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July 1st, 2011, 22:30 Posted By: wraggster
Nintendo will invest in a new research and development facility in its home-city of Kyoto, according to a report in Japanese newspaper Nikkei.
The cost of consttruction has changed since Nikkei first reported Nintendo's plans in 2009, rising from £92 million to £127.5 million.
The 40,582 square-metre lot is located in Kyoto's Minami Ward, and the building will house 1,500 people over eight floors, standing 41 metres at its highest point.
Nintendo's main office is also located in Minami Ward, but its existing research and development facility - known as Kyoto Research Centre - is further away, in Higashiyama Ward. The new building will allow all of the company's research to take place in one building, improving communication and efficiency.
Construction of the facility will start in January 2012, and is scheduled to be completed by the end of calendar year 2013.
http://www.gamesindustry.biz/article...and-d-facility
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July 1st, 2011, 22:48 Posted By: wraggster
Yesterday marked the end of the "year," as far as North America's Club Nintendo Elite Status goes. Did you earn 600 "Coins" by registering first-party Wii, DS, and 3DS games and taking surveys between the end of June last year and yesterday? If so, you're entitled to this year's gift for Platinum status holders, a set of commemorative pins.
The 25 Super Mario Bros. sprite pins come in six boxes that can be arranged to form a picture of Mario, a mushroom, or a Goomba.
If you hit the 300-Coin mark in that period, you're entitled to the "Gold" gift, which, as always, is a desk calendar with a different Nintendo game theme for each month. We just switched over to the Nintendogs + Cats page in our 2011 calendar this morning! Awwww.
http://www.joystiq.com/2011/07/01/cl...rative-pin-se/
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July 1st, 2011, 22:49 Posted By: wraggster
Nintendo of Europe sent out its schedule for the summer and fall on 3DS, Wii, and DS, and most of the news to be found is related to downloadable games. For example: the 3DS's "3D Classics" version of Xevious is due to arrive on the eShop this month, as is a 3DS Virtual Console release of Mario's Picross.
There's a DSiWare version of Jagged Alliance due in Q3, and RedLynx's WiiWare stunt racer, MotoHeroz, is given a Q3 release window here.
Nintendo also predicts a September release for X-Men Destiny on Wii and DS, which would suggest that the other versions are due for release at that same time. Peruse the list for yourself after the break.
SUMMER/AUTUMN 2011 LINE-UP OF GAMES FOR
NINTENDO 3DS, Wii & NINTENDO DS
Nintendo 3DS – Summer/Autumn 2011 Release Date
Resident Evil™: The Mercenaries 3D (Capcom / Nintendo) 1-Jul
Dream Trigger 3D (NAMCO BANDAI Games Europe S.A.S.) 15-Jul
PAC-MAN & Galaga Dimensions (NAMCO BANDAI Games Europe
S.A.S.) 26-Aug
DualPenSports™ (NAMCO BANDAI Games Europe S.A.S.) 2-Sep
Angler's Club: Ultimate Bass Fishing 3D (NAMCO BANDAI Games
Europe S.A.S.) 2-Sep
Star Fox 64™ 3D (Nintendo) 9-Sep
Shinobi (SEGA) Sep
CRUSH3D (SEGA) Sep
Doctor Lautrec and the Forgotten Knights (KONAMI Digital
Entertainment GmbH) Summer 2011
Captain America: Super Soldier (SEGA) Autumn 2011
EA SPORTS™ FIFA 12 (Electronic Arts Inc.) 2011
Metal Gear Solid 3D Snake Eater (temp) (KONAMI Digital
Entertainment GmbH) 2011
Available via Nintendo eShop on Nintendo 3DS -
Summer/Autumn 2011 Release Date
3D Classics Xevious™ (Nintendo / Namco Bandai) Jul
Let's Golf 3D (Gameloft) Q3
Virtual Console - Mario's Picross™ (Nintendo) Jul
Nintendo DSiWare - Dragon's Lair: Time Warp (Digital Leisure) Jul
Nintendo DSiWare - Jagged Alliance (Cypronia) Q3
Wii - Summer/Autumn 2011 Release Date
Captain America: Super Soldier (SEGA) 15-Jul
WiiWare - ANIMA Ark of Sinners (Anima Game Studio) Jul
Xenoblade Chronicles (Nintendo) 2-Sep
We Dance (Nordic Games Publishing) 2-Sep
Champion Jockey: G1 Jockey & Gallop Racer (TECMO KOEI
EUROPE LTD.) 2-Sep
Mystery Case Files™: The Malgrave Incident™ (Nintendo) 9-Sep
Phineas and Ferb across the 2nd Dimension (Disney ) 16-Sep
We Sing UK Hits (Nordic Games Publishing) 30-Sep
X-Men Destiny (Activision) Sep
Jungle Kartz (Nordic Games Publishing) Sep
WiiWare - MotoHeroz (RedLynx) Q3
EA SPORTS™ FIFA 12 (Electronic Arts Inc.) 2011
Nintendo DS family of consoles - Summer/Autumn 2011 Release Date
Solatorobo: Red the Hunter (Nintendo / Namco Bandai) 1-Jul
One Piece Gigant Battle (NAMCO BANDAI Games Europe S.A.S.) 1-Jul
Playmobil Top Agents (PQube) 1-Jul
Captain America: Super Soldier (SEGA) 15-Jul
Nintendo DSiWare - Dragon's Lair: Time Warp (Digital Leisure) Jul
Mechanic Master 2 (PQube) 1-Aug
May's Mysteries: The Secret of Dragonville (Mastertronic Games
Limited) 5-Aug
Phineas and Ferb across the 2nd Dimension (Disney ) 16-Sep
Harvest Moon Grand Bazaar (Rising Star Games) Sep
X-Men Destiny (Activision) Sep
Nintendo DSiWare - Jagged Alliance (Cypronia) Q3
Just Sing 2 (PQube) Q3
Virtual Villagers (PQube) Q3
http://www.joystiq.com/2011/07/01/ni...h-m/#continued
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July 1st, 2011, 22:58 Posted By: wraggster
Nintendo kept even the most senior internal developers in the dark about the capabilities of Wii U leading up to the console's E3 2011 announcement.
Yoshiaki Koizumi - veteran developer, director and producer of games spanning The Legend of Zelda: Ocarina of Time (the original) to Super Mario Galaxy - admitted that even he didn't have the full Wii U picture beforehand.
"As a developer at Nintendo, I had some information about the new system, but I didn't really have all of the information prior to the announcement at our presentation," Koizumi told Wired's GameLife blog.
"I only knew some of the things that were considered to be safe."
Koizumi had nothing to do with the 2D New Super Mario Bros. Mii demo shown on Wii U at E3. He works on 3D Super Mario games.
Nevertheless, Koizumi confirmed that his team will make a Super Mario game for Wii U.
It's still early days, though, and Koizumi's toying with the "opportunities" that Wii U presents.
"When I think about the two screens being used at the same time, it seems like an interesting opportunity to allow us to create a console game where two people are playing at the same time but can't see each others' screens," said Koizumi. "It's certainly an interesting approach, but I have to clarify that it's not something that we're working on just yet."
Eurogamer's Wii U preview from this year's E3 described a machine that's skilfully put together and easy to understand - providing you're holding it. "No question, Wii U is Nintendo having its cake and eating it. If the ingredients are right - on this showing, quite a big if - it could change everything all over again," Oli Welsh wrote.
http://www.eurogamer.net/articles/20...n-devs-in-dark
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July 2nd, 2011, 00:52 Posted By: wraggster
VectrexWii 0.3 released by Aruskano
VectrexWii is a Wii port of Vecx, a Vectrex emulator written by Valavan Manohararajah.
Next release
Fix known bugs on the emulator code which cause problems with Minestorm (freezes some seconds if you hit certain enemies before they start moving), Bedlam and Polar Rescue. Thanks to raz0red for pointing these out.
Sound support.
Buttong mapping, nunchuk and classic controller support.
http://wiibrew.org/wiki/VectrexWii
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July 2nd, 2011, 01:40 Posted By: wraggster
Nintendo seems to want to work extra hard in the fight (eternal?) Against the linkers on Nintendo DSi, by linking the system updates. This is a new firmware, 1.4.3 stamped, just point the tip of his nose. And of course, he tried to ban the use of linkers, more or less perfectly, as the ievolution seems to be made between the drops (this time). The other teams are no exception and already offer, for some, an update. the game of cat and mouse may continue ...
Linkers still functional after Update: CycloDSi (DS mode) R4iDSN 3DS 3DS R4 Gold blocked Linkers: SuperCard DSTWO Acekard 2i iPlayer source course, it is clear that before updating your console in 1.4.3 will require d First think about updating your linkers (as long as they already have an update!) Source: gbatemp.net thank you to hamato6 for the info.
http://mobiles.gx-mod.com/modules/ne...p?storyid=9629
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July 3rd, 2011, 00:27 Posted By: wraggster
Yoshiaki Koizumi, producer of the Super Mario series, has his team working on a new Mario game for the Wii U, even though he didn't know what Nintendo's new console would even look like prior to its unveiling at E3. In an interview with Wired, Koizumi said now that he knows what the Wii U can do, he wants to "create a console game where two people are playing at the same time but can't see each others' screens." You know, much like how the internet operates, but without all those messy tubes.
Legend of Zelda producer Eiji Aonuma also spilled some secrets about the HD demo Nintendo used to show off its new graphics -- mainly, don't believe everything you see. "You probably remember that when we introduced the GameCube, we showed a somewhat realistic Zelda demo," Aonuma said. "And what we actually created was the cel-shaded Wind Waker. So when we show a graphic demo, people think, 'Oh, this is what the next Zelda will look like,' but that's not necessarily the case." Secrets and lies, Nintendo. Secrets and lies.
http://www.joystiq.com/2011/07/02/wi...ont-look-like/
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July 3rd, 2011, 21:03 Posted By: wraggster
People who dedicate a significant portion of their lives to the honorable art of capturing and training Pokemon deserve some recognition and, this summer, they're getting it. The 2011 Pokemon Black and Pokemon White Video Game Championship just completed its Regional Tournaments, and the kingdom's most powerful trainers have revealed some strategies regarding their noble creatures, as compiled by IGN.
Hydreigon, a Dark/Dragon Pokemon with three pairs of wings and a vicious cry, was the clear champion at Regionals, helping compose 53 percent of winning teams. Dark and Grass Pokemon made up 15 percent each of the most-used primary types, while Steel took a low 1 percent. Trainers used Protect for 14 percent of their moves, a clear majority when compared to the next-highest move, Rock Slide, at only 5.5 percent. For some pretty pictures to go along with the stats and a list of Regional winners, take a peek at IGN's post. National Championships run July 8-10 in Indianapolis, Indiana, because that's where heroes are made.
http://www.joystiq.com/2011/07/03/po...rush-of-stats/
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July 3rd, 2011, 21:38 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date. You must not ask the Yabause Team about unofficial versions.
Change Log
Unofficial r2649 beta18 - Jul. 2, 2011
base on the original yabause r2649 (cmake branches)
compile with devkitPPC r23 and recent libogc except r4078 audio.c
use scsp2.c instead of scsp.c (some games works, but, sound quality seems to be lower)
fix clip bug of vdp1 in vidsoft.c
some minor fixes and changes
http://wiibrew.org/wiki/Yabause_Wii
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July 3rd, 2011, 23:31 Posted By: wraggster
News via http://www.neoflash.com/forum/index.....html#msg51280
Hi!
Another year, another NightFox & Co. project for the compo.
Mind Maze is a compendium of minigames in which intelligence and skill with the stylus are the basics to solve them.
This project, initially created using PALib, was abandoned early because of problems with this library, which forced the cancellation of the project and the creation NFlib on our part, which we use in all our projects since then.
- How to Play.
Main Menu.
At start, Mind Maze ask us to choice if we are right or left handed and give us the possibility to switch languages (English / Spanish).
In the Main Menu, we can move the icons with the stylus, moving them right and left. To select a minigame or option, we must tap the desired icon twice.
1st Mini Game - Slide Puzzle.
The objective of this minigame is to solve a sliding tile puzzles of 3x4 in the shortest time possible with the less amount of moves.
A better punctuation, gives you more credits to buy more puzzles.
The 2nd minigame - Couples.
This is a memory game. We will have to make 4 pairs per round, in a total of 4 rounds, leaving the "Jocker" card to the end of each round.
If we uncover before we lose all couples accumulated for that round and we will start again.
3rd Mini Game - Labyrinth.
In this game you have to guide the ball through a maze to the exit.
To move it, touch it with the stylus, without lifting it, move on direction that we want to move the ball. The ball will follow the stylus.
The more distant we are from the ball, we got more speed. If we lift the stylus or the ball touches a wall, it lose control and we expect to stop in order to control it again.
Common Keys.
At any time you can press the buttons A, B, X and Y (skilled) or the arrow keys (left handed) to cancel or exit the current mini-game or menu in which we are.
You can download the lastest release, watch screensshots and videos from our official website:
http://www.nightfoxandco.com/index.p...-maze/?lang=en
And a video with the gameplay
Regards!
NightFox
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July 3rd, 2011, 23:35 Posted By: wraggster
[kgsws] just finished his Game Boy upgrade that allows him to load games from an SD card. Loading a game off an SD card has been done before, but [kgsws] decided to not to use a cartridge-based device. In the end, he threw out all the stops and finished his project by having the Game Boy access an SD card directly.
