
Final result
I made several iterations, adjusting and improving the code and then profiling again. Finally I ran out of new ideas to test, so this is what the current code looks like. See the list of optimizations below the code for a description of each change I did. The changes are also marked in red in the comments in this code snippet:
add_ax_bpdisp8:
@-------
@ new macro r0high_r2_from_bpdisp8_destroy_SZflags
@-------
ldrsb r0,[r12],#1 @ Load sign-extended byte to r0, increment r12 by 1
tst r2, #0xFF @ Is a segment override in effect? Zero flag will be set if not
add r0, r9, r0, lsl #16 @ r0 = (idx register + signed offset) << 16
biceq r2, r3, #0x0000FF00 @ r2 = logical SS segment in high halfword, with garbage in low byte
@-------
@ macro calc_linear_address_r2_from_r0high
@-------
add r2, r0, lsr #4 @ r2 = full logical linear memory address in highest 20 bits, garbage in low byte
mov r0, r2, lsr #(12+10+4) @ r0 = 16K page number
add r0, #(SP_EMSPAGES>>2) @ r0 = index into EMSPages table in stack
ldr r0,[sp, r0, lsl #2] @ r0 = physical start address of the page minus logical page start
add r2, r0, r2, lsr #12 @ r2 = physical linear address
@-------
@ Code specific to [BP+disp8] handling
@-------
tst r2, #0x7C000001 @ Is the target something else than halfword-aligned RAM?
bne .op_03_addr_r4 @ Yep, so jump there
@-------
@ Halfword-aligned RAM address accessed by BP-based indexing.
@-------
ldrh r0, [r2] @ Load halfword from RAM
adds r4, r0, lsl #16 @ Add it to register value
b loop @ Back to opcode loop
The optimizations I made to the code are the following:
I removed the jump from the add_ax_bpdisp8 opcode handling to the main add_r16_r0high_bp_r4 handler, and inlined the address calculation to the opcode handler itself. This makes the code somewhat larger, but for these most often used opcodes it is a good tradeoff.
I coded a new macro r0high_r2_from_bpdisp8_destroy_SZflags which is specific to the BP+disp8 handling. I interleaved the r0 and r2 register handling to avoid using a register immediately after it is loaded (which my original macros did), and I also realized that I can leave garbage to the low byte of r2 while making the high halfword contain the SS (Stack Segment) value. Thus I could get rid of the extra shift to clean the bottom halfword, and just use the bic command to copy the high halfword from r3 to r2 and clear the bits that would go into the top 20-bit address area. I cleared the whole second byte just for the sake of tidiness. :-)
I changed the SP_EMSPAGES table in stack to contain the physical base addresses minus the logical segment address, so I could get rid of the extra cleanup shifting after the lds operation. This change affected all of the refactored code, not just this BP+disp8 handling. However, since now I have to use the r0 register immediately after it is loaded, this did not much improve the performance, but it does make the code smaller, at least.
I added a tst r2,#0xFC000000 operation to test for the r2 register high bits (which determine the memory access mode) and only jump to the memory address dispatcher if the high bits tell that the memory address is not in RAM. For this ADD reg16,r/m16 opcode the only game I have so far run into that uses graphics memory is LHX Attack Chopper, and even that did not use the ADD AX,[BP+disp8] version, so the jump to the dispatcher is in practice never taken.
After I had added the previous test it occurred to me that the BP register is normally used to access local variables in stack, and the stack is normally halfword-aligned. So perhaps I could test the r2 address for halfword-alignment using a tst r2,#0xFC000001 operation, with no extra performance penalty! I have always wanted to use ldrh and strh instead of the byte loads/stores when the address is halfword aligned, but I have always felt that the extra test for alignment will kill the possible performance advantage, especially when the address is randomly either aligned or not. But in this situation the address is likely to be aligned, and the test would not cost anything extra in terms of CPU cycles. After some testing I noticed that tst r2,#0xFC000001 will always set the Carry flag (as the last bit rotated is set), so I changed it to tst r2,#0x7C000001 which will always clear the Carry flag, so that I can use it in logical operations (which are supposed to clear the Carry flag) as well.
Finally, after the test for halfword alignment, I could replace the two separate byte loads with a single halfword load, and perform the addition. If the address happens not to be halfword aligned (or a program adds to a register based on a value in graphics memory), the code jumps to the slow generic handler at .op_03_addr_r4.
So, after I coded similar optimizations to all the [BP+disp8] based operations that Norton SysInfo uses during the CPU speed calculation, how did this affect the speed? Here first is the new profiling result, where we can see that handling opcode 03 now takes on the average only 22.13 timer ticks (while it originally took over 28 ticks):
opcode byte count min ticks avg ticks total ticks % of total ITCM? improvement
JL 7C 518073 11 11.01 5703131 4.2727% Yes 0%
ADD r16, r/m16 03 519191 14 22.13 11490927 8.6088% No 21.25%
MOV r/m16,r16 89 525284 24 24.25 12736016 9.5416% No 34.78%
CMP [BP+disp8],imm16 81 518356 25 25.12 13019844 9.7543% No 21.85%
POP r/m16 8F 518085 28 28.06 14539076 10.8924% No 28.32%
MOV r16,r/m16 8B 806280 14 20.04 16157616 12.1050% Yes 18.64%
DIV BX (etc) F7 266636 16 67.04 17875969 13.3924% No 0%
INC/PUSH [BP+disp8] (etc) FF 1048576 27 30.25 31721006 23.7649% No 22.82%
The operations that read from RAM (now using ldrh instead of two ldrb operations) have improved about 20%. The operations that write to RAM (this time with strh instead of two strb operations) have improved by about 30%! (The real improvement is even a little bit higher, as these percentages have the profiling overhead included in the results.) It is interesting that the memory store benefits from halfword access more than the load. Perhaps this is due to my not being able to avoid using the register immediately after load, while storing a register does not have this slowdown. And finally, here is what Norton SysInfo now shows as the speed of DSx86. I was hoping I could get back to above 10x original PC speed, and I am quite happy to see that I succeeded. All in all, looks like my refactoring the code did not completely kill the performance of DSx86.
The next program I am going to profile is Wing Commander II, as it has been pretty choppy to begin with. The last time I profiled it the MCGA graphics mode only used Direct screen access, while nowadays only blitted screen update is used. Thus the results will not be fully comparable to results from last year, but even so it will give me information on what opcodes to optimize next.
http://dsx86.patrickaalto.com/DSblog.html
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July 25th, 2010, 22:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...8351c848bf646b
ThatOtherPerson offers an update Maze Generator for the Wii , maze game that generates random mazes .
Here ya une Another update for old game of mine .
Completely rewrote everything and I Made Some Improvements. You can now select from Three sizes of mazes to generate and navigate . The way collisions are Handled with the maze walls and IS Significantly different as a result ITS cutting easier to go around corners. I added background music ( by Southbound Cinema Lose It ) . Support for Both nunchuck and classic controllers has-been added goal Still you can of course play with just a Wiimote directional pad if you want to.
Also I Had started " working for you in Enemies to Avoid Which would bounce around the screen (passing -through the maze walls ) goal in the end I Decided Against It and cut them out ... If you want to play That Kind Of Game Is Always There Avoidance .
http://thatotherdev.wordpress.com/20...3-wii-windows/
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July 25th, 2010, 22:31 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...8351c848bf646b
hamachi -mp offers version 0.1 of its application r6 "Homebrew Filter" bold initiative which aims to be an alternative to the Homebrew Channel but for now it does not issue a homebrew XD .
On the menu:
* Apps in the Apps folder list
* Representation of the name of the application of the meta.xml , and if not available , the folder name
* Brief description of Apps
* Located in the category (with the plus and minus button front and back)
* Search by arrow left and right keys on the Cross digital Wiimote
Move applications *
* Themes display (SD / filter homebrew apps / / themes / default )
By clicking on an application:
* Display AppName , versions , Coder and Icon
* Launch an application
* Request to insert or remove a category
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July 25th, 2010, 23:08 Posted By: wraggster
Newly released;
features
Compatible with Wii™
The lever and buttons are designed and placed on same layout as the arcade style.
TURBO can be assigned to any individual action button easily, and support two different speed options.
Allow the Control Stick to emulate the Direction button (D-Pad) and the left analog stick of a standard controller.
The Fighting Stick has considerable heft and rubber feet, both of which work to hold the controller firmly in place on hard, flat surfaces.
8 turbo switches can be assigned to the 8 individual action buttons, ZL, L, A, B, X, Y, ZR, R.
Turbo comes with two speed options, fast turbo speed (15 times per second), and slow turbo speed (8 times per second)
1.Control Stick emulates the Direction button (D-Pad) of a standard controller when you push the switch to “Direction”
http://www.play-asia.com/SOap-23-83-...j-70-3tj2.html
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July 26th, 2010, 20:07 Posted By: wraggster
A 'mildly suggestive' game in which lovely ladies massage other lovely ladies is making its way to WiiWare.
Enjoy Your Massage! (the exclamation mark is VITAL) is the creation of naughty Italian scamps Microforum Ltd - and focuses on your personal journey as you are hired as an apprentice at Giselle's beauty farm.
Yes, that's right. A beauty farm. Where they raise and milk beauty - and where beauty lays eggs.
Not really, it's more like a spa. Our beauty farm would be very different. And would probably be run by Old McBeauty.
Anyway, back to the game. Some of Giselle's staff are a bit inappropriately dressed for greasy hand work, as, indeed, are the clientèle.
The screenshots here portray the worst of 'em - including stocking-clad Layla (who's 'always looking for a relaxing massage before a concert') and Sarah ('a beautiful and successful golfer'). She's a bit like Colin Montgomorie in that respect.
The 'mildly suggestive' line comes from the ESRB trailer, which you can see below.
We're not sure what they mean. It's all good, wholesome fun, right readers?
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July 26th, 2010, 20:48 Posted By: wraggster
Newly released:
features
From the developers who created the highly lauded Luminous Arc, comes their next epic role-playing game exclusively for the Nintendo Wii
Combines high quality 3D graphics and modern gameplay to push the envelope of the Wii’s capabilities
Classic Japanese high fantasy role-playing action involving airships, dragons, and a huge cast of characters
Music by legendary composer Yasunori Mutsuda (Chrono Trigger, Tobal No.1, Xenogears, and more)
description
Arc Rise Fantasia is a colorful action RPG with a classic story of dragon slaying, beautiful songstresses and warring kingdoms. Adventure in this lush land, encounter some challenging enemies and rescue your world from the corruption.