[kgsws] his project trying to figure out how to put some GPIO pins on a game cartridge, but figured that this would take too much hardware. After looking at the specs of the link port, he realized that it was the wrong polarity. Not to be deterred, [kgsws] realized that there was something like a general-purpose I/O on the Game Boy – the joypad input.
http://hackaday.com/2011/07/02/game-...rd/#more-47774
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July 4th, 2011, 00:00 Posted By: wraggster
News via http://gbatemp.net/t299254-chronoclon-v0-3
jubei867 has updated Chronoclon, the DS remake of the PC puzzle/platformer called Chrontron, to version 0.3. The game features a robot that must use a time machine to interact with past versions of itself to solve various conundrums. There are two versions of the download, intended for compatibility with more flashcards. Join in on the on-going discussion linked below for more information about this work in progress homebrew.
QUOTE(Change Log 06/28/11)
•added wifi functionality (share/rate custom maps, submit highscores)
•added an intro
•changed & added some level-backgrounds
•removed language selection
•bugfix: moonwalking chrono
•bugfix: gaining height on catapult
•some menu layout/gfx changes
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July 4th, 2011, 00:05 Posted By: wraggster
News via http://gbatemp.net/t299609-nmm-for-wii-released
Crediar released a new Wii tool that allows you to use a regular SD card to save your GameCube Games. The applied patch will only work in GameCube mode. Currently, only SNEEK is directly supported. Those who wish to use this on their real NAND will need to manually create a MIOS WAD file from the provided .app file.
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July 4th, 2011, 00:07 Posted By: wraggster
News via http://gbatemp.net/t299841-nesds-v0-53b
nesDS, the Nintendo console emulator for DS by huiminghao, has been updated to version 0.53b. See the change log for what's new in this release, and for more information about this project, join the on-going discussion linked below.
QUOTE(Change Log 07/02/11)
•Mapper1 updated.
•Auto-fire adjusting added.
•Swap-Screens disabled if LIGHTGUN active.
•sprite0y for SP-pertile fixed.
•Careful to use Swap-Screens, which may shutdown DS
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July 4th, 2011, 00:09 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
During this past week I haven't worked much on DSx86 or DS2x86. The two main reasons for that were the broken NAS server machine, and the heat wave we have been having. The broken NAS server meant that I had to spend some time building and setting up the new machine, and the heat wave in turn makes me want to do other things besides programming. :-)
I got the parts for the new NAS server on Friday, and I got the machine running on the Friday evening. Somewhat surprisingly, everything worked on the first try! I did not have to do much troubleshooting, which usually always happens when building a new PC. All of Saturday then went to configuring and setting up the machine, as I also added a new disk so that I now have two RAID arrays on it. Today I have been moving various files around on the disks, so that each partition has some free space for future needs.
The weather is supposed to be getting somewhat cooler for the next week, so I plan to continue working on DSx86 and DS2x86 then. My summer vacation begins tomorrow, so I should have more time to work on my projects in the next four weeks. I usually come up with some additional projects during my summer vacation, so I might not spend all my time working on my emulators.
Pretty much the only thing for DSx86 that I have done during the past week is downloading a few more misbehaving games, and doing some preliminary tests with them. I have not yet figured out how I could fix the audio problems in DS2x86, so I will probably work on the misbehaving games until I get some fresh ideas.
That's it for this short situation report, hopefully next weekend I have something more relevant to report!
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July 4th, 2011, 00:11 Posted By: wraggster
A 4th Gen Pokémon Encyclopedia for your pocket
Quote
Status update from Saviorkross:
Back to work once more. The data portion of the skills and locations is put in. Now I just need to do the graphical side of it; such as it appearing on the map. With luck, the rest is just a matter of programming simple things and making everything aesthetically appealing.
http://www.ds-scene.net/?s=viewtopic&nid=11023
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July 4th, 2011, 17:02 Posted By: wraggster
Says it's unlikely to utilise save system again in future titles
Publisher Capcom has said that the controversial save system used in 3DS title Resident Evil: The Mercenaries is unlikely to be incorporated into other titles.
The furore reached its peak last week when retailers said they wouldn't be accepting traded-in copies of the game.
This is due to Capcom's decision to limit the game to one one-cartridge save that cannot be wiped by the user. As a consequence, any consumer buying a pre-owned copy will find the previous owner's progress on the cart.
"It's fair to say there was never quite the malicious intent the conspiracy theorists out there would have you believe," Capcom's US boss Christian Svensson told the Capcom Unity blog, as transcribed by Eurogamer.
"It's also fair to say in light of the controversy it's generated I don't think you're going to see something like this happening again."
Capcom has denied that the save system was in any way designed to limit the potentially commercially damaging affect of pre-owned games.
Interestingly, Mercenaries is not the first 3DS game to utilise the system. Sega's 3DS launch title Super Monkey Ball did, though it received more or less zero fanfare for the decision.
http://www.mcvuk.com/news/45188/Capc...es-controversy
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July 4th, 2011, 17:19 Posted By: wraggster
Fortified Zone heads this Thursday's Nintendo eShop update.
The Jaleco-developed top-down shoot 'em up launched on Game Boy in 1991. On Nintendo 3DS it costs €3.
It joins classic Nintendo game QIX (€3) on the 3DS Virtual Console service.
Meanwhile, DSiWare game Dragon's Lair II: Time Warp (€8/800 Nintendo DSi Points) and Puzzle Fever (€5/500 Nintendo DSi Points) launch on the eShop for 3DS and DSi.
This week's headline WiiWare game is Anima Ark of Sinners. Grab it from the Wii Shop Channel for 1000 Wii Points.
http://www.eurogamer.net/articles/20...pdate-7th-july
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July 4th, 2011, 18:48 Posted By: wraggster
The Gamecube and Wii Emulator for Windows has seen yet another beta release, heres whats new:
Changelog for 7668
VideoCommon: Always update pixel shader constants when tevregs change
This time, it doesn't break the games i tested, and still fixes
Metroid Prime 3 texts/colors.
http://www.dolphin-emulator.com/
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July 4th, 2011, 18:59 Posted By: wraggster
News via http://www.aep-emu.de/
GameBoy-Online is a Game Boy emulator which runs in the browser as a HTML5/JavaScript application. It is written by Grant Galitz and open source.
Quote:
Fixing a regression.
Small optimization.
Some cleanup, plus edited out the unneeded portion of the GBC boot ROM array. Split the ROM loading into two parts: the ROM binary decoding + ROM memory mapping and the cartridge specialization.
Changing some division ops to bit shift for optimization.
Reordering some statements for most likely to be evaluated first.
Palette storage system updated from a one dimensional array system to a two dimensional one where appplicable (Done for less recomputing of the offsets of the palette indices.).
Pre-setting the bitmask flags onto the palettes themselves instead of adding them in the render path directly.
Blocking unnecessary computations on sprite sub-palette 0 changes.
Reverting the palette storage change.
http://www.grantgalitz.org/gameboy/
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July 4th, 2011, 19:02 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
benito356 offers version 0.6.4.0 of " Tinke ", de-compiler for the Nintendo DS. Specifically, with this handy utility, you select one. Kts and the program gives you information about its content to view and extract some files nintendo (narc / NCGR / NCLR /...) which may be contained in the game
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July 4th, 2011, 23:24 Posted By: wraggster
News via http://www.emucr.com/
SaveGame Manager GX SVN r108 is released. SaveGame Manager GX is a SaveGame & Mii Manager for the Wii with GUI based on LibWiiGui by Tantric,
Features:
SDHC and USB2 support
Protected save support
Mii Support
Multilanguage support with Custom Font
WiiTDB support
Display information about savegames/miis in a special windows
Extract, Install, Delete, Copy, Move fonctions are available
Online AutoUpdate
Widesreen support
ScreenSaver
SaveGame Manager GX SVN Changelog:
r108
* Added ScreenShot (hold Nunchuk button Z and press C)
* Added some strings replacement for clean chanlog text
* Added Language files update settings (you can now update meta, icon, wiitdb,
lang without a new rev available)
* Added SDReload Button on MainWindow
* Fixed Titlte Launcher startup code dump ( Issue 114 )(thx pplucky for tests)
* Fixed infinite loop when updating icon ( Issue 118 )
* Fixed MoveSave and CopySave fonctions
* Changed WiiTDB settings menu by Features menu
* Changed some images position in ProgressWindow
Forwarder:
* Added comments line detection in meta.xml
* Sources Clean
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July 4th, 2011, 23:28 Posted By: wraggster
News via http://www.emucr.com/
DeSmuME SVN r4050 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4050
- pseudorandomize LCD/PAL/ITCM/DTCM/MAINMEM for homebrew (previously just pal and LCD was pseuodorandomized)
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July 4th, 2011, 23:30 Posted By: wraggster
News via http://www.emucr.com/
DMGEMU SVN r6 is released. DMGEMU is a original "black-and-white" GameBoy (DMG-01) emulator. It supports variety of mappers, boot from internal ROM and has nice-looking LCD effect. Compatibility is pretty high.
It is very portable with minimal code modifications and can be used for educational purposes.
Controls in Windows:
Arrows = Arrows %)
A - SELECT
S - START
Z - B
X - A
Enter - press all buttons at once (to do game save or reset etc.)
Escape - exit emulator
F8 - Switch frame limiter on/off
F9 - Switch LCD effect on/off
F12 - Turn sound on/off (maybe buggy)
DMGEMU SVN Changelog:
r1
Initial directory structure.
r6
small changes
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July 4th, 2011, 23:32 Posted By: wraggster
News via http://www.emucr.com/
puNES v0.22 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, but the sound is not yet available. It uses the SDL libraries and it works on both Linux and Windows.
In the future I will use this post to announce new releases and changes.
puNES is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run. Uncompress the zip/tar file in a subdirectory. Run it with the name of the rom as the first argument (or, in Windows, if you don't want use the commandline, drag the rom on the icon of the emu).
P.s. doesn't support zipped rom yet
Current version : 0.22
Changelog:
0.22
Implemented all illegal opcode.
Rewrite from scratch MMC3 emulation and now really work with every rom that I've tested (for two weeks I've tryed all 5118 MMC3 GoodNES roms including Blargg mmc3 test) except for few bootleg and some chinese roms (why??).
Implemented fix for young indiana jones chronicles (thx James).
0.21
Correct some bugs in the MMC3 (NTSC and PAL) and now
all the roms that I'have tried works well.
0.20
Implemented illegal opcode 0x80 for the "Beauty and the Beast (E) [!].nes" rom
0.19
complete APU emulation.
This is my first attempt with sdl sound and perhaps there may be some bugs. For now, without the implementation of frameskip, the emulator has to work 100% for not having problems with sound skip and crackle.
Changed the structure of the code and now the emu takes less than 100Kb.
Correct many many many bugs.
0.18:
added AxROM (mapper 7) emulation.
0.17:
fixed another bug and now Incredible Crash Dummies run without problems.
0.16:
correct a couple of bugs in the mmc3 emulation.
0.15:
added MMC3 emulation.
0.14:
Correct a a bug in the controller routine (thanks Dwedit).
0.13:
Correct a little bug and now all cpu_interrupts_v2 test roms passed.
0.12:
Implemented reading of $2004 during the rendering.
(thx to Quietust for the info and for the read2004.nes test rom).
0.11:
I worked hard on the CPU and PPU emulation and now many
of test roms worked perfectly (thanks blargg).
Added OpenGL support.
Implemented APU Frame Interrupt (only this for now).
Many bugs are gone.
Mappers supported : 0, MMC1, UNROM, CNROM, MMC3, AxROM.
Sound : Implemented.
keyboard:
arrow keys = left, right, up, down
a = button A
s = button B
z = Select
x = Start
1 = 1x
2 = 2x
3 = 3x
4 = 4x
5 = no filters
6 = scale2x
7 = ntsc (press more time to switch between composite, svideo, rgb, monochrome)
. and , = switch between PAL palette, NTSC palette and Sony CXA2025AS US decoder, monochrome and greenchrome.
f = toggle fullscreen
o = switch between opengl and software rendering
p = toggle stretch in fullscreen
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July 4th, 2011, 23:37 Posted By: wraggster
News via http://www.emucr.com/
Fceux SVN r2211 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2211
try fixing lua drawing alpha blending stuff
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July 5th, 2011, 22:38 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime has said third party publishers are best positioned to explain Wii U's online experience.
"We've said that the Wii U will have an extremely robust online experience," the executive told Forbes. "There will be other publishers talking about that as well, and from our perspective, we think it's much more compelling for that information to come from the publishers than to come from us."
Online gameplay will seemingly be driven by third party publishers running their own networks for their games.
"We've seen what our competitors have done, and we've acknowledged that we need to do more online," Fils-Aime added. "For Wii... what we're doing is creating a much more flexible system that will allow the best approaches by independent publishers to come to bear.
"So instead of a situation where a publisher has their own network and wants that to be the predominant platform, and having arguments with platform holders, we're going to welcome that. We're going to welcome that from the best and the brightest of the third party publishers."
Leaving it up to the publishers to handle online duties rather than having a strict overarching online service like Xbox Live will likely have benefits and drawbacks.
Theoretically, it'll mean lower restrictions on publishers releasing free content and generous patches for their games, but it could also mean features like friend lists and cross-game chat only work on individual publishers' networks, rather than across Wii U's software library.
Activision boss Bobby Kotick said last week that Wii U will support "deep rich multiplayer games".
http://www.computerandvideogames.com...VG-General-RSS
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July 6th, 2011, 21:34 Posted By: wraggster
Try as you might to maintain your nonchalant demeanor, we know you're fired up about the potential of the Wii U. Well, we won't spill your secrets, but we thought you might like to know that Reggie Fils-Aime, the president of Nintendo of America, recently sat down with David M. Ewalt at Forbes to talk about the company's upcoming console. You'll find the full interview at the source but here are a few of the more interesting tidbits. As you may have guessed, the original Wii won't be disappearing immediately. The two will be sold side by side in stores for at least a little while. Interestingly, while we already knew that games will be playable entirely on the controller, turns out there is nothing technically stopping the console from streaming other media to the portable screen -- including content from your Netflix account. Sadly, you'll be waiting till at least Q2 of 2012 to pick one up -- as Fils-Aime revealed, the next-gen gaming device won't launch until "after April 1st."
http://www.engadget.com/2011/07/05/w...o-to-controll/
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July 7th, 2011, 20:45 Posted By: wraggster
Watch out, Mario, the Lawyer Bros. are after you again. This time it's Tomita Technologies and the patent in question is number 7,417,664, "Stereoscopic Image Picking Up and Display System Based Upon Optical Axes Cross-Point Information." As you might have guessed, the case has to do with 3DS and its use of a parallax barrier 3D screen, something the Tomita's 2008 patent (applied for in 2003) certainly describes, in addition to a stereoscopic capture device, a position-tracking system, and lots of other accoutrement. The case was filed on June 22nd and there's not much for us to do now but wait to see whether this plucky plumber can jump his way into dismissal like he has again and again.
http://www.engadget.com/2011/07/07/n...al-tomita-pat/
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July 7th, 2011, 20:50 Posted By: wraggster
Gearbox's Brian Martel has described the Wii U as a "really cool stop gap," and how he hopes to integrate its tablet controller into the development of Aliens: Colonial Marines.
"We think it's going to be a really cool stop-gap in between this generation and the next generation," the Gearbox co founder told IGN.
"We think it's really smart of Nintendo, and the fact that as a platform it's a lot more capable for hardcore first-person shooter-style gaming – for us that's fantastic."
He admitted that Gearbox was still figuring out the console's technical specifications, but said that Colonial Marines is already running on the machine, with "textures at a resolution that you haven't seen on [the current] generation."
Martel said he was most excited about the new tablet controller that streams video and information from the console.
"So the obvious thing for us is that we can do the motion tracker, or the sentry gun information – all that kind of stuff. That stuff is really sexy for us. Getting the information off the screen and onto this device is a fantastic idea, right? So can we have a HUD-less environment? Yeah, probably. That would be fantastic, right?"
Aliens: Colonial Marines was officially announced in February 2008, and has been in development since 2006.
Last week Gearbox CEO Randy Pitchford discussed another major science fiction franchise, Bladerunner, revealing that while the property was on Gearbox's list of dream projects, it would have ruined the company.
http://www.gamesindustry.biz/article...op-gap-console
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July 7th, 2011, 23:23 Posted By: wraggster
Nintendo president Saturo Iwata has said that his company's upcoming Wii U console will be 3D-enabled – though don't get your hopes up for much in the way of first party support.
Speaking to Mercury News, the exec confirmed: "If you are going to connect Wii U with a home TV capable of displaying 3D images, technologically, yes, it is going to be possible, but that's not the area we are focusing on.
"When it comes to the home console, it depends upon the availability of 3D TV sets at home, which, unfortunately, is not expanding enough. And rather than pouring a lot of energy into that kind of area, with the Wii U we'd like to focus more on each Wii U owner being able to have an equal opportunity to enjoy it."
Nintendo, of course, isn't alone in its lack of enthusiasm for the subject.
While Sony remains very much the forerunner in home console 3D gaming – and of course has its own 2D Bravia TV business – Microsoft has constantly questioned consumer appetite for 3D.
Wider questions about the appeal of the technology have been asked, too. A recent report doubted 3D's ability to become a key selling point for new TV sets while investors in America have lost faith 3D's ability to pull in the punters at cinemas.
http://adf.ly/222v4
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July 10th, 2011, 21:23 Posted By: wraggster
BoltThrower v0.59 released by Titmouse
Version 0.59 of Bolt Thrower is now released Looks like 0.58 was not easy to complete a mission as the enemies spore mines were hard to spot on the radar (tiny flashing red dots), so I’ve added radar pings over the spores - see change list for more information
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress & hopefully a new version will be release once every 2 to 4 weeks. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code.
http://wiibrew.org/wiki/BoltThrower
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July 10th, 2011, 21:41 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
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July 10th, 2011, 22:18 Posted By: wraggster
via http://gbatemp.net/t300579-nesds-v0-54a
nesDS, the Nintendo console emulator for DS by huiminghao, has been updated to version 0.54a. See the change log for what's new in this release, and for more information about this project, join the on-going discussion linked below.
QUOTE(Change Log 07/02/11)
•Big nose freak out update.
•mapper225 226 227 229 230 231 255 added.
•Sound enhanced.
•Raw PCM update, nearly perfect.
•sprite0y update.
•nifi update.
NOTE: unstable with devkitARM r33, using r32 instead.
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July 10th, 2011, 22:23 Posted By: wraggster
Via http://gbatemp.net/t300757-project-l...-engine-ds-dsi
t377y000 has updated both his work-in-progress 3D games, Project: Legends DS-DSi, and Sandbox Engine DS-DSi. Check out the release notes for what's new, and for the full story about these homebrews, be sure to join the on-going discussion linked below.
QUOTE(Release Notes 07/09/11)
I'm testing something different out & wondering if you guys can give me a thumbs up or thumbs down on these roms.
the DKP stands for Devkit Pro, the other versions I used Nitro Engine for dev, but these versions I'm using straight Devkit Pro/OpenGL. & MaxMod for sound.
The reason I'm looking into moving from nitro engine to just straight devkit pro is because nitro engine is starting to seem limited, no sound & devkit pro also seems more open.
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July 10th, 2011, 22:31 Posted By: wraggster
News via http://gbatemp.net/t300773-dspack-v1-9
Copper has updated DSPack to version 1.91. This update has been compiled with LibNDS v1.5.1+ and DevKitARM vR34. Additionally this update features new game support including Frogger, Amidar, Crazy Kong, Digdug, Super Qix. Be sure to check the project post page for a full list of supported ROMs by their MAME name.
Change log (v1.91):
* Bugs fixed (thanks Another World)
* New roms perestro & perestrof support added (Warning mature content)
QUOTE(Change Log)
•Compiled with libnds libnds 1.5.1+ & devkitarm R34
•News machines added (Frogger, Amidar, Crazy Kong, Digdug, Super Qix, ...)
•Alphabetically sorted listing
Newly Supported Files
(show)
(hide)
CODE600 600 turtles
Ameisenbaer (German) anteaterg anteater
Amidar amidar
Amidar (bootleg) amidarb amidar
Amidar (Olympia) amidaro amidar
Amidar (Stern Electronics) amidaru amidar
Amigo amigo amidar
Anteater anteater
Bagman bagman
Bagman (Stern Electronics, set 1) bagmans bagman
Bagman (Stern Electronics, set 2) bagmans2 bagman
Big Kong bigkong ckong
Buccaneer bucaner puckman
Crazy Kong ckong
Crazy Kong (Alca bootleg) ckongalc ckong
Crazy Kong (Orca bootleg) ckongo ckong
Crazy Kong Part II (alternative levels) ckongpt2b ckongpt2
Crazy Kong Part II (Japan) ckongpt2j ckongpt2
Crazy Kong Part II (Jeutel bootleg) ckongpt2jeu ckongpt2
Crazy Kong Part II (set 1) ckongpt2
Crazy Kong Part II (set 2) ckongpt2a ckongpt2
Dig Dug (Atari, rev 1) digdugat1 digdug
Dig Dug (Atari, rev 2) digdugat digdug
Dig Dug (rev 1) digdug1 digdug
Dig Dug (rev 2) digdug
Dig Dug (manufactured by Sidam) digsid digdug
Eyes (Zaccaria) eyeszac eyes
Frog froggers frogger
Frog (Falcon bootleg) frogf frogger
Frog (Galaxian hardware) frogg frogger
Frogger frogger
Frogger (Moon Cresta hardware) froggermc frogger
Frogger (Sega set 1) froggers1 frogger
Frogger (Sega set 2) froggers2 frogger
Le Bagnard (set 1) bagnard bagman
Le Bagnard (set 2) bagnarda bagman
Monkey Donkey monkeyd ckong
Pac-Man (Galaxian hardware, set 1) pacmanbl puckman
Pac-Man (Galaxian hardware, set 2) pacmanbla puckman
Super Bagman sbagman
Super Bagman (Stern Electronics) sbagmans sbagman
Super Qix (bootleg set 2) sqixb2 sqix
The Anteater (UK) anteateruk anteater
Turpin turpin turtles
Turtles turtles
Zig Zag (Dig Dug hardware) dzigzag digdug
Zig Zag (Galaxian hardware, set 1) zigzag
Zig Zag (Galaxian hardware, set 2) zigzag2 zigzag
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July 11th, 2011, 19:05 Posted By: wraggster
Nintendo’s 3DS handheld has been held back by a lack of quality launch titles, Nintendo’s president Saturo Iwata has admitted.
GameSpot reports that Iwata also told investors that it is going to be problematic, once the idea has taken seed, to dispel the belief that the handheld is underperforming on the market.
"We also must reflect on the fact that we were not able to launch Nintendo 3DS at a time when a sufficient number of strong software titles were ready," Iwata stated.
“In order to avoid the same thing from happening to the Wii U, we are considering details, such as what software is suitable for the launch, more carefully than ever before."
Recent weeks have finally seen the release of some triple-A 3DS titles, namely Nintendo’s own The Legend of Zelda: Ocarina of Time and Capcom’s Resident Evil: The Mercenaries.
http://www.mcvuk.com/news/read/iwata...oo-weak/082202
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July 11th, 2011, 19:25 Posted By: wraggster
Epic's Cliff Bleszinski will definitely be in line for a Nintendo Wii U when it comes to release and, if you ask him, so will Nintendo sceptics.
The Gears of War designer told Industry Gamers over the weekend that naysayers surrounding the new Nintendo machine need to recognise patterns in history.
"From what I've seen, it looks pretty cool," he said. "It seems like you can stream your game from your television directly to your [tablet] controller, so if you have irritable bowel syndrome, or a small bladder, you can still play it in the toilet.
"That's great. But, you know, from what people are saying online, they're like, 'Oh, it's just a DreamCast, whatever.' But it's like, 'Dude, what's old is new sometimes.'"
"The Power Glove [back on NES] led to the Wii," he pointed out. "The Virtual Boy led to the 3DS, right? A lot of these older technologies that you forget about are [the technological predecessors]. The Kinect is a sophisticated webcam, right?
"So I'm just dying to see it. It's Nintendo. I'll buy it. I know I'll buy it. They'll talk sh*t but they'll buy it," he added, referring to the sceptical gamers on message boards, according to Industry Gamers.
Epic is yet to make its official plans, if any, on the Wii U known, although, at GDC this year, Mark Rein famously said, "the second Nintendo releases a piece of hardware that can run our engine well, we'll be on it like water on fish."
http://www.computerandvideogames.com...ay-bleszinski/
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July 11th, 2011, 22:00 Posted By: wraggster
Nintendo has today delivered news that the anticipated 3DS video download service will go live for Europe on July 13 - and then mysteriously pulled it.
There are headlines for the press release on our RSS feed and even still on the official site's news headline ticker, but clicking through to it (at the time of writing) just kicks out a 404 error.
Regardless, July 13 - this Wednesday - is the day UK and Euro 3DS owners will be able to download the Nintendo Video application from the eShop where they'll find region-specific video content (which we believe you can have your 3DS download automatically, but you can't keep it permanently). That is, of course, if the now-pulled press release was accurate.
There's currently no word on when the service will launch in US although we expect it will be soon.
http://www.computerandvideogames.com...ed-for-europe/
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July 12th, 2011, 23:25 Posted By: wraggster
Only Europe and Japan have been mentioned in Nintendo's confirmation of a new 3DS video service launching tomorrow. But don't worry, US people; Nintendo has plans for you too.
A Nintendo of America rep has confirmed that portable gamers West of the Atlantic will be watching 3D videos before the leaves fall this year.
"Nintendo's short-form video service that delivers special video content for Nintendo 3DS systems will launch in North America later this summer," NOA has confirmed.
It went on to cease the opportunity to remind US 3DS owners of the impending release of Netflix on the portable. "In addition, Netflix members who have an unlimited plan starting at $7.99 a month and access to a broadband wireless Internet connection will soon be able to download a free Netflix application that allows them to watch movies and TV shows on their Nintendo 3DS systems at no extra charge."
http://www.computerandvideogames.com...ed-for-summer/
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July 12th, 2011, 23:36 Posted By: wraggster
Despite Ken Levine appearing in Wii U showcase footage at E3, and the BioShock boss exclaiming that the new console sounds "pretty f***ing cool," there are no plans for an Irrational-developed game on Nintendo's new machine.