This is a semi-real time turn based game where you choose your actions from a list of commands, depending on the members in your team and the enemies you are facing, you devise strategies that are advantageous to you by utilizing the full force of your characters.
Including Nakamura Yuichi, the game is voiced by a starry cast of seiyuus, be sure to keep an ear out for the wonderful voice acting.
http://www.play-asia.com/SOap-23-83-...j-70-3cqu.html
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July 26th, 2010, 20:50 Posted By: wraggster
Square Enix is putting their recently filed Mystic Quest Legend trademark to good use. The made-for-beginners Final Fantasy game is heading to Virtual Console.
Australia’s Classification Board inspected Final Fantasy: Mystic Quest and approved it. Their rating lists Nintendo as the publisher, which means Mystic Quest Legend (that’s the PAL name for Final Fantasy: Mystic Quest) will be released on Virtual Console.
A whole new generation of gamers will soon learn about the killing power of the Cure spell.
http://www.siliconera.com/2010/07/26...rtual-console/
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July 26th, 2010, 21:39 Posted By: wraggster
TetriCycle v0.5b released by calvinss4.
TetriCycle is Tetris projected onto a cylindrical surface. Rotate the cylinder left/right such that the descending piece falls into place.
TetriCycle is freeware, can be distributed freely and should never be charged for.
v0.5b
5th Release: 7/26/10
Handicap options (for a more competitive multiplayer experience)
Editable playfield (width, scale, position, cylindrical angle)
http://wiibrew.org/wiki/TetriCycle
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July 26th, 2010, 21:44 Posted By: wraggster
StartPatch 4.3.0U released by Tgames.
StartPatch is a homebrew application that patches your System Menu v4.0, v4.1, or v4.2 in a similar fashion as Starfall. It is based upon Menu Patcher by Isaac356.
v4.3.x
v4.3.0x
Initial v4.3.x release.
http://wiibrew.org/wiki/StartPatch
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July 26th, 2010, 21:51 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...42b808e8822c8c
ShinCrusader performs the version 0.3 "RaveWild" Strategic shooting game where you have to resist as long as possible to the invader.
0.3 - Nope, I did not give up on this just yet !
Added particles When combatants are hit-and Destroyed .
Finally fixed score saving screen ajustement
Strategy Mode added for a more " Tower Defense "style of gameplay .
Survival Mode nixed for the newly- added Strategy Mode; shake the barrier unbalanced the game anyway .
The player can now defend Themselves Against Invaders When in Fighter Mode .
All Combatants Have now rapid fire .
"How to Play "feature Was nixed .
Also, high scores are now saved in XML.
http://wiibrew.org/wiki/RaveWild
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July 26th, 2010, 22:05 Posted By: wraggster
The Nintendo 3DS could see higher game prices than its predecessor, reckons industry analyst Michael Pachter.
According to the Wedbush man, the new handheld is "revolutionary" enough to justify larger price tags - and it'll still sell with them.
"We view the 3DS as a revolutionary device, and expect its launch to spur hardware and software sales," Pachter said today.
"Due to the unique 3DS experience previewed by Nintendo at E3 this year, we believe Nintendo will be able to sell millions of units even at a price of upwards of $250."
"From a software perspective, we believe Nintendo will be able to increase DS software prices, from a blended average of around $25 today to over $29 next year."
Speaking to CVG last month, the analyst predicted that Nintendo would quickly sell ten million 3DS consoles at "any price below $300," suggesting that it's certainly not under pressure to put an attractive RRP on the device.
"The 3DS was SO much better than I ever imagined, it has to be the hit of the [E3] show," Pachter said. "I think that they can sell out the first 10 million at any price below $300, and think that the experience is well worth a price that high."
http://www.computerandvideogames.com....php?id=257175
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July 27th, 2010, 21:44 Posted By: wraggster
When it comes to video games that make you look absolutely ridiculous, nothing beats Microsoft's Kinect, but Nintendo's got a substitute if you just can't wait. The aptly-named Face Pilot: Fly With Your Nintendo DSi Camera! does exactly that, letting you literally direct a virtual hang glider with your face, by using the Nintendo DSi's camera to track your head in 2D space. Sure, Sony's EyeToy did similar things earlier this decade and you could program Windows-based FreeTrack software to do the same, but neither provide the portable hilarity (or challenge) of Face Pilot played on commuter rail. The downloadable title will set you back 500 Nintendo Points ($5) at the DSiWare store
http://www.engadget.com/2010/07/26/n...-flying-video/
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July 27th, 2010, 22:44 Posted By: wraggster
A bunch of trademarks, which appear to be related to the Nintendo 3DS popped up in Japan. CrossPass, CrossPass Mode, CrossPass Network, and CrossPass Connection all sound like they’re related to the tag mode inspired, always on networking feature. The Nintendo 3DS will allow players to exchange data while passing other players, even when they’re playing a different game.
Nintendo also registered trademarks for 3D Paddleball, 3D Challenge, and 3D Hopper. All of these sound like Nintendo 3DS software or, at the very least, tech demos. Nintendo also registered Target Shooting, which was the name of the neato augmented reality demo at E3.
http://www.siliconera.com/2010/07/26...n-development/
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July 27th, 2010, 22:46 Posted By: wraggster
Nintendo of Europe just released Dragon Quest IX: Sentinels of the Starry Skies last week and it seems like the Nintendo DS game is off to a good start.
According to Chart-Track, Dragon Quest IX debuted at #4, above Red Dead Redemption (Xbox 360), but below Just Dance (Wii). Dance on Broadway and Super Mario Galaxy 2 took the top and second place spots, respectively.
Dragon Quest V: Hand of the Heavenly Bride didn’t even break the top 40 on Chart-Track when it launched in 2009.
http://www.siliconera.com/2010/07/27...-sales-charts/
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July 27th, 2010, 23:06 Posted By: wraggster
Activision has named another batch of songs that will appear in this autumn's Guitar Hero: Warriors of Rock.
Headline act (of the press release) is Alice Cooper, who re-recorded "No More Mr. Nice Guy" for the game. "I am a warrior of rock!" he belted. "Younger fans getting exposed to true classic rock songs is one of my personal crusades.
"The new audience listening to the classic songs of today, like 'No More Mr. Nice Guy', will hopefully be inspired to write the classic songs of tomorrow."
The Runaways re-recorded "Cherry Bomb" for Warriors of Rock, too.
The rest of the songs are a mixed bunch. Steve Vai's "Speeding" and the The White Stripes' "Seven Nation Army" are in, as are The Ramones' "Theme from Spider-Man" and Lynyrd Skynyrd's "Call Me The Breeze (Live)".
All confirmed Warriors of Rock songs are below. There will be more than 90 on the disc. Guitar Hero: Warriors of Rock is in devleopment for PS3, Wii and Xbox 360.
New:
Alice Cooper - "No More Mr. Nice Guy"
Alter Bridge - "Ties That Bind"
Atreyu - "Ravenous"
Bad Brains - "Re-Ignition (Live)"
Blue Öyster Cult - "Burning For You"
Bush - "Machinehead"
Deep Purple - "Burn"
Edgar Winter - "Free Ride"
Five Finger Death Punch - "Hard To See"
George Thorogood and The Destroyers - "Move It On Over (Live)"
Lynyrd Skynyrd - "Call Me The Breeze (Live)"
Pantera - "I'm Broken"
Poison - "Unskinny Bop"
The Ramones - "Theme From Spiderman"
Rise Against - "Savior"
The Runaways - "Cherry Bomb"
Steve Vai - "Speeding"
Strung Out - "Calling"
Styx - "Renegade"
Sum 41 - "Motivation"
Them Crooked Vultures - "Scumbag Blues"
The White Stripes - "Seven Nation Army"
http://www.eurogamer.net/articles/mo...songs-revealed
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July 27th, 2010, 23:08 Posted By: wraggster
EA Sports will stuff a comprehensive Street mode into the Wii version of FIFA 11.
This five-aside tangent uses a smaller pitch (indoor and outdoor) with a wall. And said wall can be used for jumping off or playing passes off.
There's an arcade game-type that features a power bar which, once filled, can unleash super-shots, bursts of speed, shockwaves, shoulder charges, "big versus little" and "more".
Street locations vary from Brazil to London to France. You'll be able to tinker with the rules a bit, too, altering match types - Tug of War, First to Score - and even how big the goals are and where they should be: mini-goals, wall goals and elevated nets are examples given.
EA has made significant changes to the main 11 versus 11 game. There's a brand new attacker versus defender trick system that quickly and easily commands rainbow flicks, 360 degree spins, scorpion kicks and other eye-catching moves. Shot controls have been mapped back to the Wiimote buttons, and there are new animations and shot types: blast, finesse, chip and tip.
User-controlled celebrations are in (including secret ones), too, and there's support for two versus two online play.
A managerial mode is also sandwiched in, and performing well will boost your team's stats whereas losing will have the opposite effect.
Teams span 30 licensed leagues, which roughly pans out to 500 teams and around 15,000 players.
FIFA 11 will be released on 1st October in Europe.
http://www.eurogamer.net/articles/fi...et-mode-on-wii
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July 27th, 2010, 23:30 Posted By: wraggster
News via http://hackmii.com/2010/07/hackmii-installer-v0-7/
After more than four weeks we believe we’ve finally reached the point for the next public release of the HackMii Installer: v0.7.
A lot of changes and improvements went into this release. After quite some headaches and a few puzzles (thanks Erant!) we stockpiled over 250 commits since v0.6, increasing the compatibility with even more Wiis.
The installer now works completely differently, The Homebrew Channel got a few new features and a new look, and BootMii received a fair amount of minor improvements too.
Next to the usual minor fixes, these are the changes worth mentioning:
HackMii Installer (v0.7)
New exploit to enable (un-) installation of all components on fully updated Wiis (up to, and including System Menu v4.3).
Proper support for all regions, including KOR.
General overhaul: the installer now requires BootMii/IOS to function. It will automatically be installed upon startup – either if BootMii/IOS is not installed or if it is older than the version this release comes with.
DVDX died a horrible death. Rumor has it that someone dropped a snapple bottle on its head.