"I'm not saying it can't happen," Levine told IGN. "But we have no plans to do any games for that platform."
The Irrational boss went on to reiterate his enthusiasm for the potential of the Wii U along with the Vita, which will be getting an original BioShock game.
"There are some things, as a core gamer, as a guy who likes lying in bed playing... I've always had to sacrifice that core gaming experience when I lie in bed playing games. We're now getting to a place with Vita and what Nintendo's doing where that's not necessarily going to be the case, where you can play full-on hardcore games in bed with the lights out while your wife's asleep.
"I like that a lot. That means a lot to me. On the airplane? That means a lot to me as a core gamer, that you've got two sticks," he continued.
"That's so important to me. The fact that the Wii U has got two sticks... I feel it's like... It's a great year for the core coming back and saying, okay, have your touch screens, have your motion control, we'll try to make that work, and if you can pull that off it'll be really good.
"But I want to have my cake and eat it too. I think these experiences are starting to allow that to happen. I love my iPad, but I mostly work on it, I don't play a lot of games on it, because I'm not into that style or form factor, that three-minute experience."
http://www.computerandvideogames.com...-wii-u-levine/
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July 13th, 2011, 10:59 Posted By: wraggster
Nintendo has admitted there are problems remaking old games in stereoscopic 3D.
Designers got stuck adding the extra dimension when they found out that it altered gameplay. Nintendo's Takao Nakano, leader of the 3D Classics remakes, told Satoru Iwata that large portions of game code had to be completely re-written.
"In the original version, the game unfolds on a flat surface," Nakano explained, talking of upcoming re-release Xevious. But in the new version, the player's ship Solvalou is seen to be floating in mid-air.
"If the bomb suddenly appears - zhing! - at the same altitude as Solvalou... We were like, 'Huh? Something doesn't feel right!' Everything was off!
"The actual game was made in 2D, so the bombs strike Solvalou the moment they're fired. But for the Nintendo 3DS system, we had to create an interval between when they are fired and when they strike. There were all kinds of discrepancies like that," Nakano explained.
The projects already take "20 times the work" of a simple port, Nakano revealed - but the remake plans were once even more elaborate.
"At first, since it was new hardware, we tried making the graphics richer, but that didn't impress much," Nakano said. So he, Iwata and Miyamoto decided to leave the vintage visuals alone.
Also culled was a 3D Classics version of NES Tennis. It fell foul of court perspective problems and programming issues after changing collision detection for the ball and racket into 3D. "It took as much work as making a tennis game from scratch," Nakano elaborated.
Despite these problems, four unannounced 3D Classics games are still in the works.
Xevious joins existing 3D Classics title Excitebike for download in Europe this month.
http://www.eurogamer.net/articles/20...s-dev-problems
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July 13th, 2011, 11:10 Posted By: wraggster
If you haven't spent all your money on charity gaming marathons yet, another opportunity for you to throw money at human suffering is coming up -- and this time, it's a test of both endurance and gluttony.
Starting on July 15, Pro3Studios will embark on a 72-hour marathon, in which it will attempt to catch all the Pokémon species in Pokémon FireRed, Emerald, Diamond, Pearl, HeartGold, SoulSilver, Black, and White -- simultaneously. The gameplay will be streamed on a 3x3 grid, allowing you to watch it all happen in real time.
As this is going on, the group will accept donations through PayPal for the Children's Miracle Network. Those donations will allow viewers the privilege of naming some Pokémon and specifying a song for one of the players to sing on air -- and also, you know, help children.
http://www.joystiq.com/2011/07/11/po...the-same-time/
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July 14th, 2011, 01:03 Posted By: wraggster
News via http://gbatemp.net/t301193-dspack-v1-93
Copper has updated DSPack to version 1.93. Please see the change log for more information about this update. For a list of supported ROM files (from 1.8 to 1.93) see the project post, linked below.
QUOTE(Change Log)
•mspacman / mspacmat / mspacmnf fixed (thanks Rayder)
•scroll in abscam fixed (thanks Rayder)
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July 14th, 2011, 01:08 Posted By: wraggster
News via http://gbatemp.net/t301025-savegame-manager-gx-r108
The Save Game/Mii Installer and Extractor has been updated to revision 108 by dj_skual. This update adds a screenshot feature and fixes some bugs. See the full 'ChangeLog' below for more information.
QUOTE(ChangeLog)
•Added ScreenShot (hold Nunchuk button Z and press C)
•Added some strings replacement for clean chanlog text
•Added Language files update settings (you can now update meta, icon, wiitdb, lang without a new rev available)
•Added SDReload Button on MainWindow
•Fixed Titlte Launcher startup code dump ( Issue 114 )(thx pplucky for tests)
•Fixed infinite loop when updating icon ( Issue 118 )
•Fixed MoveSave and CopySave fonctions
•Changed WiiTDB settings menu by Features menu
•Changed some images position in ProgressWindow
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July 14th, 2011, 01:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d82b102479f2ae
Buck_7 offers " Zelda Instruments 'utility to play on your Nintendo DS the ocarina , the harp and with the crank box of this famous series of Zelda.
Hello All ... This Is not Perfect - It's just for fun I made Some instruments from a Zelda game to play on your DS! Bad sound quality> _ <
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July 14th, 2011, 01:21 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d82b102479f2ae
Smealum embarked on the adaptation of the famous 3D Minecraft for the Nintendo DS, " DS Minecraft ". The adaptation is in its infancy, but a PoC (Proof of concept) is online.
What's done so far?
Basically What I Have Right Now Is A basic version of Classic with no saving capabilities; That means:
- Ability to add and remove blocks
- basic terrain generation
- map streaming from file, Meaning really big maps Can Be used ( 1024x1024 maps are fully playable) ... and that's pretty much it at the moment. Of course There 's other basic stuff like that's Been Implemented collisions, purpose that's not much of a feature now is it? What HAS yet to Be Done Tons of stuff. As I've Said Previously, my primary goal to get Here Is a basic but playable version of Minecraft Classic to run on the DS. However, this only Will Be The first milestone, as that's done ounces (if I ever do get it done tongue.gif) I'll be moving on to getting a basic working version of survival. I'm still not sure whether the DS Can really handle all at once That stuff, I'll try goal. smile.gif What I'm working on right now At the moment I'm Trying to Make an Actual level generator. The Field You Can See in the screenshots generated with TestCode Were All So They do not really what I'm going for Reflect. Basically What I'd like to get first DO IS mountains to look less like Aztec pyramids and find a way to generate cellar nicely. After That, the big thing I'll be doing IS saving add support. That's a tricky one as I'm now pretty sure writing data in real time Without Any Slowdown IS HAVING Almost impossible ... So yeah, still thinking about That. Doing a global save Every X Amount of time Would not Be really hard, I would not want it aims to get in the player's way, so I'm still thinking about it.
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July 14th, 2011, 01:25 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d82b102479f2ae
Nightfox offers a new beta version of " Mind Maze ", a compilation of puzzle game for the Nintendo DS that was coded in 2008 with the PAlib which later became obsolete, so he began to encode it with libnds and the Nightfox's Lib.
A little update of Mind Maze with the Following changes: - "Magnetic attraction" on the labytinth added. - Added "Zodiac" theme to peer game. - Added dead zone for all menus.
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July 14th, 2011, 01:29 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d82b102479f2ae
Update for July 2011 WinDS PRO , PC application including 3 multi-emulators for the Nintendo DS (No $ gba / DeSmuME / ideas) and one for the Game Boy Advance (VBA-M) and tools (customizable emulator / zoom / cheat / etc ...). Remember, completely uninstall the old version before installing the new.
WinDS PRO 2011.7 Changelog:
- Added DeSmuME svn 4058 (32 y 64 bits)
- Added in R4 Cheats DeSmuME
- Updated DeSmuME R4 Cheats & NO $ Zoomer
- Updated VBA-M svn 1016
- Simplified setup program
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July 14th, 2011, 22:18 Posted By: wraggster
Netflix streaming has made its way to the Nintendo 3DS.
Owners of the portable game player can now head over to the Nintendo eShop and download the streaming application for free. According to Nintendo, Netflix content can be viewed only on the 3DS' upper screen.
Netflix's launch on the 3DS comes at a difficult time for Nintendo's portable. The device, which allows users to play 3D games without the need for special glasses, hasn't been selling as well as Nintendo had hoped. During a financial results briefing in April, Nintendo chief Satoru Iwata acknowledged his company's troubles, saying that the 3DS sales pitch is difficult for consumers to understand.
"The value of 3D images without the need for special glasses is hard to be understood through the existing media," Iwata said. "However, we have found that people cannot feel it just by trying out a device, rather, some might even misestimate it when experiencing the images in an improper fashion. This makes it more important to give people more opportunities for appropriate experiences of glassless 3D images."
The addition of Netflix to the 3DS seems to be part of Iwata's strategy to bring more players into the mix. During the briefing, he said that his company would be doubling down on digital media to help attract "nonactive" users to the platform.
Even so, the real draw of the 3DS is 3D content. And so far, the content available in the Netflix app on the 3DS is only in 2D. Nintendo said today that "an additional library of select movies that can be viewed in 3D without the need for special glasses" is launching "soon."
In order to stream Netflix content to the 3DS, users will need to connect to the Web via Wi-Fi from the device. They must also have a Netflix streaming plan, starting at $7.99 per month.
Read more: http://news.cnet.com/8301-13506_3-20...#ixzz1S73ke0sb
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July 14th, 2011, 23:21 Posted By: wraggster
Nintendo has revealed that 1.5 million Wii owners use the Netflix movie service daily in the US.
The figure comes as the service launches on the 3DS handheld, allowing access to standard 2D content, with 3D movies promised "soon".
"The new Netflix application looks great, plays great and is a fantastic consumer experience," said Nintendo of America President Reggie Fils-Aime.
"It gives Nintendo 3DS owners access to an amazing wealth of movies and TV shows, which they can watch conveniently from thousands of free Wi-Fi access points across the country. Nintendo 3DS truly offers something for everyone."
Netflix streaming membership starts at $7.99 a month, although those with unlimited plans can instantly watch content on the handheld and other devices.
http://www.gamesindustry.biz/article...x-users-on-wii
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July 14th, 2011, 23:24 Posted By: wraggster
The Nintendo 3DS may be suffering from a slight lack of hot games at the moment, but thanks to a little update it is certainly not suffering from a lack of great movies and TV shows to watch. The Netflix addition that Nintendo promised us back in the summer is now up for download, and download is just what we did. If you're wondering just how Instant content looks on the small screen, click on through and find out.
http://www.engadget.com/2011/07/14/n...ands-on-video/
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July 15th, 2011, 22:19 Posted By: wraggster
Just Dance 2 is now the bestselling third party Wii game, according to publisher Ubisoft.
While exact Just Dance 2 sales figures weren't provided, the company said in a statement that the currently Wii exclusive franchise has sold 14 million units to date worldwide.
"Ubisoft is incredibly proud of the monumental success Just Dance 2 has had the past nine months," said US president Laurent Detoc (via Gamasutra). "The game's outstanding performance solidifies the Just Dance brand as a pop culture phenomenon."
Ubisoft launched Just Dance 2 Extra Songs for Wii in the UK today, and plans to take the franchise multiplatform with Just Dance 3 - which will support Kinect and Move - this October.
Just Dance 2 came in at No.10 on June's US sales chart.
http://www.computerandvideogames.com...-sales-record/
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July 16th, 2011, 21:33 Posted By: wraggster
News via http://wiibrew.org/wiki/Yabause_Wii
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date. You must not ask the Yabause Team about unofficial versions.
Change Log
Unofficial r2649 beta19 - Jul. 16, 2011
change directory structure from old "/SSROMS" directory to each subdirectories under "/yabause" directory
add new internal backup ram saving mode: save in each game
activate threading scsp2 using mutex
avoid freezing in some vdp1 commands
some minor fixes and changes
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July 17th, 2011, 22:41 Posted By: wraggster
via http://gbatemp.net/t301577-anotherworld-ds-v1-0
Alekmaul, a GBATemp 2011 Homebrew Bounty winner, has released Another World DS based on the New RAW game engine. New RAW is an Another World/Out of this world interpreter, based on the work of Gregory Montoir. The English DOS version game files are required for this engine; these files are copyrighted and can not be distributed with this release. Get involved with this project and report any bugs via the on-going discussion link below.
A special thanks to Alek, you made my dreams come true!
QUOTE(Required Files)
BANK*
MEMLIST.BIN
QUOTE(Controls)
•Direction pad : the joystick ... (up used to to jump & swim)
•A : allow you run/shoot with your gun
•B : used to to jump & swim (easiest than UP ^^)
•SELECT : allow to enter a code to jump at a specific level
•START : pause the game
•Touchscreen : exit the game
•R : Save game state
•L : Load game state
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July 17th, 2011, 22:53 Posted By: wraggster
via http://gbatemp.net/t301454-dspack-v1-94
Copper has updated DSPack to version 1.94. Please see the change log for more information about this update, and for a list of supported ROM files (from 1.8 to 1.94) check out the project's post linked below.
QUOTE(Change Log 07/14/11)
•"fruit bug" in mspacman and other clones fixed (bug was in Z80 emulator) (thanks Tanas & Rayder)
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July 17th, 2011, 22:57 Posted By: wraggster
via http://gbatemp.net/t301349-a5200-v1-6
A5200DS, the Atari 5200 emulator by alekmaul, has been updated to version 1.6. While this emulator is playable on regular flashcards, it has been coded specifically with the iEVO and DSi-Mode in mind and benefits from the faster CPU and increased RAM. The ATARI 5200 BIOS file (renamed to 5200.rom) is required, please do not ask us where to find it. See the change log for what's new in this release, and join the on-going discussion for more information.
QUOTE(Change Log 06/28/11)
•Add Analog management with icon on screen, just click on it to activate/deactivate
◦this will fix pb with lot's of games like breakout, missile command, and so on
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July 17th, 2011, 23:09 Posted By: wraggster
News via http://www.eurasia.nu/modules.php?na...ticle&sid=2822
source: marshallh @ newsletter / 64drive.retroactive.be] The 64drive release is nearing! It all started as a "what if"... if I could have anything for my N64, what would be it be? No restrictions on cost, no cheaping out on features. For once, a clean and polished product with good aesthetic sense. Tinkering with the N64 has been my foremost hobby for more than 5 years now. I love pretty much everything about it, not just the games but the system and its hardware. This has given me a unique opportunity to create something for N64 lovers using my accumulated knowledge and skill. The project itself is coming very near to a releasable state. I just released a video on YouTube a few days ago.
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July 17th, 2011, 23:11 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
For the past week I have been implementing FPU opcodes into DS2x86. I have been using X-COM UFO and Destruction Derby for testing the FPU opcodes. The current status is that both of those games seem to run the FPU parts fine, but then crash because of some probably unrelated issues. So, before I can continue with the FPU opcodes I think I need to fix those other issues first. For example, X-COM UFO now allows the rotation of the globe in the GEOSCAPE part, but when you select the home base location it begins to misbehave.
The FPU opcodes consist of 8 actual opcodes, 0xD8..0xDF, each of which has the modrm byte, so there are actually 8*256 FPU opcode variations. I have implemented the first group of 256 variations completely, and then various other opcodes partially. The rarer opcode variations are still missing. I have been using the DOSBox implementation, along with a good FPU reference called Simply FPU by Raymond Filiatreault, to handle the communication between the CPU and FPU. For the FPU internals, I have used the SoftFloat library together with DOSBox sources as a reference. I decided to call the GCC library functions for most of the more complex operations (like the actual arithmetic operations ADD, SUB, MUL, DIV, SQRT, etc), but I coded all the conversion routines between the floating point formats and between integer and floating point values myself in MIPS ASM. That should help with the speed somewhat, as calling the C routines is pretty slow. Another drawback of using the C library routines was that the ds2x86.plg file size increased quite dramatically, first by 150KB when adding atan() call, and by another 90KB when adding sin() call. The basic routines did not increase the file size, as they are probably used by the SDK already.
Anyways, the next step is to fix the other problems in X-COM UFO and Destruction Derby, so that I can continue using them for my FPU tests, and then implementing the remaining FPU opcodes. I have only implemented the FPU handling from protected mode for now, as all the games I know that need FPU are protected mode games. I suppose I need to eventually handle FPU calls from real mode as well.
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July 17th, 2011, 23:16 Posted By: wraggster
via http://www.aep-emu.de/
GameBoy-Online is a Game Boy emulator which runs in the browser as a HTML5/JavaScript application. It is written by Grant Galitz and open source.
Quote:
changed some debug wording. (very minor)
Removing an unneeded setting. Why did I double the buffer alloc specified for audio buffering?
XAudioJS update.
Fixing any buffer looping in web audio when no new data is being refreshed into it. Resampling algorithms are nasty, better recode them since some issues were identified that had to be hacked around.
Adjusting the buffer low edge setting.
doubling up buffering on stereo, because XAudioJS buffers by sample count, not frame count.
Flash support update in XAudioJS.
Some optimizing.
http://www.grantgalitz.org/gameboy/
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July 17th, 2011, 23:29 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Fantasix offers version 1.3.6 and 1.3.7 of " Lumikha "formerly called" LuaCraft "2D Minecraft adaptation for the Nintendo DS.
Thurs coded in lua, requires the latest version of the interpreter MicroLuaDS to operate.
Sunday, July 17, 2011 [24:58]:
- Added time management!
- The time has four phases: Day - Sunset - Night - Sunrise
- Addition of tree seedlings (Sapling). These are obtained by the destruction of tree leaves.
- The Sapling can be planted only on land or grass, and are removed if the block where it was planted was destroyed.
- The drives trees is influenced by time: A shoot must have been planted for at least a whole day in order to grow and can grow only during the day.
- When Sapling makes his attempt to shoot, it checks if there is enough room for the tree to grow. If this is not the case, expect a surprise Smile
- Clear improvement of the rendering of the background (also influenced by time)
- Fixed numerous appearances in the Inventory of BSoD / Cases / Ovens / craft table. Saturday July 16, 2011 [0:55]: - Added gold bullion (gold ores can be melted) - Modification of the image containing the blocks of the game: Best quality (128 colors), without changing the size taken in the VRAM - Change the look of the craft table - Added three blocks: the block of iron, gold block and the block of diamond. They can store more easily ingots / gems - some correction at some images Saturday, July 16, 2011 [0:02]: - Change the subject bar (the one displayed on the map), to avoid the problem up Canvas in place, and better stick with the game's graphics - Added chests! - Safes allow you to store up to 27 objects, and are saved when you exit the game Friday, July 15, 2011 [0:21]: - Reduction code - Added a menu - Add a management languages (English / French / German) basic. - Added the generator maps - the maps go into 64x64 - You can choose to load the map - Added Brightness in maps - Added minerals! - Added ovens (Furnaces), allowing you to melt your minerals, stones, etc ... ! (Currently, only iron and cobblestone to be placed in the top box) - The ovens need fuel to function (bottom box). Currently, there is the Coal. - kilns remain active when you walk on the map. - The ovens are paused when you exit the game and resume the service when you reconnect. - Added various functions to certain blocks, like block drop diamond does nothing if you break it with something else that draws iron or diamond. (The same goes for the stone, if you break it with anything other than a pick). - It is now possible to open a craft table / oven by double clicking. Wednesday, June 22, 2011 [7:09 p.m. ]: - Better management of the destruction of blocks (time / Tools) - When you are on a scale, you can control your movement up / down - Remove addMod function () - Added functions addLoopMod () and addEndMod ( ): detail in Section Mods
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July 17th, 2011, 23:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79f590fe5c10d9
tysong offers the beta version 1.2 of " iSmartLinux "iSmart linker plugin for MM, which can run Dingux on your Nintendo DS.
Change log (Vbeta 1.2 (Full package)): - Speed improvement Know issue: FAT Reported corruption has-been, so keep in mind this plugin Is Still a work in progress. Be sure to backup the content of your microSD iSmartLinux Before Trying the plugin.
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July 17th, 2011, 23:50 Posted By: wraggster
via http://www.emucr.com/2011/07/dolphin-svn-r7681.html
Dolphin SVN r7681 is released. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. SSSE3 and SSE4 optimized are enabled in this build.
Dolphin SVN changelog:
r7681
vs2010: build dsptool again
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July 17th, 2011, 23:52 Posted By: wraggster
via http://www.emucr.com/2011/07/mupen64plus-20110717.html
Mupen64Plus 20110717 is released. Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus 20110717 Changelog:
- Added speed limiter control variable in main.c
- added new M64CMD_CORE_STATE_SET core
- added new core parameter: M64CORE_SPEED_LIMITER along with get/set functionality
- updated FRONTEND_API_VERSION to 0x020001 for new m64p_command and m64p_core_param
- make the MainSpeedLimit variable a local instead of global, and add a modifier function
- allow front-end to set the speed limiter on/off prior to starting a rom
- merge
- Support core front-end API v2.0.1, and add --nospeedlimit option for benchmarking
- use X-Scale's PIF-CIC algorithm instead of the hard-coded challenge-response pairs
- added Jess Tech Colour Rumble controller from Bas Ammerlaan
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July 17th, 2011, 23:59 Posted By: wraggster
via http://www.emucr.com/2011/07/snes9x-...-20110704.html
Snes9x TestBuild 20110704 is released. Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan.
Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
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July 18th, 2011, 00:02 Posted By: wraggster
via http://www.emucr.com/2011/07/fceux-svn-r2215.html
Fceux SVN r2215 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2215
Add Button Count lua script written by Brandon Evans
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July 18th, 2011, 00:07 Posted By: wraggster
via http://www.emucr.com/2011/07/desmume-svn-r4060.html
DeSmuME SVN r4060 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4060
Update spanish language
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July 18th, 2011, 00:10 Posted By: wraggster
via http://www.emucr.com/2011/07/punes-v024.html
puNES v0.24 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, but the sound is not yet available. It uses the SDL libraries and it works on both Linux and Windows.
In the future I will use this post to announce new releases and changes.
puNES is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run. Uncompress the zip/tar file in a subdirectory. Run it with the name of the rom as the first argument (or, in Windows, if you don't want use the commandline, drag the rom on the icon of the emu).
P.s. doesn't support zipped rom yet
Current version : v0.24
Changelog:
0.24
Implemented emulation of mappers MMC2, MMC4, ColorDreams and Camerica.
Correct a little bug and now "Time Lord (U) [!].nes" work without glitches.
0.23
Implemented the save on file for the PRG Ram battery packed.
Rewrite MMC1 emulation and tested with all GoodNES MMC1 roms.
Now work without glitches the MMC3 chinese roms that in the previous version had problems (Aladdin 2 (Unl), Bing Kuang Ji Dan Zi - Flighty Chicken (Ch), Chu Han Zheng Ba - The War Between Chu & Han (Ch) an many others).
0.22
Implemented all illegal opcode.
Rewrite from scratch MMC3 emulation and now really work with every rom that I've tested (for two weeks I've tryed all 5118 MMC3 GoodNES roms including Blargg mmc3 test) except for few bootleg and some chinese roms (why??).
Implemented fix for young indiana jones chronicles (thx James).
0.21
Correct some bugs in the MMC3 (NTSC and PAL) and now
all the roms that I'have tried works well.
0.20
Implemented illegal opcode 0x80 for the "Beauty and the Beast (E) [!].nes" rom
0.19
complete APU emulation.
This is my first attempt with sdl sound and perhaps there may be some bugs. For now, without the implementation of frameskip, the emulator has to work 100% for not having problems with sound skip and crackle.
Changed the structure of the code and now the emu takes less than 100Kb.
Correct many many many bugs.
0.18:
added AxROM (mapper 7) emulation.
0.17:
fixed another bug and now Incredible Crash Dummies run without problems.
0.16:
correct a couple of bugs in the mmc3 emulation.
0.15:
added MMC3 emulation.
0.14:
Correct a a bug in the controller routine (thanks Dwedit).
0.13:
Correct a little bug and now all cpu_interrupts_v2 test roms passed.
0.12:
Implemented reading of $2004 during the rendering.
(thx to Quietust for the info and for the read2004.nes test rom).
0.11:
I worked hard on the CPU and PPU emulation and now many
of test roms worked perfectly (thanks blargg).
Added OpenGL support.
Implemented APU Frame Interrupt (only this for now).
Many bugs are gone.
Mappers supported : 0, MMC1, UNROM, CNROM, MMC3, AxROM.
Sound : Implemented.
keyboard:
arrow keys = left, right, up, down
a = button A
s = button B
z = Select
x = Start
1 = 1x
2 = 2x
3 = 3x
4 = 4x
5 = no filters
6 = scale2x
7 = ntsc (press more time to switch between composite, svideo, rgb, monochrome)
. and , = switch between PAL palette, NTSC palette and Sony CXA2025AS US decoder, monochrome and greenchrome.
f = toggle fullscreen
o = switch between opengl and software rendering
p = toggle stretch in fullscreen
r = something nice in opengl mode (use the mouse to rotate the cube)
http://dl.dropbox.com/u/21595068/punes.win32.zip
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July 18th, 2011, 00:13 Posted By: wraggster
via http://www.emucr.com/2011/07/project64k-v029.html
Project64k v0.29 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.29 Changelog:
Whats New?
- Uninstall Folder
- Tools Folder
- New Compressor
- Emu-Fix
Resets and auto-sets Directories for Project64k 0.29
- Plugin-Fix(Fast/Slow)
Sets all plugins to default
- Rom-Fix
All N64 Rom files are open by Project64k
- New Shortcuts
F12 for Stop Emulation
F11 for Start Emulation
Ctrl-F for Fullscreen
Download Via Comments ...
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July 18th, 2011, 17:06 Posted By: wraggster
To keep you from ever having to look at an actual comic at Comic-Con, another game company has announced its lineup of playable demos. You'll be able to play a great deal of Nintendo's recent and upcoming 3DS lineup, most of its Wii lineup ... and Dragon Quest Monsters Joker 2 on DS.
Nintendo will have both a normal booth at Comic-Con, #5135, and a "Nintendo Gaming Lounge" at the adjacent Marriott Marquis & Marina hotel. This "Gaming Lounge" will feature playable demos of Super Mario, Kid Icarus Uprising, Mario Kart, Metal Gear Solid Snake Eater 3D, Shinobi, and more 3DS games. In addition, you'll be able to try The Legend of Zelda: Skyward Sword, Rhythm Heaven, Fortune Street, and more on Wii.