Additional installer binary bootmini.elf, see the included README.txt for more infos.
BootMii beta 5 (v1.2):
Compatible with more SD cards.
New font, borrowed from the deceased Twilight Hack.
The button combination when restoring a NAND backup with only BootMii/IOS was impossible to perform with some pads. It has been changed to the Konami Code.
The Homebrew Channel (v1.0.7):
New title id to circumvent its deletion by System Menu v4.3.
New look from our favorite pixel artist drmr.
Both views now show five rows of application entries.
On-NAND settings.
The selected device, sort order, view and application are saved. Settings are restored when reentering HBC.
The settings can be deleted via the System Menu’s Data Management.
HBC now has the HW_AHBPROT flags set for direct hardware access, thus replacing DVDX.
Ability to not reload IOS when launching an application.
This effectively means that loaded applications inherit the title id, gaining direct hardware access via HW_AHBPROT.
To use this feature, add <no_ios_reload/> to the <app> node in your meta.xml file.
wiiloaded binaries automatically gain direct hardware access.
libogc SVN (starting with r4166) has been extended for this feature. DI_Init() will detect if an application has been launched this way, and DVD access should just work without any changes to your code.
USB access is more stable, thanks to tueidj
Fixed the retry mechanism for the network initialization.
Fixed some rare hangs upon launch and exit (Hopefully all of them).
A little surprise, to be announced soon. Refrain from bugging us about it, you’ll know soon enough
If you have installed HBC v1.0.7, it is safe to update your Wii to System Menu v4.3.
Please note that HBC’s update check now contains data in the referrer string unique to each Wii. Its sole purpose is for anonymous usage statistics.
Before asking questions, please read the included README files. You will also find information about how to report problems and encountered bugs.
Thanks to all the beta testers, it’s been a long ride.
Either grab the new installer here, or use the HBC online update (a confirmation dialog should pop up when launching an older version of HBC).
As always: Please link to this post instead of mirroring the binary, thanks.
Enjoy.
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July 27th, 2010, 23:35 Posted By: wraggster
News/release from Ant512
WoopsiGfx is a C++ 2D graphics library for the Nintendo DS, derived from the Woopsi GUI framework. It allows the developer to create and manipulate bitmaps using a comprehensive set of drawing tools. It includes an extensible font system for drawing text to bitmaps, and features support for packed monochrome and 16-bit fonts out of the box.
WoopsiGfx can also be used to draw directly to the DS' VRAM. This is useful when the DS is in MODE_FB0 or MODE_5_2D.
Features
- Extensible font system that supports compressed proportional and fixed-width
fonts (monochrome and 16-bit);
- Animation class with support for variable framerates and standard/pingpong
looping;
- Bitmap class for 16-bit bitmap image manipulation;
- Graphics class providing clipped, DMA-accelerated drawing functions:
- Pixels;
- Lines;
- Filled and unfilled rectangles;
- Filled and unfilled ellipses;
- XOR horizontal/vertical lines, pixels, rectangles and filled rectangles;
- Bitmap blitting;
- Bitmap blitting with transparent colour key;
- Bitmap blitting in greyscale;
- Flood fill;
- Region scrolling;
- Region copying;
- Region dimming;
- Region conversion to greyscale;
- Text rendering.
- Dynamic array container and iterator classes.
- Object-orientated design for easy integration into other C++ software;
- Simple API;
- Unicode strings encoded with UTF-8;
- Compatible with Woopsi font tools.
You can download a demo here:
http://bitbucket.org/ant512/woopsigf...-demo-1.00.zip
The source is available as a zip here:
http://bitbucket.org/ant512/woopsigf...x-src-1.00.zip
Alternatively, you can pull down the Mercurial sourcecode repository from here:
http://bitbucket.org/ant512/woopsigfx
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July 27th, 2010, 23:42 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...74ff2d5e54a096
Spinal proposes a new homebrew for the DS , "Sensitive DS" puzzle game where you have to remove all the orange boxes and green box to reach the exit .
This is a very great puzzle game for the Nintendo DS, the gameplay IS simple, yet very addictive !
Please note this if for FAT cards only ( If this FAT No , You Will not Be Able to save your progress or save "any custom levels) and Must Be DLDI patched to work ( You Should not Need to worry about this as most, if Will not all cards Automatically patch it while loading ).
Sensitive Will create a folder on your card Called ' sensitive 'for Storing ITS data. Please do not delete this ( UNLESS you no longer play SensitiveDS ) .
SensitiveDS IS compatible with DSMotion Card and Neoflash R6Gold , so you can tilt your way around this fun puzzler Extremely . Just insert the card motion is the main title screen and a logo Will apear on the top screen to show You Have inserted it correctly.
In EACH level you must move the disk over Every orange and green tile to get the exit Then . If you fall off, you must start over.
http://spinalcode.co.uk/ds/sensitive-ds/
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July 27th, 2010, 23:43 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...74ff2d5e54a096
thatotherdev Version 1.1 offers "Revolt Of The Binary Couriers"For the Wii , following his RPG Pineapple Apocalypse RPG.
Heres a year to update Revolt Of The Binary Couriers (the sequel to Apocalypse Pineapple RPG) .
First of all ITS gotten all of the same That I Improvements Made in the recent update to ITS Predecessor . frame rate Improved , classic controller support , bug fixes , repositioned text boxes , background Music (once again by Nanodrone Aeroplanes ) and a Slightly Improved home menu .
Also I fixed it up in a few " Other Ways . The pause menu now Has an option to start a new game . You Can Bring up the pause menu has "any time now ( although the battle Even DURING option to save is disabled DURING fights). There Are Also a few " new enemies.
http://thatotherdev.wordpress.com/20...3-wii-windows/
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July 28th, 2010, 16:29 Posted By: wraggster
Psai®, Periscope Studio Hamburg’s unique interactive audio middleware for videogames, is being premiered with its first ‘TECHLAB’ live-action video.
Available to view via the Psai® website www.homeofpsai.com, the premier video shows the dynamism, intelligence and simplicity of the Psai® interactive audio middleware in action.
The ‘Lightsaber’ video stars Periscope Art Director Finn Seliger demonstrating a ‘virtual sword fight’ with the use of a Nintendo Remote, illustrating through aggressive and passive hand movements, the music score instantly and seamlessly adapting to his actions.
Finn explains, “We wanted to capture Psai’s®, capabilities, its reaction times to different playing styles, its immersive qualities and above all, its simplicity and beauty. In this case, we’re showing off the ‘Action’ mode and our Lightsaber demonstration captures this perfectly. It’s fun to watch!”
Periscope Studio Hamburg stated that this will be the first of a number of TECHLAB videos focused on Psai® culminating in a yet-to-be-announced videogame demo scheduled for Gamescom 2010 in Cologne.
Finn concludes, “With Psai®, players will be controlling – almost conducting – their own soundtrack. Every style of gameplay and genre is supported; from FPS’s to Racing games, RPG’s to Adventure, everything is covered. Psai® simply means that each and every player will have a gameplay experience which is unique.”
To view this ground breaking technology in action, go to www.homeofpsai.com
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July 28th, 2010, 16:36 Posted By: wraggster
Explore the great secrets of the seven seas this week when Dive: The Medes Islands Secret makes its way onto WiiWare. Players will have to face ocean dangers from sharks to giant squid and upgrade your equipment on your quest to find hidden treasures of immeasurable wealth. Or you can become an extraordinarily cute swashbuckler yourself and compete with your loved ones in the action-packed board game Family Pirate Party.
If you’re not pirate-mad, don’t worry, there’s more variety on offer for your Nintendo DSi. Explore a vast world to collect and train your own monsters in Crystal Monsters, test your vocabulary against Mega Words or race against your friends with super quick puffins in Puffins: Let's Race!, all available in the Nintendo DSi Shop this week.
WiiWare – Dive: The Medes Islands Secret
(Cosmonaut Games, 1,000 Wii Points)
Over the past five centuries, hundreds of ships flying every ensign have succumbed to the power of the ocean. Merchant boats, pirate ships and navy vessels have all ended up covered with coral at the bottom of the oceans around the planet. All of them guarded secrets that remained hidden over the years - secrets that have always been a mystery until now.
WiiWare – Family Pirate Party
(ARC SYSTEM WORKS, 500 Wii Points)
Daddy, Mummy, Sarah, and Billy make their return as pirates sailing the seas and skies.
Roll the dice and sail through the islands to gather the treasures each island holds. The person with the most gold at the end wins. Family Pirate Party shines with its appealing cel-shaded graphics and endearing music.
Challenge up to three other players, be they friends, the CPU, or both, for some four-player board-game fun. Do you have it in you to defeat your opponents and become the king of Family Pirate Party!
New maps and more are available as WiiWare Pay & Play add-on content with the release of the game.
Nintendo DSiWare – Crystal Monsters
(Gameloft, 500 Nintendo DSi Points)
As a Neo-Seed with the power to see and train monsters, it's time to set off on a journey to collect over 160 monsters and become the greatest Monster Breeder.
Explore a vast world, meet new friends and rivals and battle with skill and strategy to win. Master the nine elemental types, train your monsters through battle, teach them new moves and team attacks and fuse them together to unlock their true potential. You can even customise three of your favourite monsters using the inner camera.
Nintendo DSiWare – Mega Words
(Digital Leisure Inc., 500 Nintendo DSi Points)
It’s time to put your thinking cap on and see how many of the hundreds of puzzles you can solve in Mega Words. With Mega Words you can play three classic puzzlers - Word Scrambler, Anagram Hunt and Hangman - all included in this puzzle pack. No need for erasers here. These portable editions feature extensive dictionaries to challenge both the novice and expert player. See how fast you can unscramble words, sharpen your vocabulary, and stretch your mind today with Mega Words.
Nintendo DSiWare – Puffins: Let's Race!
(Other Ocean Interactive, 500 Nintendo DSi Points)
Get ready to challenge the speediest puffins on the island for the title of Fastest Flyer in PUFFINS: LET’S RACE. Go head to head with your opponents in a battle to the finish line or alone against the clock. You can race through four different game modes on eight different tracks to prove your flight skill or challenge up to three of your friends in local wireless play. Do you have what it takes to become the race champion of Puffin Island or will you be left behind with the rest of the flock?