Bring your DS and/or 3DS when you go. From 4-6 pm on July 21, Nintendo will host a Pokémon Black/White meetup. The Lounge will also have a giant Pokédex 3D AR marker of Reshiram for you to take commemorative pictures with, and a "gallery" of oversized AR Cards. There will even be downloadable maps for Dragon Quest IX!
http://www.joystiq.com/2011/07/18/ni...lda-rhythm-he/
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July 18th, 2011, 19:36 Posted By: wraggster
Nintendo's released new digital titles for the 3DS and DSi. Here's what the latest batch of content includes...
This week's highlights are classic top-down shooter Xevious, which has been given a 3D makeover for Nintendo's latest handheld, and Game & Watch Gallery which features four very old games in one pack.
Here's the full list.
3D Classics Xevious - Nintendo 3DS, €3
99Bullets - Nintendo 3DS, Nintendo DSi, €5 (500 Nintendo Points)
AfterZoom - Nintendo 3DS, Nintendo DSi, €5 (500 Nintendo Points)
Jagged Alliance - Nintendo 3DS, Nintendo DSi, €5 (500 Nintendo Points)
Last week's update included Laserdisc title Dragon's Lair II: Time Warp.
http://www.computerandvideogames.com...vious-goes-3d/
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July 18th, 2011, 19:39 Posted By: wraggster
US Lovefilm rival Netflix is hitting the UK early next year, according to a new report.
Variety claims Netflix will hit the UK and Spain in the first quarter of 2012 - so some time between January and March.
In the US Netflix subscribers can rent DVD and Blu-ray movies by mail, but given that's a US-only option, it may be that in the UK we'll only be able to stream.
If Netflix does launch in the UK, will it do so on a video game console?
In the US Netflix is available on the Nintendo 3DS, PlayStation 3, Wii and Xbox 360. In the UK, the PlayStation 3 has Lovefilm and the BBC iPlayer, the Xbox 360 has Sky Go (formerly the Sky Player) and the Wii has the BBC iPlayer.
http://www.eurogamer.net/articles/20...arly-next-year
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July 19th, 2011, 01:40 Posted By: wraggster
Recently many of the online shops who stock the DS/DSi/3DS Flash Carts have gone out of buisness, but luckily a new shop called CoolGadgetsGifts has opened which stocks most of the best brands that we use for homebrew on our DS Consoles.
Including these
Acekard 2i
R4 DS
R4 SDHC
R4i Gold 3DS
R4iDSN 3DS
R4i SDHC 3DS
DSTT / DSTT i
iSmartDS Premium
R4i SDHC V1.4.2
M3i zero
iEDGE
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July 19th, 2011, 12:30 Posted By: wraggster
Capcom has cancelled development of its Nintendo 3DS Mega Man game.
Mega Man Legends 3, announced in September last year, was cancelled because it failed to meet "the required criteria", Capcom said.
In a FAQ on Capcom Unity, Capcom said it has no plans to restart the project in the future.
Nor will the Prototype version of the game, intended as a Nintendo eShop download, launch.
Capcom denied MML3's fate was sealed by Mega Man creator Keiji Inafune's departure from the company last year.
And it moved to reassure fans that the future's bright for Mega Man – despite the cancellation of two games in the illustrious series this year.
"Mega Man is still an important franchise within Capcom's portfolio and we will continue to pursue opportunities to create new titles in the series," Capcom said.
Legends 3 was to be the first game in the series to offer fans the opportunity to get directly involved in development.
The dev team had been collating user's ideas, with the best suggestions making it into the final game.
http://www.eurogamer.net/articles/20...a-man-3ds-game
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July 19th, 2011, 23:37 Posted By: wraggster
Last weekend Microsoft claimed its first-party games to date have been "superior" to Sony and Nintendo's - but Wedbush analyst Michael Pachter disagrees.
Responding to comments made by Xbox CFO Dennis Durkin, Pachter argued that Nintendo's first-party titles are "vastly superior" to those of Xbox 360.
Speaking to IndustryGamers, Pachter commented, "Dennis is a great guy, and is paid to be loyal to his Microsoft family. I think Nintendo's first-party content is vastly superior to either other console manufacturer's, and don't think that either Sony or Microsoft would really dispute that."
He added, "As far as who is better, Sony or Microsoft, I'm not sure why anyone cares about my opinion. I have all three consoles, and love Sony first party titles like God of War, Gran Turismo, Uncharted, Little Big Planet and the upcoming Twisted Metal, and I love Microsoft first party titles like Halo, Forza, Fable, Alan Wake and Gears.
"I'm sure that there is a scientific way to determine who is better, but that's like arguing about whether Ford is better than GM or whether Wal-Mart is better than Target. They're both good, and people have different tastes."
Last week Microsoft man Durkin said:" I would ask you to go and look at some of your data, just to compare first party performance over the course of this lifecycle, because I think our first party performance in terms of quality bars and units per title this shift has been superior to our competition's."
http://www.computerandvideogames.com...-does-analyst/
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July 19th, 2011, 23:40 Posted By: wraggster
Wii U development has been "a little tricky," Darksiders II developer Vigil has admitted.
Speaking to CVG in a soon to be published interview, game director Marvin Donald revealed that development hardware for Nintendo's system "has been changing a lot," leading to "some instability" when working on it.
"[Wii U] will be at least as powerful [as PS3] if not more but honestly we don't really know because the hardware has been changing a lot," he said.
"We just got the generation two dev kits and there's no release date for the Wii U so we don't know how long the hardware development process is going to go on for, when they're going to stop and what they're ultimately going to be happy with. So it has provided some instability when working on it."
Donald added: "When we got the new kits there were some things in the old build that wouldn't work with the new hardware and we had to wait for updates. So it's been a little tricky in that regard."
The Darksiders lead added that he hopes the upcoming sequel finds an audience with Nintendo.
"I hope the fact that we're heavily inspired by and love Zelda very much helps," he said.
"when we marketed Darksiders we showed a lot of combat so people got the wrong impression about what kind of game it was. Now that it's a little bit more known maybe we'll have an audience there on the Wii U.
http://www.computerandvideogames.com...-admits-vigil/
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July 19th, 2011, 23:44 Posted By: wraggster
Sega has delayed 3DS games Shinobi and Crush3D, according to reports.
Sega Mag says Shinobi's release has been pushed from September to November 15, and that Crush3d, previously due for release on September 9, will now launch in early 2012.
Speaking to GamesIndustry.biz this week, Paul Mottram, studio head of Crush3D developer Zoe Mode, suggested the game had been delayed because of concerns over the 3DS' impact at retail.
"It used to be that ten years ago, it was PS2," he said. "So you'd just do PS2 and then maybe some others. But now we're finding that everyone is not knowing what platform is going to succeed - we did our first 3DS title - we got Crush onto that, but we had to delay the release of that because of the success of the platform."
We've emailed Sega for comment.
http://www.computerandvideogames.com...inobi-crush3d/
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July 20th, 2011, 01:25 Posted By: wraggster
Super Pokémon Scramble, the 3DS sequel to the 2009 WiiWare brawler Pokémon Rumble, will be released from its Pokéball into North American retail on October 24 under the name Pokémon Rumble Blast.
Like its WiiWare predecessor, Pokemon Rumble Blast is a Dynasty Warriors-ish beat-em-up in which you control one mechanical "Toy Pokémon" against hordes of other Poké-automata, with, of course, the ability to capture enemies and add them to the playable roster. More than 600 wind-up Pokemon varieties will appear, including new ones from Black and White.
If you happen to meet other players as you wander about the world with your 3DS, you'll be able to view their Miis and engage in automatic battles via StreetPass. Or, you can play together actively in a cooperative local wireless mode.
http://www.joystiq.com/2011/07/19/po...es-october-24/
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July 20th, 2011, 01:34 Posted By: wraggster
Nintendo has chosen the perfect time to launch the Wii U, reckons EA boss John Riccitiello.
Speaking in an interview with IndustryGamers, Riccitiello refuted the suggestion that, seeing as it's ostensibly no more powerful than the PlayStation 3 or Xbox 360, the Wii U is arriving too late in the current console cycle to stand a chance.
"I would argue that one of the least interesting things about the games industry was that every five years you'd see a new console or platform from everybody at about the same time with about the same or similar upgrades or services," he said.
"You'd sort of harvest it and then it'd cycle back. We got used to it. It’s what seemed normal. But it's not a particularly smart way to run an industry... bulges in technology investment followed by harvest.
"And let's be realistic. Consoles used to be 80 per cent of the industry as recently as 2000. Consoles today are 40 per cent of the game industry, so what do we really have?"
With the traditional release pattern no longer relevant and the tablet being one of the fastest growing platforms on the market, Riccitiello argued that the Wii U's timing is spot on.
"Nintendo is off cycle with what? I mean, the point of reference is gone. And so Nintendo is bringing out a new platform that brings together some of what we're learning from new media and new platforms like the iPad and then integrating that with a console.
"It's the perfect time for that in the industry."
The EA CEO went on insist that processing power and graphical fidelity are no longer the key battlegrounds in a new hardware launch.
"I think there's going to be an interesting debate when you get to processing power beyond what you can push up with a 1080p or a 720p [system]," he said.
"Most people squint between 1080p and 720p, because what’s the difference, seriously?
"I would argue that there’s more to be provided in terms of value for the consumer in micro-transactions and social experiences and driving those better in cross-platform gameplay between a console and a PC and a handheld device and a social network than there is supercharging graphics."
"So I think that the pattern against which Nintendo is no longer resonating is over anyway. The idea that we’re going to see the need for step function growth in graphic performance as the pace setting aspect of the sector is no longer the most important thing."
Riccitiello climbed onstage during Nintendo's Wii U reveal at E3 last month to pledge the publisher's support for the new system, due on shelves sometime next year.
http://www.eurogamer.net/articles/20...e-perfect-time
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July 20th, 2011, 01:37 Posted By: wraggster
Wii U launch title Darksiders II will probably look exactly like the PlayStation 3 and Xbox 360 versions irrespective of the Nintendo console's horsepower, developer Vigil has said.
Based on what Vigil, which spent five weeks in the run up to E3 creating a working version of the action adventure game on Wii U, knows about Nintendo's next home console, Darksiders II will be a direct port.
"There's plenty of horsepower there, so we're not going to have to make any visual concessions at all for Darksiders 2," game director Marvin Donald told Eurogamer.
The power behind the Wii U is shrouded in mystery - and in a state of flux - although Eurogamer can reveal that second generation developer kits are now with development studios.
"At a minimum on par, for sure," Donald said of Darksiders 2's visuals on Wii U versus Darksiders 2's visuals on PS3 and Xbox 360.
"Whether or not we can go one step further, that might be driven by what's available on the PC and whether or not that is easy to translate to the Wii U hardware, because there are most likely going to be resolution choices for the PC version of the game. We know some gamers are just going to have more horsepower at their disposal.
"It's probably going to be the same graphically, regardless of any minor or major horsepower improvements on the Wii U.
"But, in all honesty, if the Wii U turns out to be this ridiculously powerful machine, we will probably make changes to our budget and scope to take advantage of that. But that's currently not the plan. It's going to be a direct port. That's what we're planning on. But that's based off of what we believe the hardware's going to be like."
Vigil is currently playing with the Wii U's tablet-like controller in an effort to work out how it can best fit with Darksiders 2.
"We're definitely going to do the obvious stuff, like making the inventory available and showing maps," Donald said. "But as far as more game oriented elements, more reactionary things or things happening while you're in combat or while you're traversing and getting the controller involved in that, I don't really know.
"We just haven't taken that step yet. The first thing we needed to do was get what we had already working and make sure it was solid. There are still some issues we have to work out. The game doesn't run perfectly on the Wii U as it is now. There are some things we have to deal with. But it's to be expected because the hardware's been changing and, also, there's really no precedent for it."
Meanwhile, Donald revealed some interesting tidbits about the early version of the Wii U's controller, supplied to developers in advance of Nintendo's official unveiling last month.
Vigil, as THQ core games boss Danny Bilson told Eurogamer, was one of the first developers in the world to receive prototypes.
http://www.eurogamer.net/articles/20...horsepower-dev
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July 20th, 2011, 23:23 Posted By: wraggster
Ubisoft believes that the Nintendo Wii U will be "extremely strong for both hardcore and casual gamers."
Those were the words of company CEO Yves Guillemot, who was asked by investors during an earnings call earlier this evening to reaffirm Ubisoft's enthusiasm for the new Nintendo console.
"We believe that the Wii U is bringing a very high quality," Guillemot replied.
"The new controller is a huge improvement on what can be done on console. We think its going to be extremely strong for casual and hardcore gamers."
"Nintendo has a huge number of customers that appreciate the brands on the Wii," he continued, "We know that Nintendo is looking at this next generation with big hopes. We expect the machine to be very successful."
Guillemot said earlier this month that he believed the announcement of the Wii U will push Sony and Microsoft to launch the PlayStation 4 and Xbox 720 sooner than they had originally planned.
http://www.computerandvideogames.com...soles-ubisoft/
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July 20th, 2011, 23:49 Posted By: wraggster
Forgoing its usual Sunday release strategy, Nintendo has announced that Star Fox 64 3D will launch in North America on a Friday -- September 9, to be exact. That's only a week before the annual family trip to Canada for the Vintage Wings air show!
Your family traditions aside, Star Fox 64 3D adds improved graphics, gyroscopic controls and an overhauled multiplayer experience to the N64 classic. Oh, and it's on the 3DS, so you know what that entails.
http://www.joystiq.com/2011/07/20/st...n-september-9/
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July 20th, 2011, 23:50 Posted By: wraggster
Nintendo Director of Entertainment and Trend Marketing Amber McCollom either outed a major feature of Nintendo's next home console unexpectedly, or she misspoke during an E3 interview. Speaking with Nintendo Gal on the subject of GameCube games not being playable on the upcoming Wii U, McCollom said, "GameCube discs will not be compatible with Wii U, but a number of the games that were playable on GameCube can be downloaded from WiiWare." Oh, really?
During E3, Nintendo admitted that the Wii U would not be able to run GameCube discs like the Wii could, but never said a peep regarding downloadable versions of GameCube games coming to Wii U. It looks like Wii U owners will get a chance to thoroughly employ that variety of storage options at their disposal.
Though McCollom's statement sounds pretty definitive, we remain skeptical, especially given Nintendo's track record with occasionally reneging on hardware/feature claims (how's that Wii DVD playback and USB storage coming along?). We've reached out to Nintendo for confirmation and details, and will update this post if we hear back.
http://www.joystiq.com/2011/07/20/ni...ng-to-wiiware/
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July 21st, 2011, 01:58 Posted By: wraggster
Newly released today:
features•Just Dance to over 20 all-new tracks from the 80's, 90's, and today!
•Stay motivated with a mix of high energy dance beats, smooth R&B, salsa, and more to create the perfect summer workout
•Create your own dance crew and compete against others in a true dance off!
•The party never stops in this mode as the music plays continuously
•A workout in disguise, Just Dance 2 keeps you motivated as you burn off calories!
descriptionStoke the fire this summer with Just Dance Summer Party, a limited time offer! Enjoy classic Just Dance gameplay to over 20 new tracks, including hit songs like 'Firework', 'Pon De Replay', 'Mambo No. 5 (A Little Bit of Monika)', and more! Spanning a variety of genres and musical tastes, everyone at your party will find a song to groove to this summer. Easy to pick up and play, all you need is the Wii Remote! Just Dance Summer Party is the perfect game for family night and party night!
http://www.play-asia.com/SOap-23-83-...j-70-4ade.html
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July 21st, 2011, 02:02 Posted By: wraggster
Newly released today:
features•Battle enemies bent on world domination in a unique World War II setting, using your Super-Soldier abilities to infiltrate a castle overrun by the forces of Hydra and destroy the forces of evil
•Your shield delivers a variety of punishing missile attacks, as well as tough defense. Take out groups of enemies, block attacks, destroy objects, interact with surroundings, and reflect fire back at foes
•Move freely through the castle battlefield with acrobatic precision as you take down multiple enemies with punches, kicks, shield throws, and powerful combos. Take control of a turret or grab a soldier from behind and use his weapons against him
•Use Cap’s impressive athletic abilities to overcome environmental challenges by scaling walls, climbing, and performing spectacular leaps and vaults. Master timing-based controls to execute advanced moves and discover multiple mission paths
•Play a compelling original story by renowned Marvel scribe Christos Gage set in the movie universe but created specifically to bring extra depth to gameplay. Interactive and scripted cinematic moments immerse you in film-like action sequences
•Created by the famed team of Joe Simon and Jack Kirby, Captain America has starred in over 200 million comic books that have been sold in 75 countries, and the Sentinel of Liberty is a key member of the Avengers alongside comic book icons The Hulk™, Iron Man™, and Thor™. Captain America: Super Soldier represents Cap’s first standalone console game adventure
descriptionBecome Captain America™, the ultimate Super-Soldier, as you face the Red Skull’s army in this gripping original third-person action adventure set in the darkest days of World War II. Wield Captain America’s legendary shield to take out enemies at a distance, interact with your environment, and deflect incoming fire back at foes as you traverse Hydra’s massive castle to save the world from Cap’s villainous archenemies.
Get ready to hurl yourself shield-first into the fray—create your own superhuman feats with the superior force of the world’s first Super-Soldier at your fingertips.
http://www.play-asia.com/SOap-23-83-...j-70-46g4.html
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July 21st, 2011, 02:03 Posted By: wraggster
Newly released today:
descriptionThe Smurfs are back in an all new dancing video game, based on the best-selling Wii games, Just Dance & Just Dance 2. Kids and parents will dance to popular, top of the chart songs in this fun, high-energy game with their favorite Smurfs characters. The Smurf’s Game is based on Sony & Columbia Pictures’ upcoming hybrid live-action/CGI blockbuster movie releasing August 3, 2011.
Dance with friends to chart-topping singles! Dance with the movie’s legendary characters and heroes: Papa Smurf, Smurfette, Clumsy Smurf and more! Real moves: iconic, easy to follow dance moves choreographed by real experts in different styles of music! All new modes and songs: party to hours of fun multi-player modes for kids and parents!
http://www.play-asia.com/SOap-23-83-...j-70-4639.html
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July 21st, 2011, 02:04 Posted By: wraggster
Newly released today:
features•Battle enemies bent on world domination in a unique World War II setting, using your Super-Soldier abilities to infiltrate a castle overrun by the forces of Hydra and destroy the forces of evil
•Your shield delivers a variety of punishing missile attacks, as well as tough defense. Take out groups of enemies, block attacks, destroy objects, interact with surroundings, and reflect fire back at foes
•Move freely through the castle battlefield with acrobatic precision as you take down multiple enemies with punches, kicks, shield throws, and powerful combos. Take control of a turret or grab a soldier from behind and use his weapons against him
•Use Cap’s impressive athletic abilities to overcome environmental challenges by scaling walls, climbing, and performing spectacular leaps and vaults. Master timing-based controls to execute advanced moves and discover multiple mission paths
•Play a compelling original story by renowned Marvel scribe Christos Gage set in the movie universe but created specifically to bring extra depth to gameplay. Interactive and scripted cinematic moments immerse you in film-like action sequences
•Created by the famed team of Joe Simon and Jack Kirby, Captain America has starred in over 200 million comic books that have been sold in 75 countries, and the Sentinel of Liberty is a key member of the Avengers alongside comic book icons The Hulk™, Iron Man™, and Thor™. Captain America: Super Soldier represents Cap’s first standalone console game adventure
descriptionBecome Captain America™, the ultimate Super-Soldier, as you face the Red Skull’s army in this gripping original third-person action adventure set in the darkest days of World War II. Wield Captain America’s legendary shield to take out enemies at a distance, interact with your environment, and deflect incoming fire back at foes as you traverse Hydra’s massive castle to save the world from Cap’s villainous archenemies.
Get ready to hurl yourself shield-first into the fray—create your own superhuman feats with the superior force of the world’s first Super-Soldier at your fingertips.
http://www.play-asia.com/SOap-23-83-...j-70-46g3.html
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July 21st, 2011, 02:05 Posted By: wraggster
Newly released today:
features•Cake decoration, Smurf symphony, find the Smurf & Smurfette’s dress up!
•Earn a figurine after you’ve overcome the challenges in each mini-game
•By interacting with the Story and selecting different items in the game to change the outcome of the story
descriptionIn the Smurfs DS you get to play a series of fun an educational mini-games and read-along stories about the Smurfs as they prepare for the Blue Moon festival in their village and are disrupted by Gargamel. The Smurf’s game and story is based on Sony & Columbia Pictures’ upcoming hybrid live-action/CGI blockbuster movie releasing August 3, 2011.
http://www.play-asia.com/SOap-23-83-...j-70-4638.html
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July 21st, 2011, 15:30 Posted By: wraggster
Industry analyst Michael Pachter doesn't expect Wii U to cost over $399.99 when it launches this year.
He told IndustryGamers that $249.99 would be a more competitive price if Nintendo wants to go toe-to-toe with PS3 and Xbox 360.
"It would surprise me a lot if the Wii U cost more than $399.99, and I think that the sweet spot is $249.99," Pachter said. "Pricing really depends upon where the other console bundles (PS3 with Move and 360 with Kinect) are priced at the time the Wii U launches, because people who don't yet have a console are likely going to choose among the three offerings, and the biggest driver in the purchase decision is usually price.
Pachter also reiterated his belief that Nintendo's leaving it too late to launch its Wii successor.
"I have repeatedly said I thought the next generation Wii should come out in 2009, then 2010, and when it was clear that it wasn't happening, have repeatedly said that a later launch was too late, as it will come too close to next generation launches from the other console manufacturers."
Nintendo isn't ready to open up much about its Wii U pricing strategy yet, but president Satoru Iwata has said "this is not going to be cheap," also hinting that the console will likely cost more than 20,000 yen ($250) in Japan upon release.
http://www.computerandvideogames.com...prise-analyst/
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July 21st, 2011, 23:21 Posted By: wraggster
Nintendo has registered trademarks for a range of Wii U video games and peripherals, continuing some of the original Wii's biggest brands.
While none of the trademarks may come as a surprise, it does suggest that Nintendo will offer a similar line-up to that of its current console. It is also important to note that none of these trademarks confirm that these products are in development, but we'd be very surprised if Wii Sports U wasn't on shelves at launch.
The trademarks were found by Siliconera, and surprisingly include variations of Wii U Music, suggesting a successor to the disappointing Wii Music. The addition of WiiWare U lends itself to more downloadable games on the console.
It also mentions new versions of the Wii Zapper, Wii Balance Board and Wii Wheel. As Nintendo has announced before, all Wii peripherals will be compatible with Wii U.
The full list of trademarks is as follows:
Wii U + logo
Mii U
Wii Fit U
Wii Sports U
Wii Music U
Wii Party U
Wii Play U
WiiWare U
Wii Balance Board U
Balance Wii Board U
Wii Wheel U
Wii Zapper U
Wii U Fit
Wii U Music
Wii U Party
Wii U Sports
Wii U Play
Wii U Ware
Wii U Balance Board
Balance Wii U Board
Wii U Wheel
Wii U Zapper
Wii Speak U
Wii U Speak
Shield Pose
http://www.mcvuk.com/news/read/first...emarked/082404
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July 22nd, 2011, 11:34 Posted By: wraggster
Last week, after movie streaming service Netflix raised its prices by 60%, the company's customers took to blogs and social networks in revolt, threatening to cancel their subscriptions. However, between the cost of mailing DVDs and paying increased licensing fees for content, a Netflix rate hike was inevitable. Is it still a great movie bargain? What alternative services are there?"
http://entertainment.slashdot.org/st...ise-Its-Prices
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July 22nd, 2011, 11:46 Posted By: wraggster
After some will they / won't they drama, Nintendo snuck out its new Video app for the 3DS, giving owners of the handheld a little something to enjoy in 3D between gaming sessions. That said, we hope your Netflix queue is full because there are apparently only four selections available at any given time. At launch, those slots are filled with an intro video, two short films (Sunday Jog and Dinosaur Office) and a Captain America movie trailer. Users should expect a continuously updated carousel of content going forward, but for now if you're not near your glasses-free 3D machine (or don't own one at all) check out these shots provided by one of our tipsters. Otherwise check for the app in the eShop; though with only a four-pack to start, we'd suggest pacing yourself instead of diving in all at once.
http://www.engadget.com/2011/07/22/n...h-four-videos/
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July 23rd, 2011, 23:39 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,12941.html
After more than 5 years, Twilight Translations has finally our English patch for Gundam F91 for the SNES. This is a weird take on the strategy genre and isn’t for everyone, but Gundam fans will love it. The plot covers the period between the Gundam F90 manga and the beginning of the Gundam F91 anime film.
The hacking work is top-notch (if I do say so myself), complimenting SteveMartin’s translation to create an entertaining game for any Gundam fan (and hopefully non-Gundam fans) to enjoy.
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July 24th, 2011, 22:28 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date.
Unofficial r2649 beta20 - Jul. 24, 2011
can adjust decline number (2-17): The higher the number, the faster but some games are unstable while anoter some games work only in the lower number (ex. 2-4) but slower.
adjust for PAL monitor mode when libogc detects VI_PAL mode (but I cannot verify this forever)
fix threading
some minor fixes and changes
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July 24th, 2011, 23:32 Posted By: wraggster
Via http://www.neoflash.com/forum/index....cseen#msg51372
UltraSMS v1.0
UltraSMS is an SMS emulator for N64
based on MasterGear by Marat Fayzullin.
At the moment only GameGear emulation is
implemented
With the rominserter you can insert your
favorite game in the emulator. At the moment
the maximum romsize is limited to 512kb. The
rominserter will generate a file called 'Patched.v64'.
Fix the checksum of the file with RTOOLS or another
tool that can calculate the checksum and download
it to you N64.
Enoy it!
Jos Kwanten.
GREETINGS:
----------
Marat Fayzullin - for his MasterGear emulator.
LaC - for the N64 hardware dox to implement sound
Loom - for memory allocation routines (ripped from his MikMod port)
and for the printf function, so I had som debug output.
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July 24th, 2011, 23:42 Posted By: wraggster
News via http://hackaday.com/2011/07/24/going...ced-video-out/
Here’s an intense hack that lets [Matt Evans] play Game Boy Advanced on a larger LCD monitor. He didn’t take the easy way out during any step of the process.