As the Wii Shop Channel and Nintendo DSi Shop are continually updated with exciting and refreshing games and applications, make sure you keep checking the Nintendo Channel, Wii Shop Channel and Nintendo DSi Shop for all the latest news and releases on already available and upcoming Virtual Console, WiiWare and Nintendo DSiWare titles.
Be sure to also check out Nintendo of Europe's WiiWare portal, which functions as the main hub for the latest WiiWare news and game sites, while at the same time providing the perfect entry point for newcomers to the service. Weekly and all-time Top 10 lists show which WiiWare titles the UK Club Nintendo members are currently downloading most, and which are the most popular of all time.
The portal also provides step-by-step tutorials explaining how to connect the Wii console to the Internet and how to download WiiWare games, as well as a video showing how to use Nintendo Points. Visit www.wiiware.co.uk for all the details. Downloaded games can be saved to Wii's internal memory or SD card and added to the console's Wii Menu or SD Card Menu for anytime easy access.
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July 28th, 2010, 16:36 Posted By: wraggster
Explore the great secrets of the seven seas this week when Dive: The Medes Islands Secret makes its way onto WiiWare. Players will have to face ocean dangers from sharks to giant squid and upgrade your equipment on your quest to find hidden treasures of immeasurable wealth. Or you can become an extraordinarily cute swashbuckler yourself and compete with your loved ones in the action-packed board game Family Pirate Party.
If you’re not pirate-mad, don’t worry, there’s more variety on offer for your Nintendo DSi. Explore a vast world to collect and train your own monsters in Crystal Monsters, test your vocabulary against Mega Words or race against your friends with super quick puffins in Puffins: Let's Race!, all available in the Nintendo DSi Shop this week.
WiiWare – Dive: The Medes Islands Secret
(Cosmonaut Games, 1,000 Wii Points)
Over the past five centuries, hundreds of ships flying every ensign have succumbed to the power of the ocean. Merchant boats, pirate ships and navy vessels have all ended up covered with coral at the bottom of the oceans around the planet. All of them guarded secrets that remained hidden over the years - secrets that have always been a mystery until now.
WiiWare – Family Pirate Party
(ARC SYSTEM WORKS, 500 Wii Points)
Daddy, Mummy, Sarah, and Billy make their return as pirates sailing the seas and skies.
Roll the dice and sail through the islands to gather the treasures each island holds. The person with the most gold at the end wins. Family Pirate Party shines with its appealing cel-shaded graphics and endearing music.
Challenge up to three other players, be they friends, the CPU, or both, for some four-player board-game fun. Do you have it in you to defeat your opponents and become the king of Family Pirate Party!
New maps and more are available as WiiWare Pay & Play add-on content with the release of the game.
Nintendo DSiWare – Crystal Monsters
(Gameloft, 500 Nintendo DSi Points)
As a Neo-Seed with the power to see and train monsters, it's time to set off on a journey to collect over 160 monsters and become the greatest Monster Breeder.
Explore a vast world, meet new friends and rivals and battle with skill and strategy to win. Master the nine elemental types, train your monsters through battle, teach them new moves and team attacks and fuse them together to unlock their true potential. You can even customise three of your favourite monsters using the inner camera.
Nintendo DSiWare – Mega Words
(Digital Leisure Inc., 500 Nintendo DSi Points)
It’s time to put your thinking cap on and see how many of the hundreds of puzzles you can solve in Mega Words. With Mega Words you can play three classic puzzlers - Word Scrambler, Anagram Hunt and Hangman - all included in this puzzle pack. No need for erasers here. These portable editions feature extensive dictionaries to challenge both the novice and expert player. See how fast you can unscramble words, sharpen your vocabulary, and stretch your mind today with Mega Words.
Nintendo DSiWare – Puffins: Let's Race!
(Other Ocean Interactive, 500 Nintendo DSi Points)
Get ready to challenge the speediest puffins on the island for the title of Fastest Flyer in PUFFINS: LET’S RACE. Go head to head with your opponents in a battle to the finish line or alone against the clock. You can race through four different game modes on eight different tracks to prove your flight skill or challenge up to three of your friends in local wireless play. Do you have what it takes to become the race champion of Puffin Island or will you be left behind with the rest of the flock?
As the Wii Shop Channel and Nintendo DSi Shop are continually updated with exciting and refreshing games and applications, make sure you keep checking the Nintendo Channel, Wii Shop Channel and Nintendo DSi Shop for all the latest news and releases on already available and upcoming Virtual Console, WiiWare and Nintendo DSiWare titles.
Be sure to also check out Nintendo of Europe's WiiWare portal, which functions as the main hub for the latest WiiWare news and game sites, while at the same time providing the perfect entry point for newcomers to the service. Weekly and all-time Top 10 lists show which WiiWare titles the UK Club Nintendo members are currently downloading most, and which are the most popular of all time.
The portal also provides step-by-step tutorials explaining how to connect the Wii console to the Internet and how to download WiiWare games, as well as a video showing how to use Nintendo Points. Visit www.wiiware.co.uk for all the details. Downloaded games can be saved to Wii's internal memory or SD card and added to the console's Wii Menu or SD Card Menu for anytime easy access.
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July 28th, 2010, 19:19 Posted By: wraggster
De-classifying previously top secret information, Activision Publishing, Inc. (Nasdaq: ATVI) revealed new details today about Call of Duty®: Black Ops which will be released on 9th November with the confirmation of an all-new companion game for the Nintendo DSTM family of hand-held systems, developed exclusively for the platform by n-Space. Call of Duty: Black Ops for the Nintendo DS will put gamers in the boots of CIA-backed operatives that are dropped into the shadowy world of deniable operations with an expansive arsenal of weapons at their disposal.
“Call of Duty: Black Ops for the Nintendo DS is going to take the handheld Call of Duty experience to a new level,” said Dan O’Leary, n-Space Studio Head. “From taking the controls of an attack helicopter to flying an experimental stealth fighter jet, players will have a wealth of new features to utilise.”
Call of Duty: Black Ops for the Nintendo DS will feature six-player online multiplayer mode with a new Perks System, as well as a unique two-player Co-Op mode and Arcade and Challenge Modes that allow gamers to replay the single-player missions to earn extra points to unlock additional achievements.
Call of Duty: Black Ops for Nintendo DS is rated 16+ by PEGI. For more information, visit www.callofduty.com/blackops and also via Twitter @JD_2020.
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July 28th, 2010, 19:21 Posted By: wraggster
PokémonTMTrainers get ready to unlock the secrets of the Enigma Stone as The Pokémon Company International and Nintendo of America Inc. introduce a limited distribution via the Nintendo® Wi-Fi Connection service. Beginning this Saturday, July 31, through Friday, August 27, players of Pokémon HeartGold and Pokémon SoulSilverVersions who have wireless broadband Internet access can receive the Enigma Stone for a chance to catch the amazing, yet elusive, Legendary Pokémon LatiasTM or LatiosTM.
Similar to the other half of the Legendary pair that can be caught normally during gameplay, the Pokémon encountered with the Enigma Stone will be at Level 40. In exchange for the Enigma Stone, Pokémon fans will also get the Soul Dew, a held item that powers up the Special Attack and Special Defense of Latios and Latias. Only Pokémon players who have beaten the Elite Four, claimed the National Pokédex, and have two or fewer Wonder Cards can solve the riddle of the Enigma Stone to capture Latios for Pokémon HeartGold Version or Latias for Pokémon SoulSilver Version.
This special distribution event is only available for a limited time. For more information, players should visit www.pokemon.com.
Latios and Latias are both eligible for use at the Pokémon Video Game World Championships in Kona, Hawaii, August 14-15. Pokémon video game players can still win a spot to compete for the title of Pokémon World Champion by participating in the Last Chance Qualifier tournament taking place on August 13, 2010, at the Hilton Waikoloa Village on the Big Island of Hawaii. For more information on the 2010 Pokémon VGC series, visit www.pokemonvgc.com.
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July 28th, 2010, 19:30 Posted By: wraggster
A British high court judge has put a spring in Nintendo’s step by making landmark ruling over the legality of R4 emulator cards.
As of today the popular R4 cards – which are used by thousands in the UK to pirate DS games – are no longer legal to import, advertise and sell anywhere in the UK.
The high court set a new precedent by adjudging that it is illegal for the R4 card to circumvent Nintendo’s security systems in order to play content on the DS. This ruling impacts on emulator owners who have hitherto insisted that playing homebrew games on the DS is not piracy.
The high court judgement was made against Playables Limited and Wai Dat Chan.
“Nintendo promotes and fosters game development and creativity, and strongly supports the game developers who legitimately create new and innovative applications,” read a statement from the platform holder.
It added: “Nintendo initiates these actions not only on its own behalf, but also on behalf of over 1,400 video game-development companies that depend on legitimate sales of games for their survival”.
The company adds that in the UK alone there have been over 100,000 game copying devices seized since 2009.
http://www.develop-online.net/news/3...or-is-outlawed
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July 28th, 2010, 20:37 Posted By: wraggster
This afternoon we got our hands on a Nintendo 3DS in London, and thought it rude not to nab a few snaps for you.
Nintendo showcased the device along with its big upcoming Wii and DS games at showcase in the Capital, where we got to try Mario Kart, Pilotwings, Metal Gear Solid and Nintendogs, among others on the new handheld.
You can expect our updated impressions on the site shortly. In the meantime, tell us how lovely this baby looks in black...
http://www.computerandvideogames.com...VG-General-RSS
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July 28th, 2010, 20:41 Posted By: wraggster
The Legend of Zelda: Skyward Sword's sort of cel-shaded art style was chosen to highlight the "exaggerated characteristics" of the game's characters, Zelda mega man Eiji Aonuma has said.
It also helps the player identify how enemies are carrying weapons – a crucial gameplay factor in the sword-focused game.
Nintendo caused a stir at E3 2010 when it unveiled Skyward Sword and its "painting come to life" look.
The influence of Shigero Miyamoto's love of impressionist art put paid to any hopes fans had of a realistic style.
"One of the reasons we've chosen the art style we have with Skyward Sword is that it is a better vehicle to showcase the exaggerated characteristics of some of the characters," Aonuma told the Official Nintendo Magazine (reported by Nintendo Everything)
"Not only of the enemy characters, but as a representation of the sword spirit itself. Because of the way we have put the game together you have to focus on how the enemy is carrying their weapon, and there are a couple of different ways you can go about that.
"One, you can be super realistic, and the other, not so realistic. We thought that because we want to highlight the sword fighting combat, we have to exaggerate the features. We thought that the art style we chose was best suited to do that.
"You have to match the art style to how the game plays, and we thought this worked best. We matched the artwork so that we can highlight the over-exaggeration in the gameplay."
There you have it. The game will be out on the Wii "early 2011".
http://www.eurogamer.net/articles/ni...-new-art-style
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July 28th, 2010, 20:44 Posted By: wraggster
The Wii is the best console for platform games because it's got a more casual and nostalgic audience, the creator of Wii-exclusive platformer Flip's Twisted World has said.
Flip's Twisted World, due out in September, finds itself on the Wii because the console's motion controls fit the game, developer Frozen North's CEO Julian Spillane told Destructoid.
"The gesture controls drove the decision," he explained.
"To be able to hold the world in the palm of your hand and turn it on end with a flick of the wrist - that was an experience we really wanted to create.
"We also felt that the Wii was gearing up to become the best console for platformers based on the more casual and nostalgic audience."
Flip's Twisted World is a perspective-altering platform-puzzle game that follows the eponymous hero as he is sucked into and imprisoned in a crazy cube world.
Players will need to twist the world using the Wiimote so Flip can navigate his way around, turning walls into ceilings and so on and so forth.
http://www.eurogamer.net/articles/wi...or-platformers
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July 29th, 2010, 02:14 Posted By: wraggster
New from Divineo China
Battery Charger designed for charging NDSi battery. It can be used when the products directly into the power adapter or NDSi corresponding power. A screwdriver is included so that you can dismantle the battery cover easily. It looks beautiful and easy to use. A replacement battery cover is given as gift. It is one of the must-have items for NDSi game players!
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July 29th, 2010, 02:40 Posted By: wraggster
StartPatch updated version 4.3.1E released by Tgames.
StartPatch is a homebrew application that patches your System Menu v4.0, v4.1, or v4.2 in a similar fashion as Starfall. It is based upon Menu Patcher by Isaac356.
v4.3.x
v4.3.0x
Initial v4.3.x release.
v4.3.1x
Fix "Region Free Everything", "Block Online Update" patchs for E version.
http://wiibrew.org/wiki/StartPatch
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July 29th, 2010, 02:42 Posted By: wraggster
MazeOfGaliousWii 0.63.2 by Moreira
Maze of Galious was an MSX game released in 1987 by Konami. In 2002, a remake of this game has been released by the Brain Games team:
Maze Of Galious is regarded as one of the greatest games for the MSX home computer, being released in 1987. While most of the console and home computer games back then had very simple gameplay, quite similar to arcade games, Maze of Galious was an epic action adventure. It mixed the mechanics of platform games with the exploration of huge maps. It required several hours to complete, a task nearly impossible to do in a single gaming session. Ttherefore, the game allowed the player to restore its progress through a very complex password system, very similar to the one found in [Metal Gear], also released by Konami in the same year.
However, since it is one of the earliest attempts at its genre, many of its gameplay aspects might seem odd by today's standards. There are very few in-game instructions, as the game assumes that the player would refer to the manual whenever required. So, if you never played the original game before, it is recommended to read the following reference, which contains instructions for the game (beware of spoilers, as this guide also contains a complete step-by-step walkthrough of the game):
http://bifi.msxnet.org/msxnet/konami/mog/
Version History
v0.63.2
Critical bugfix: Sometimes changing the sound set after playing the game once (ended with game over or quitting) would freeze the console.
Bugfix: The activation of the dagger item was incorrectly assigned to the sabre item.
v0.63.1
First public release.
http://wiibrew.org/wiki/MazeOfGaliousWii
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July 29th, 2010, 02:44 Posted By: wraggster
Yahtzwii 3.11 released by chris
It's Yahtzee for the Wii
Changelog
v3.11 28/07/2010
Fixed all the bugs with the Triple Yahtzee Bonus Yahtzees, hopefully properly this time. (thanks Olaf)
Corrected mistake with German Triple Yahtzee instructions. (thanks Olaf)
http://wiibrew.org/wiki/Yahtzwii
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July 29th, 2010, 02:45 Posted By: wraggster
News via http://www.eurasia.nu/modules.php?na...ticle&sid=2592
modrobert writes: "What first looked like a general lesson in electronics by tmbinc turned out to be GameCube disc related, I should have known. The screen dump from his oscilloscope shows the 'laser mark' from a Datel disc (ultimate cheatcodes), which interestingly enough isn't actually a real laser mark but simply embedded in the datastream according to tmbinc. This is the trick used by Datel to boot their discs (eg. Action Replay) in unmodified GameCube's, now explained in detail. At this point I'm not sure if this leads closer to create bootable discs (as if original) on your own, but he has my full attention from now on. o_O Deja vu Dreamcast! Quote tmbinc: 'Every now and then, I come across something on my scope that's just beautiful.'
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July 29th, 2010, 02:49 Posted By: wraggster
News/release from BassAceGold
Just thought I should post this here since my new blog isn't that well known yet.
Code:
–Bullet Bill Release July 28 2010
-Compiled with latest libraries, may fix card compatibilities
-Uses NitroFS for argv support, results in much faster startup time
-can now change the song directory via mpcds.ini file which must be in the same directory as the rom
-removed outdated splash screens
-removed wifi news feature
-fixed scrolling issue in the filebrowser using the bottom right arrows
-updated keyboard
-updated installation instructions and controls. Also added error faq to readme.
Download can be found here on my blog:
http://bag.nfnet.org/archives/234
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July 29th, 2010, 03:01 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2909
Arikado proposes a new version has been ported to the Nintendo DS emulator , DeSmuME .
This version now has the hardware acceleration (GX ) . However, problems of textures must be corrected. It is therefore an experimental version .
New / fixed:
- Improved large textures
- Code cleanup
- Adding additional functions in the code
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July 29th, 2010, 15:25 Posted By: wraggster
Consumers across the United States will have a unique opportunity to come together and experience the new DRAGON QUEST® IX: Sentinels of the Starry Skies game this summer as Nintendo offers interactive demo opportunities and special downloadable content at retail destinations from coast to coast. In addition to live game-play demos and the chance to enjoy the game's multiplayer mode with fellow DRAGON QUEST fans, attendees who bring their Nintendo DSTM system and DRAGON QUEST IX: Sentinels of the Starry Skies game card to these upcoming sampling events will have the opportunity to experience the game's cooperative "Tag Mode" feature by connecting with other players and acquiring special downloadable treasure maps.
On July 31, select GameStop stores will host "The Ultimate DRAGON QUEST IX: Sentinels of the Starry Skies Experience," inviting visitors to enjoy guided demos and connect with other DRAGON QUEST fans. Also at most GameStop stores, visitors will be able to access a special downloadable treasure map called "Zoma," available for the first time in North America, via the game's Tag Mode feature. Sampling events will also be held on Aug. 7 at select Best Buy retail locations, where attendees will have access to the "Estark" treasure map, available for the first time in North America.
From Aug. 7 to Sept. 19, weekend sampling events will be held at select shopping malls around the country, highlighting the game's rich customization options and multiplayer fun. Visitors to these mall events will have access to the downloadable "Malroth" treasure map.
To access treasure maps, players must have their Nintendo DS system running the DRAGON QUEST IX: Sentinels of the Starry Skies game, set to Tag Mode. Once players reach the town of Stornway, they are able to access Tag Mode by talking to Erinn at the Quester's Rest Inn.
The latest installment in the popular DRAGON QUEST franchise, DRAGON QUEST IX: Sentinels of the Starry Skies lets players embark on an epic hand-held adventure. Players can choose their own appearance, occupations, companions and special items to aid in their quest, and even connect wirelessly with friends for cooperative multiplayer quests. The game has already become a social phenomenon in Japan, selling more than 4.2 million units to date.
A complete schedule of events can be found at http://dqnine.com/#/do-you-dq/events/.
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July 29th, 2010, 15:27 Posted By: wraggster
Activision and Nickelodeon today announced the second entry in the videogame series inspired by the number-one live-action show on television with kids 2-11, iCarly. Coming to WiiTM and the Nintendo DSTM family of hand-held systems internationally this Fall, iCarly 2: iJoin The Click! puts the player in the role of the new kid at Ridgeway High, where they will socialize with all the characters from the show and meet up to make new iCarly webisodes.
"One of the unique characteristics of the show and a key factor in its success is the show's interactive integration of its fans," said David Oxford, Activision Publishing. "With the program continuing to reach new ratings milestones and with our first iCarly game being very well received, we've developed a fresh new take on the game that allows fans to immerse themselves in the world of iCarly and to fully interact with its awesome cast of personalities."
In iCarly 2: iJoin The Click!, the adventure starts with the player as a newbie student at Ridgeway who begins to hang out with Carly, Sam and Freddie at locations from the show, such as Groovie Smoothie, the Pacific Place Mall, and even Carly's apartment. While exploring the locations and interacting with the cast, players get to compete in a series of fun challenges and mini-games to help out the gang. Carly wants her webisodes to become an even bigger sensation, so they need the player's help in LIVE in 5! Mode by choosing props for the set, adjusting the crew, and making sure the show goes off without a hitch. For those with a Nintendo DSiTM, the game takes advantage of the system's built-in camera to let the player take shots and import images to customize her look and wardrobe in true iCarly style.
iCarly 2: iJoin The Click! is available internationally this Fall on WiiTM and Nintendo DSTM. The game is not yet rated by the ESRB. For more information visit www.activision.com.
Year-to-date, iCarly ranked as the number-one live-action series on broadcast and basic cable with kids 2-11 and kids 6-11. It is Nickelodeon's number-one show with K6-11 and T9-14 and is also the number-one live-action series with kids 2-11. (Source: NMR Live+7 Blended with Live+SD from 12/28/09 - 7/13/10). iCarly airs regularly Saturdays at 8:00pm (ET/PT). A show within a show, iCarly follows Carly Shay and her two best friends, Sam and Freddie, as they create a webcast for and about kids their age while grappling with everyday tween problems and adventures.
On Friday, July 30, at 8 p.m. (ET/PT), Nickelodeon will reveal Carly's bedroom for the first time ever in an all-new special episode, "iGot a Hot Room." When a birthday gift from Spencer accidentally catches fire and destroys Carly's bedroom, Spencer recruits the iCarly gang to help make her room into the coolest, most incredible new bedroom imaginable.
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July 29th, 2010, 21:05 Posted By: wraggster
O-Games, a new publisher of family, social and sports videogames, and part of OG International Ltd., announced today that Mystery Tales Time TravelTM is coming to the Nintendo DSTM system on September 14, 2010. Travel through time while exploring some of the world’s most exotic places as you piece together the puzzle in the hopes to solve the ultimate mystery!
Players find themselves on the trail of a French writer who has stumbled upon an old diary of a long lost relative. Setting out on this magnificent adventure in the hope of solving the mystery, players must find the path that will lead them back home. With clues to uncover and riddles to solve, Mystery Tales Time Travel is a thrilling and exciting game the whole family is sure to love!
Mystery Tales Time Travel Game Features:
With various story modes to choose from, players can search for the Hidden Objects before time runs out, locate the Hotspots, and complete Logic and Reverse levels in specific order
Mini-games challenge players to exercise their mind with Memory and Decryption games
Use Magic Spells to travel through time, Dimension Gates to enter new worlds, and Spirit Sights invoked by the witch
Mystery Tales takes you to 30 unique locations across the world in China, Italy, France and Egypt
Train your brain with memory games, puzzle games, and interesting drawings
Search for over 1,000 Hidden Objects
Rated “E10+” for Everyone by the ESRB, Mystery Tales Time Travel is a family-friendly videogame offering a fun experience to all. For more information about O-Games and Mystery Tales Time Travel, please visit: http://usa.og-international.net/default.asp
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July 29th, 2010, 21:58 Posted By: wraggster
Though we won’t be finding out the retail price of the 3DS until September 29th – and for the UK price the wait may well be far longer – Nintendo has hinted that the device could cost less than many have predicted.
Last month UK retail told MCV that it wouldn’t be surprised to see the 3DS priced at around £200, and earlier this week analyst Michael Pachter estimated that it could retail for as much as $250 in the US.
Now Nintendo’s UK marketing manager James Honeywell has hinted that the actual street cost might be somewhat less.
“Price, we haven't made any kind of announcement at the moment,” he told ONM. “The Nintendo DSi is available for around £129.99. The Nintendo DSi XL, with the larger screens, is around £159.99. So obviously, it's going to fit, kind of, somewhere within that kind of architecture.”
Though it’s a far from definitive statement, that could point to something in the region of £160-£180 – a move that would certainly be welcomed by retail, particularly if it were to be released this Q4.
http://www.mcvuk.com/news/40214/3DS-to-cost-under-200
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July 29th, 2010, 22:30 Posted By: wraggster
Capcom opened a site for Super Street Fighter IV 3D Edition, its upcoming 3DS Street Fighter game, featuring several new screenshots. We thought we'd take the opportunity to compare the graphics in this handheld version to the existing Street Fighter IV on iPhone.
However, there's not much of a comparison. The iPhone Street Fighter uses pre-rendered 2D sprites based on the console/arcade game's 3D models, for a look reminiscent of Killer Instinct. The 3DS game, on the other hand, appears to use lower-detail versions of the actual 3D models, judging by the dynamic camera angles. That's why you get to see the extreme close-up of Ken's goofy punch face up there.
Of course, it's worth noting that these are early screenshots, and the final game may come out looking different. Given the relatively low texture detail, though, this looks like something that could be possible on a handheld system. Compare the two games yourself in our galleries.
http://www.joystiq.com/2010/07/29/su...er-iv-on-ipho/
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July 29th, 2010, 22:31 Posted By: wraggster
Nintendo has announced it financial earnings for the second quarter in its Fiscal 2011, running from April 1, 2010 through June 30, 2010. Net sales, operating income and net income all saw declines compared to the same time last year. Net sales were down to 188 billion yen ($2.16 billion) from 253 billion yen ($2.9 billion), while operating income and net income saw less dramatic shifts, down to 23 billion yen ($264 million) and 25 billion yen ($287 million) from 40 billion yen ($460 million) and 42 billion yen ($483 million) last year, respectively. Nintendo attributes these losses to the appreciation of the yen and a lower DS price point.
3.15 million DS units and 22.42 million units of DS software were sold worldwide during this quarter. On the Wii side, Super Mario Galaxy 2 managed to be the big performer, selling 4.09 million units worldwide since its launch in late May. 3.04 million Wii consoles were sold, backed by 28.17 million units of Wii software worldwide. As far as forecasted earnings go, Nintendo anticipates net sales of 550 billion yen ($6.3 billion) by the end of September 2010 and 1.4 trillion yen ($16 billion) by the end of its Fiscal 2011, March 2011.
It'll be interesting to see how those earnings are affected by Nintendo's upcoming 3DS hardware launch. The company has revealed (via Bloomberg) that it'll finally announce the launch date and price for its latest piece of tech in Japan on September 29.
http://www.joystiq.com/2010/07/29/ni...o-be-announce/
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July 29th, 2010, 22:34 Posted By: wraggster
Nintendo didn’t have such a great first fiscal quarter. That doesn’t mean they didn’t sell a lot of games during the quarter, however.
Here are worldwide numbers for the titles currently keeping the company’s sales chugging along:
Pokémon HeartGold / SoulSilver — 1.69 million (10.09 mil. total)
Super Mario Galaxy 2 — 4.09 million (4.09 mil. total)
Wii Sports Resort — 3.02 million (19.16 mil. total)
Wii Fit Plus — 1.87 million (14.52 mil. total)
New Super Mario Bros. Wii — 1.10 million (15.81 mil. total)
http://www.siliconera.com/2010/07/29...sales-figures/
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July 29th, 2010, 23:47 Posted By: wraggster
More details have emerged from the High Court ruling that R4 cartridges have been banned in the UK.
Eurogamer has obtained a copy of the High Court of Justice Chancery Division's judgement in favour of Nintendo against defendants Playables Limited and owner Mr Wai Dat Chan.
The case concerned "a number of different types of devices imported and dealt in" by Playables.
Devices are defined as those which "enable Nintendo DS users to play unlawful copies of Nintendo DS games which they have downloaded using the internet".
That's what Nintendo means when it says "game copiers".
But what, exactly, has been made illegal?
According to the report, the R4 DS, M3 DS, DS One Supercard, DSTT, DS Linker, Acekard, CycloDS Evolution, N5 and EZ devices were under scrutiny.
Some are still listed on Playables' website.
They contain either built-in memory or a further slot of their own which accommodates a micro-SD flash card.
They also contain circuitry, software and data that enable them to pass the tests performed by the Nintendo DS to verify the game inserted is genuine.
The case concerned the Copyright Designs and Patents Act 1998, and Nintendo's claim that games were copied into the random access memory in the course of using Playables' devices.
The judgement reveals the steps Nintendo takes to prevent loading unlawful copies of its games:
The shape of the connector arrangement of the slot on the DS and the corresponding shape of the game cards designed to fit into it; the boot up software permanently stored on the Nintendo DS, which checks for the presence on an inserted card of the Nintendo Logo Data File (NLDF) and prevents execution of programs present on the inserted card if the NLDF is not detected; and the use of shared key encryption technology and scrambling to enable the DS to detect whether game cards are authentic.
Are all "effective technological measures" taken by the Japanese company to protect itself.
The judge found in favour of Nintendo because it proved the devices circumvented them.
So, what does this mean?
It means that it is now illegal to manufacture, import, distribute or sell in the UK any device that is "primarily designed, produced, adapted or performed for the purpose of enabling or facilitating the circumvention of the ETM employed by Nintendo to protect its copyright".
Simply owning a relevant devices is not illegal. But it's probably best not show it off to your mates.
Apparently, Nintendo has seized "more than 165,000 game copiers intended for" Playables. That’s a lot.
The Hon Mr Justice Floyd, who made the ruling, wrote: "Each game card has the code relevant to the NLDF installed on it. I cannot see how it can be said that Nintendo authorised the copying of this into RAM.
"The accused devices are much more than the reel-to-reel tape recorders in CBS v Amstrad (1998).
"They are templates for infringement."
Playables had argued that it did not know or have reason to believe that the devices would be used to make infringing copies.
It also said there are lawful uses for the devices, such as playing homebrew games.
The judge said neither argument had merit.
"It needs to be kept in mind that the focus of this requirement is on circumvention.
"The fact that a device may be used for a purpose which does not involve infringement of copyright does not mean that the sole intended purpose is not the unauthorised circumvention of a technical device."
Wai Dat Chan did not appear and was not represented at the ruling.
Chan did not respond to requests for comment from Eurogamer.
http://www.eurogamer.net/articles/r4...details-emerge
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July 30th, 2010, 03:41 Posted By: JLF65
If you were one of those to get a Neo N64 Myth flash cart from NeoFlash and have been waiting for a menu so you can run multiple roms from the flash, or from an SD card (if you also have a Neo2-SD or Neo2-Pro), you're in luck! The menu is now available!
You can select from as many roms as will fit in the flash, or roms up to 16 MBytes from SD card via the Neo2-SD, or roms up to 32 MBytes from SD card via the Neo2-Pro.
http://www.neoflash.com/forum/index....ic,6224.0.html
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July 30th, 2010, 16:12 Posted By: wraggster
Avanquest Software Publishing has released Hidden Mysteries: Titanic Secrets of the Fateful Voyage on the Nintendo DSTM and WiiTM to retail today. Set on board the RMS Titanic on her fateful maiden voyage, this puzzle adventure game challenges players to explore and search the ship for hundreds of hidden objects. Time is critical as gamers must complete puzzles in a race against the clock before the vessel sinks to the bottom of the Atlantic Ocean.
The game features 20 levels full of puzzles that gamers must decode in order to solve some of the mysteries behind the greatest maritime tragedy of all time. Meeting fellow passengers for help along the way, players must explore a variety of locations ranging from the boiler room and passenger cabins to the ship’s grand stairway, making it safely into a lifeboat before it’s too late.
Players follow the ship’s timeline from departure at Southampton docks on the 10th of April 1912 and are required to successfully complete puzzles and unravel secrets up to the tragic night of the 15th. Items collected such as photographs, cigar cases and compasses are added to an inventory list displayed on the bottom screen, these items can be dragged and dropped to the relevant area on the screen when needed to complete a puzzle.
Clicking on the map icon in the corner of the screen enables players to see which areas of the ship need navigating. A hint symbol is also available to help direct users to the location of objects in particularly complex and challenging levels. Players can also follow different paths within the game, which produce multiple unique endings depending on the choices made. Exclusive to the WiiTM edition are interactive puzzles using the WiiTM remote and an unlockable bonus level which takes you back below the seas to the Titanic wreck, nearly 100 years after the ship’s sinking.
Hidden Mysteries: Titanic Secrets of the Fateful Voyage is available on the Nintendo DS and Wii today.
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July 30th, 2010, 16:12 Posted By: wraggster
Avanquest Software Publishing has released Hidden Mysteries: Titanic Secrets of the Fateful Voyage on the Nintendo DSTM and WiiTM to retail today. Set on board the RMS Titanic on her fateful maiden voyage, this puzzle adventure game challenges players to explore and search the ship for hundreds of hidden objects. Time is critical as gamers must complete puzzles in a race against the clock before the vessel sinks to the bottom of the Atlantic Ocean.
The game features 20 levels full of puzzles that gamers must decode in order to solve some of the mysteries behind the greatest maritime tragedy of all time. Meeting fellow passengers for help along the way, players must explore a variety of locations ranging from the boiler room and passenger cabins to the ship’s grand stairway, making it safely into a lifeboat before it’s too late.
Players follow the ship’s timeline from departure at Southampton docks on the 10th of April 1912 and are required to successfully complete puzzles and unravel secrets up to the tragic night of the 15th. Items collected such as photographs, cigar cases and compasses are added to an inventory list displayed on the bottom screen, these items can be dragged and dropped to the relevant area on the screen when needed to complete a puzzle.
Clicking on the map icon in the corner of the screen enables players to see which areas of the ship need navigating. A hint symbol is also available to help direct users to the location of objects in particularly complex and challenging levels. Players can also follow different paths within the game, which produce multiple unique endings depending on the choices made. Exclusive to the WiiTM edition are interactive puzzles using the WiiTM remote and an unlockable bonus level which takes you back below the seas to the Titanic wreck, nearly 100 years after the ship’s sinking.
Hidden Mysteries: Titanic Secrets of the Fateful Voyage is available on the Nintendo DS and Wii today.
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July 30th, 2010, 16:16 Posted By: wraggster
When the party starts this October, virtual DJ's and MC's throughout the universe will fire up two turntable controllers and a microphone and mix it up with Tiesto - one of electronic music's defining artists, DJ's and producers - in DJ Hero® 2, Activision Publishing, Inc. (Nasdaq: ATVI) today revealed. Having worked with the likes of Muse, Justin Timberlake, Jonsi from Sigur Ros, Flo Rida, Sean Kingston and Three 6 Mafia, performed for billions of fans at the opening ceremonies of the Athens Olympics and headlined the Coachella and Bonnaroo music festivals among others, Tiesto has earned his status as the world's hottest DJ. The GRAMMY® Nominee will be spinning for a new audience as he takes to the virtual ones and twos, delivering a pair of pulse-pounding exclusive mixes and joining the ever-growing roster of playable characters, including Deadmau5, David Guetta, DJ Qbert and others.
"DJ Hero 2 is all about bringing people of different backgrounds, ages and music tastes together to have some fun DJ'ing their favorite music. The way the music comes together is fresh and unique and as a DJ, I couldn't ask for more than that," said Tiesto. "I am excited to be involved with this medium and to be contributing to a great game with an amazing soundtrack."
"From touring the globe and working with some of the world's most visionary artists across five hit albums, to performing at the biggest clubs and the hottest festivals, Tiesto is one of the biggest DJ's in the world," said Tim Riley, Vice President of Music Affairs, Activision. "We've assembled a cast of the biggest and best DJ's and having Tiesto bring his unique style adds incredible flavor to the best soundtrack in entertainment."
The ultimate mixer of music and friends, DJ Hero 2 will deliver the definitive way for players to come together and party with a host of new multiplayer modes - including DJ Battles that pit DJ against DJ in mixes produced specifically for battle gameplay - and invite vocalists into the spotlight with integrated on-screen singing and rapping of lyrics and rhymes while bringing the party to life with jump-in/jump-out Party Play gameplay. Featuring the biggest dance, pop and hip-hop hits by the hottest artists everyone knows and loves remixed by world-class DJ's in an all-new way, the game's soundtrack delivers over 80 unique creations only available in DJ Hero 2. Further immersing players into the music, the game offers a heightened level of creative input and allows everyone to add their own touch, directly impacting the beats they're spinning with freestyle scratching, crossfading and sampling. The game will also feature an all-new career-based Empire Mode where players start out as an up-and-coming DJ on the road to becoming the head of a major entertainment empire, all of which is founded solely on their success as a DJ.
Dropping this fall, DJ Hero 2 will invite a wave of new digital disc jockeys to the turntables as the game will be available as a Party Bundle which will include a copy of the game, two turntable controllers and a microphone, offering the ultimate "party-in-a-box." Gamers who experienced the #1 new videogame intellectual property of 2009 can pick up DJ Hero 2 as a Turntable Bundle featuring one turntable controller and a copy of the game or as standalone software. The game is in development by FreeStyleGames for the Xbox 360® video game and entertainment system from Microsoft, the PLAYSTATION®3 and the WiiTM system from Nintendo. The game is not yet rated by the ESRB. For more information about DJ Hero 2, please visit www.djhero.com, www.facebook.com/djhero and www.twitter.com/djhero.
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July 30th, 2010, 16:17 Posted By: wraggster
Virtual Play Games, a global Console and PC video game publisher announced today the release of one of the most recognizable classic games in video game history by bringing Intellivision Lives! to the Nintendo DSTM family of hand-held systems.
"Virtual Play Games is very excited to bring Intellivision Lives! to a broader audience at a time when both adults and kids are enjoying casual games even more than ever", said Virginie Grange, Business Development for Virtual Play Games.
"2010 being the 30th anniversary of the Intellivision console, I'm looking forward to seeing how many new fans will discover Intellivision thanks to this DS version. The Nintendo DS is the perfect platform for the classic Intellivision games", said Keith Robinson, Owner of Intellivision Productions.
Intellivision Lives! includes over 60 different games including, Astrosmash, B-17 Bomber, Shark! Shark!, Motocross, Space Cadet, Thin Ice and many more classics, giving players countless hours of enjoyable play. The iconic space ships, robots, sharks, etc. makes it fun for both kids and parents. For the nostalgic players, they will recognize the 12 button key-pad displayed on the screen that made it so easy to play. The game also features games not released at the time of its original launch as well as Head-to-Head local wireless game play.
A preview of the game will be available at the Classic Gaming Expo taking place in Las Vegas on July 31-August 1st, 2010
Intellivision Lives! will be available at retail in September of 2010.
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July 30th, 2010, 16:22 Posted By: wraggster
We always felt we were making a great, fun DS game with an innovative twist... but we never realised how much people would like it until yesterday, when we released our trailer.... 13,500 views in the first 24 hours and a slew of amazing comments. People are loving Fractured Soul! Right from when the DS was first announced, we’ve wanted to make a game that made full use of both screens. We always felt that gamers would embrace a game that truly fit the DS hardware. Fractured Soul is that game, and from the comments we’ve received so far, and the flood of interest on YouTube, gamers worldwide agree with us. ()
ATTENTION PUBLISHERS! - We are in the final development stages for Fractured Soul and are looking to have the title signed for US and Europe over the coming month. If we have not spoken with you yet and you are interested in this title for either US or Europe, please get in contact with us as we would hate to miss out on your interest towards this fantastic title that is receiving great praise from the gaming community. Help spread this action packed thrill ride far and wide! (pr@n3vgames.com)
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July 30th, 2010, 16:23 Posted By: wraggster
Digital Leisure announced the upcoming launch of Match Up!, designed exclusively for Nintendo's DSiWareTM game service.
Flip, match and…kaboom! - How fast can you find the right set in Match Up!? Whether you’re 4 or 40, Match Up! will have you captive for hours. Reveal shapes, colors and even hidden bonuses with a new take on a childhood favorite. Quick hands and a sharp mind are the only way to beat the clock and disarm the explosive cards riddled throughout. Not quite ready for the explosive action? Then start with the absolutely addictive classic concentration play, and see if you can level up. So come on – get matching!
Match Up! is available Monday in North America, exclusively on DSiWare for only 200 Nintendo points.
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July 31st, 2010, 19:12 Posted By: wraggster
Suspense and intense first-person action reign in Activision Publishing’s (Nasdaq: ATVI) Cabela’s Dangerous Hunts 2011, the first game to utilize the all new TOP SHOT ELITE hunting controller. Coming late fall for Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, WiiTM and Nintendo DSTM, the game unfolds a story of drama and survival as players face kill-or-be-killed scenarios deep in the wild. All of the console versions are available with the TOP SHOT ELITE, the first-of-its-kind wireless controller that allows players to take aim against the world’s deadliest predators.
Developed by the team at Activision that created the guitar controllers for the Guitar Hero franchise, the groundbreaking TOP SHOT ELITE will redefine how first-person action games are played. The Xbox 360 and PlayStation 3 system versions operate with 2.4GHz wireless technology and include a sensor bar and high-sensitivity camera, while the Wii version integrates the Wii RemoteTM and NunchukTM. The scope includes a red lens filter that gives players a different perspective on the environment, exposing hidden animal tracks and blood trails. The TOP SHOT ELITE also features pump-action reload and an adjustable stock to fit gamers of all sizes.
An extremely high level of production value and attention to detail has been injected into the Cabela’s Dangerous Hunts 2011 story and gameplay. Scripted by renowned scriptwriter and creative director Brad Santos, the game tells the story of Cole Rainsford, who has joined his estranged father on an African safari to hunt savage animals that have been terrorizing remote villages. Soon finding themselves stranded, their survival depends on cunning instinct and expert skill to make it out alive. The game also includes next-generation shooting galleries featuring hot-seat, multi-stage and head-to-head multiplayer options – perfect for playing with the TOP SHOT ELITE.
“Cabela’s Dangerous Hunts 2011 is the complete entertainment package – no one is offering gameplay this intense and a controller this amazing,” said David Oxford, Activision Publishing. “The TOP SHOT ELITE is so captivating that I believe hordes of first-person action fans will snap up the game just to get it.”
“Activision went above and beyond to create an extraordinary gaming experience,” Bryan Stave of Cabela's. “Cabela’s Dangerous Hunts 2011 is the most thrilling game we’ve ever worked on together.”
Cabela’s Dangerous Hunts 2011 is slated for a late fall 2010 release. The game is not yet rated by the ESRB.
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July 31st, 2010, 19:13 Posted By: wraggster
Experience the fantasy adventures that became a cultural phenomenon! Game publisher Destineer today announces a partnership with Digital Leisure Inc. to develop Dragon’s Lair Trilogy, bringing three timeless arcade adventures together on one disc for WiiTM: Dragon’s Lair, Dragon’s Lair 2: Time Warp, and Space Ace. For the first time ever on a console platform, you can experience the stunning visuals and engaging storylines from all three of these classic arcade games created by legendary American animator Don Bluth. Lead on brave adventurer, your quest awaits!
An instant hit in its 1983 debut, Dragon’s Lair is one of the most beloved arcade games of all time. As valiant knight Dirk the Daring, immerse yourself in a fantasy adventure on a quest to rescue Princess Daphne from the clutches of an evil dragon. You control the actions of the daring adventurer, finding your way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles.
Straight off the success of Dragon’s Lair, Don Bluth and his creative team began working on a galactic adventure known as Space Ace! In Space Ace you play the heroic Ace who must stop the evil Commander Borf from taking over the Earth! Only two people have the courage and strength to stop Borf and save Earth: the beautiful Kimberly and Ace. But as they approach Borf’s stronghold, Ace is hit by the Infanto Ray, changing him into a child, and Kimberly is kidnapped by the evil madman! The fate of Earth is in your hands!
In the sequel to the smash-hit, Dragon’s Lair 2: Time Warp allows you to once again play the heroic Dirk the Daring, who must stop the Evil Wizard Mordroc as he has kidnapped Princess Daphne and taken her through time! But you must hurry, for once the Casket of Doom has opened, Mordroc will place the Death Ring upon Daphne's finger in marriage and she will be lost forever… in the Time Warp!
Features:
Completely arcade authentic
Original arcade gameplay modes
Remastered animation
Both standard and widescreen editions
All-new move guides for beginners
Watch Mode - View all of the stunning animation without playing!
Dragon’s Lair Trilogy will be available this fall for a suggested retail price of $29.99 for Wii. For additional information please visit
http://www.dragonslairtrilogy.com or www.destineergames.com.
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July 31st, 2010, 19:16 Posted By: wraggster
Atlus U.S.A., Inc. today announced that 101-in-1 Sports MegamixTM for Nintendo DSTM, a collection of one hundred and one addictive sports mini-games that anyone can enjoy, has scored a new release date of September 7, 2010. The game features a wide assortment of all-time favorites like bowling, boxing, volleyball, tennis, basketball and unique sports some may not recognize right away, such as caber tossing, traction kiting, capoeira, street luge, and more! There is practically no end to the fast-paced sports action!
"Do you know how hard it is to fit 101 different sports games on a single cartridge?" asked an out-of-breath Aram Jabbari, Manager of Public Relations and Sales. "We had a hundred of them lined up and ready for the crammage process until someone said, 'Where's the 101th sport?' and we suddenly realized it had run away. It made sense, seeing as how it was one of the track and field games. We can't cram until we have them all, so it'll take a little more time, but cram we will, I can promise you that."
Players of all ages will have hours of fun earning points by successfully completing challenges and spending their points to reveal dozens of exciting new sports games, striving to unlock more and more each time. Simple to play and addicting to master, these games will keep players engrossed in scoring goals, earning medals, winning races, and beating high scores. On top of all this, some of the games allow players to challenge a friend to multiplayer competition through local wireless play, making 101-in-1 Sports Megamix for Nintendo DS a never-ending supply of fun and excitement!
101-in-1 Sports Megamix is now scheduled for release on September 7, 2010 with an MSRP of only $19.99. With one hundred and one titles, the price averages out to less than twenty cents per game! See the official trailer for a look at some of the exciting sports action players can look forward to.
For more information on 101-in-1 Sports Megamix for Nintendo DS, and to check out the other games in the 101-in-1 series, visit the website: www.atlus.com/101sports.
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July 31st, 2010, 19:19 Posted By: wraggster
Despite this week’s ruling that saw the illegalisation of nearly all devices aimed at allowing the running of homebrew and pirated games on the Nintendo DS, MCV has confirmed that some outlets are still selling the accessories.
Though many of the links that come up in a Google search for ‘R4’ now lead to either missing pages or 404 links, in the space of 30 minutes MCV was still able to locate two retailers willing to sell us an R4 card right now.
In addition, we’re waiting on email responses from several more websites claiming to offer the device.
Though both vendors we spoke to were cagey about whether the R4 would allow us to play pirated games, both confessed to uncertainty about its legality – though both were happy to continue selling them.
MCV has withheld the names of the retailers in question and supplied the information to ELSPA and Nintendo.
Thanks to the MCV reader who helped us out with the story.
RETAILER 1
MCV: Hello. I’ve just been looking at something on your website called the R4. The blurb is a little vague so I wanted to make sure it’s the thing I’m after before I order it. Can I ask you what it does please?
THEM: The allow you to play music, video and pictures on your console and can also be used for people who have designed their own games and homebrew on the DS as well.
MCV: I’ve been told that you can play any game you want using them too?
THEM: I wouldn’t know about that.
MCV: I’ve also been told that it’s actually illegal to sell them.
THEM: We’ve not heard anything about that. We’re waiting for a release to find out what’s going on with that. But as far as we’re aware everything’s OK.
MCV: Despite the High Court ruling in London this week saying it’s illegal to import, distribute, advertise or sell them?
THEM: We’re currently in the process of awaiting advice about that.
MCV: But I’m free to order them at the moment?
THEM: That’s correct, yes.
MCV: As long as that’s clear, thanks.
RETAILER 2
MCV: Hello. I’ve just been looking at something on your website called the R4. The blurb is a little vague so I wanted to make sure it’s the thing I’m after before I order it. My friend tells me he’s able to use his to play any game he likes on his DS?
THEM: Erm, it’s used for a number of different purposes. You can use it for watching movies, viewing pictures or playing homebrew games and that sort of stuff.
MCV: What does homebrew mean exactly?
THEM: It’s an unlicensed game that’s been created by a developer without a licence.
MCV: My friend says he plays whatever game he wants on there. Is that how it works?
THEM: Yeah, I mean there is that side of it but we don’t really get involved with that side of things to be honest.
MCV: I’ve also read that these things are illegal. Is that right?
THEM: Yeah, there’s a decision that we’re investigating at the moment that came down through the courts a couple of days ago. It’s possible that once the stock that we’ve got now has sold through that we won’t be stocking this item.
MCV: But I’m OK to order it now?
THEM: I’d suggest that if you want one you order it ASAP. We’ve got limited stock in and it’s selling very fast.
MCV: Sells well, does it?
THEM: Yeah, it’s always been good but I think a lot of vendors have heard about the decision and a lot of them are ceasing to sell them so, yeah, stocks are limited. I’d get one now.
http://www.mcvuk.com/news/40230/Reta...gnore-R4DS-ban
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July 31st, 2010, 20:28 Posted By: wraggster
The internal Bethesda Softworks development team has no plans to develop for Nintendo systems because it feels its games are graphically and thematically better suited to other formats.
That's according to executive producer Todd Howard, who told IndustryGamers, "The stuff we're doing is a better fit on the other platforms. You can never say never, but I think for the kind of games that we like to play and make, it fits the other platforms."
Howard acknowledged that this was more down to a mismatch of audiences than any kind of prejudice.
"Even if there's going to be some bigger, more mature games on it, the system, for better or worse, has been moved to this demographic [of casual gaming]," he said.
"If we had an idea that we thought would really take advantage of that platform, we would do something for it. Usually, we're thinking more in terms of graphically doing things that the other systems do. That's what we get excited about."
Nor is Bethesda considering iPhone or social game development for the time being, although in each case for different reasons.
"Once the id thing came about [Bethesda owner ZeniMax acquired id Software in 2009], they were doing enough mobile stuff that I kind of felt, 'OK, they're doing some really good stuff right now; let's see how that market goes before I start putting my own time or other people's time into something that, at the end of the day, might be a distraction from the bigger game that we need to be making.'" Howard explained when asked about iPhone.
"At the end of the day, [it] might be a distraction from the bigger game that we need to be making. For now, it's definitely on the back burner."
As for social platforms like Facebook and the success of games like Farmville... "I've got to be honest, I don't get it," said Howard. "I look at it and try to understand but for now I've just decided to ignore it."
Bethesda Softworks is currently working on an unannounced project that we assume everyone hopes is a new Elder Scrolls game...
http://www.eurogamer.net/articles/be...-iphone-social
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July 31st, 2010, 20:49 Posted By: wraggster
To win at Mario Kart on a console you must master two things: drifting and power-ups. Half of that is replicated in these R/C Mario Kart toys, which we saw standing still last month but now can finally see in action motoring around what looks to be either Corporate Carpet Raceway or CDR Castle. The controller emits that familiar jingling item select sound when you've snagged a virtual power-up, and you can see how mushrooms boost your speed while banana peels cause your opponents' cars to freak out. Sadly there is no drifting to be found in this version of the game, but we're wondering if a little tape on the rear wheels wouldn't help address that shortcoming.
http://www.engadget.com/2010/07/31/r...-but-do-shoot/
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July 31st, 2010, 22:16 Posted By: wraggster
New from Divineo USA
WODE Wifi Dongle, that allows you to load games via Wifi Samba Shares.
The Wifi Dongle allows you to add network capabilities to WODE. You will be able to share your USB devices on a network or read files from your PC using SAMBA sharing. You will also be able to manage your WODE through a nice web interface. See links section below for an example
Wode Wifi is locked to WODE official hardware. The WODE will ask for the serial number when you are installing.
Specs:
- Main Chipset ZyDAS ZD1211 (official website http://zydas.rapla.net/)
- 802.11/b/g – Max speed 54Mb/s
This is not a product for the "average user", you will need to have a decent amount of experience to set this up. Support on the WODE forums, not via email.
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