He’s using an FPGA to translate the LCD signals from the GBA hardware into a 1280×960 picture that is then pushed to the large monitor. But did he use an FPGA development board? No, instead he picked up an old PCI card at a surplus store because it had a Xilinx Virtex-E FPGA. So the first thing he had to do there was to remove unneeded components and figure out how to make the connections to reprogram that chip.
So next you’d grab a working monitor and hook it up to the FPGA signal, right? Wrong, [Matt] had a slightly borked monitor, getting rid of the LVDS section and wiring up his own connections to push the RGB signals through in parallel.
Yeah, that’s a lot of work. But as you can see in the clip after the break, it works like a charm. If you’re looking for some other gnarly video-out hacks, check out this one that lets you play Game Boy on an oscilloscope.
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July 25th, 2011, 00:38 Posted By: wraggster
News via http://gbatemp.net/t302583-flashbackds-v1-0
Alekmaul has released FlashbackDS, a new DS port of Flashback, the classic platformer originally released for the Amiga in 1992. The game is set in the future, where you play as Conrad B. Hart, an agent trying to save the world from aliens that are disguised as government officials. Join in the on-going discussion linked below to get all the information about how to set up and play this DS homebrew project.
QUOTE(Release Notes 07/24/11)
•Initial release based on REminiscence engine
•How to use FlashbackDS :
You will need the original game datafiles of the PC (DOS or CD) or Amiga release. You can use French, English, German or Spanish version.
•Here is the required list :
FB_TXT.FNT
GLOBAL.ICN
GLOBAL.FIB
GLOBAL.SPC
*.OFF
*.SPR
*.MAP
*.PAL
*.ANI
*.CT
*.MBK
*.OBJ
*.PGE
*.RP
*.TBN
*.CMD
*.POL
*CINE.*
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July 25th, 2011, 00:40 Posted By: wraggster
News via http://gbatemp.net/t302540-avoid-the-bird-v0-2
In this Homebrew the user is a snail who must avoid the bird. Please see the change log for more information on this update.
QUOTE(Change Log)
•better timing
•now you cant finish lvl when dead
•added lvl 3
•added "replay" button
•some little bug/glitch fixes
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July 25th, 2011, 00:42 Posted By: wraggster
News via http://gbatemp.net/t302537-woopsigfx-1-4
WoopsiGfx is a C++ 2D graphic library for the NDS. The developer of this project has announced that he is leaving the DS scene for good. There may not be to many more updates to this project. Please see the change log for more information about the v1.4 update. Check the links below to read more about Woopsi and its developer.
QUOTE(Change Log)
•Animation:lay() stops if there are no frames to play.
•Animation::getCurrentFrame() returns NULL if there are no frames.
•Animation::getCurrentBitmap() returns NULL if there are no bitmaps.
•StringIterator::moveTo() ignores attempts to move to negative indices.
•Improved use of DMA hardware.
•WoopsiString::subString() passes the correct arguments to the WoopsiString constructor.
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July 25th, 2011, 00:44 Posted By: wraggster
News via http://gbatemp.net/t302427-earthshakerds-07-21-2011
ant512 has released version 20110721 of EarthShakerDS, a port of the classic Boulderdash style Sinclair ZX Spectrum game. This update mainly consists of bug-fixes. For the full story about this DS homebrew project, join in the on-going discussion via the link below.
QUOTE(Change Log 07/21/11)
•bugfixes
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July 25th, 2011, 00:48 Posted By: wraggster
News via http://gbatemp.net/t302313-ankrace
AnkRace is a new NDS homebrew made by Min. The object of the game is simply to bet on which rubber duck you think will make it through the water course first. For more information visit the project's page linked below.
QUOTE(Controls)
•Left/Right - Select duck / rotate camera
•Up/Down - Control bet size
•A - Confirm
•L/R/L+R - Use with up/down to increase/decrease bet size more rapidly
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July 25th, 2011, 00:56 Posted By: wraggster
News via http://gbatemp.net/t301778-build-your-adventure-v0-1
Build Your Adventure is a new DS homebrew made by King Dodongo. The game is a 3D jump'n'run that features a level editor for building your own custom courses. Join in on the on-going discussion linked below to find out more about this project.
QUOTE(Release Notes 07/17/11)
- first release•This game use save-features, so don't forget to patch the Game with DLDI.
•The levels will be saved in the root of your flashcard as level1.ba1 - level5.ba1
•The controls are displayed on the screen, press START to exit every Menu.
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July 25th, 2011, 11:44 Posted By: wraggster
Pate has updated his Dos Emulator for the Nintendo DS, heres the news:
Sorry it took me over a month to get a new version released. However, this version now has two noteworthy improvements, namely FPU support and the fact that this version is now built with version 0.13beta of the SDK. This version of the SDK has already been released at the end of last year, but I only recently noticed that I still used the even older 0.12beta version to build DS2x86. This might have caused at least some of the audio problems, as the audio features were somewhat improved in SDK v0.13beta. I also decided to jump the version number to 0.20 with this version, to show that it has some major internal changes.
The biggest enhancement is the addition of FPU support. For now this only works in 32-bit protected mode (meaning those DOS4GW games), as those are the games that mostly expect the existence of an FPU. My two test games, X-COM UFO and Destruction Derby, now seem to run the FPU parts fine. The problems I mentioned in the previous blog post were actually both caused by the FPU opcodes, though in some rather interesting ways. It took me almost three days to track down and fix the problems. There is still a rather serious problem in the texture mapping in Destruction Derby, but I am not sure if that has anything to do with the FPU opcodes. In any case, Destruction Derby runs much too slow to be properly playable, so fixing the texture mapping is not a high priority. Fixing it might fix some other games as well, so I do plan to look into it at some point.
Anyways, the FPU problem in Destruction Derby was in the FCOMP (compare) opcode. When I first tested that opcode it seemed to return a correct result, so I spent a lot of time looking elsewhere for the problem. In the end it turned out that I had a small typo in the opcode handler, I had written "sll t4, t3" when I meant "sll t4, t3, 1", and the assembler had interpreted it as "sllv t4, t4, t3". In this case the assembler tried to be a bit too smart, when it replaced the sll opcode (which can only have an immediate shift value) with the sllv opcode (shift by a register value). Since I had forgotten to type the immediate value, it would have been nicer if the assembler had given an error instead. That problem meant that the comparison result was mostly random, it sometimes returned the correct result and sometimes not, somewhat depending on the lowest 5 bits in the registers I wanted to shift left by one bit before the comparison.
A more interesting problem was the one that affected X-COM UFO. It behaved very erratically, dropping to a debugger with an unsupported opcode at random locations, where the opcode should have been supported. That pointed to the interrupt routine failing to execute properly and dropping back to where the interrupt should have happened. It took me a while to notice that when it dropped into the debugger, the Virtual 86 mode flag in the flags registers was set! I had not coded support for interrupts in virtual 86 mode yet, so that was the reason for the weird unsupported opcodes. However, I was pretty sure that the game does not set this flag on purpose, so I added a check into DS2x86 to drop to the debugger immediately after this bit gets set in the CPU flags. After a few test runs, the results were quite interesting. Once the bit did not get set, but DS2x86 dropped into the debugger anyways. In other runs, twice the opcode was fsin, and once fcos, two of my new FPU opcodes.
The interesting part was that I did not touch the CPU flags in the fsin and fcos opcode handlers at all! I did store the register that contained the flags into stack, along with various other registers that calling the GCC math library sin() and cos() functions will globber, and then restored the registers after the call. I could not immediately see anything wrong with my code, so just for fun I copied the flags before the GCC library call to the EAX emulated register and the same flags after restoring them from stack to ECX emulated register, and then added a forced drop to the debugger after the call. And, much to my surprise, the value restored from the stack was completely different to the value I pushed to the stack!
I looked into the dump file for what happens in the GCC library sin() and cos() functions, and noticed that indeed, they destroy the two topmost words of the caller's stack!. I have a very hard time believing this behaviour is by design, this might actually be a bug in the GCC compiler itself. Here below is the dump from the start of the math library sin() function. The input is a 64-bit double value, in 32-bit registers a0 (low word) and a1 (high word).
80250fd0 <__sin>:
80250fd0: 3c027fff lui v0,0x7fff
80250fd4: 3442ffff ori v0,v0,0xffff
80250fd8: 00a23024 and a2,a1,v0
80250fdc: 3c033e50 lui v1,0x3e50
80250fe0: 27bdfda8 addiu sp,sp,-600 // sp -= 600, make room for local variables
80250fe4: 00c3182a slt v1,a2,v1
80250fe8: afbe0250 sw s8,592(sp)
80250fec: afbf0254 sw ra,596(sp)
80250ff0: afb7024c sw s7,588(sp)
80250ff4: afb60248 sw s6,584(sp)
80250ff8: afb50244 sw s5,580(sp)
80250ffc: afb40240 sw s4,576(sp)
80251000: afb3023c sw s3,572(sp)
80251004: afb20238 sw s2,568(sp)
80251008: afb10234 sw s1,564(sp)
8025100c: afb00230 sw s0,560(sp)
80251010: afa40258 sw a0,600(sp) // Store the low word of input to sp+600
80251014: afa5025c sw a1,604(sp) // Store the high word of input to sp+604
You can see that the routine first reserves 600 (0x258) bytes of stack space for local variables, but then stores the input value to offsets 600 and 604 from the start of the reserved space! This effectively destroys the two last words that the caller had pushed into the stack, which in DS2x86's case were the emulated CPU flags and a stack size mask register. So, after returning from fsin or fcos routines, the flags were randomly set, and also the stack-relative addressing might have addressed the wrong memory area.
This problem was easy to overcome by leaving two extra words to the top of the stack when calling these functions, but if you are writing software for DSTwo yourself, beware this problem! I spent some time googling whether this was a known problem and if a fix is available, but did not immediately find anything. Let me know if you know the correct place to look for this information!
I also made some other fixes, based on the debug logs you have sent. Still another change is that I changed the Makefile to compile the C modules with -no-long-calls option, which makes the code smaller and faster. I don't know why the SDK defaults to long-calls, as they are only needed if the code does not fit into a single 128MB block, and the DSTwo only has 32MB of RAM! Anyways, let me know if you run into any new problems with this version, and feel free to test the games that used to report unsupported FPU opcodes! Thanks again for your interest in DSx86 and DS2x86!
http://dsx86.patrickaalto.com/DSblog.html
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July 25th, 2011, 12:30 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17287.html
GameBoy-Online is a Game Boy emulator which runs in the browser as a HTML5/JavaScript application. It is written by Grant Galitz and open source.
Quote:
Some cleanups.
Added option to vary the speed of the emulator (speed increase).
Optimization of the emulation of the APU.
Update the way of sound management (optimization and increase the generation of possible samples in Xaudiojs).
Update of the management of AMD.
Optimize cache x-coord of DMG for rendering sprites (cache that connects the OAM addresses the coordinates-X with a stack of the priority right).
Display of the frame only once per iteration of the loop of the interpreter.
http://www.grantgalitz.org/gameboy/
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July 25th, 2011, 22:53 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13657&f=19
benito356 offers version 0.7.1.0 of " Tinke ", de-compiler for the Nintendo DS. Specifically, with this handy utility, you select one. Kts and the program gives you information about its content to view and extract some files nintendo (narc / NCGR / NCLR /...) which may be contained in the game
0.7.1.0 Changelog:
*** Import files and save the new ROM
*** 100% compatibility with MONO
*** Plugins Can Change the files in ROM
* TXT plugin Can Change text files.
NCER files * Improved with More Than One pallet (4bpp)
* Fixed BIN files in KIRBY DRO games
* Fixed 4bpp CHAR NBFC files and
Log * Add export function
* Fixed BGR555 coding
* Fixed Problems with strage NCLR files
* Add support for the game AIIJ
* Add support for SDAT files
* Add support SWAV for sound files
* Add support for sound files SWAR
STRM * Supported sound files.
Add Zoom feature *
Add * button to change the color with transparency checked bgd
* Unicode support for text encoding files
* Minor Problems fixed
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July 25th, 2011, 23:12 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13656&f=54
ThatOtherPerson offers version 0.2 of " Cubicle Shooter "FPS in a fully destructible 3D for the Nintendo Wii.
I have not been very active Lately. Goal I Have done a bit of work on updating Cubicle Shooter. What HAS changed: You Can now shoot and hurt the people. Pushed Back When They Get shot. When the people get too close to you and you push THEY hurt you. Both you and the Other people hurt and bleed When the blood paints the walls and ground. Your Health regenerate (up to One Hundred) goal if it ever drops to zero then the game Will reset. There Is a scoring system rewards you with 25 Which Points Every Time You shoot people and one of the year Additional 100 When You kill one of 'em (They die After Four hits). You Can now save the game and load a saved game Previously. Saving and loading is slow IS Extremely Wii. There Have Been to the exchange controls. There Have Been Some bug fixes. Wii controls: Nunchuck analog stick = Move A button = Stop turning B button = Shoot C button = Jump Z Button = Crouch - button = Load + button = Save
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July 25th, 2011, 23:14 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13655&f=19
Schmendrick offers version 1.0 of " Labyrinth ", an adaptation for the Nintendo DS board game Labyrinth (Ravensburger 1986).
Known bugs:
- Screen tend to flicker
- Rotated sprites do not look as good as non-rotated sprites Future updates May include: - AI-controlled players - Custom board layouts (currently only uses original static layout board) - More game modes - Fancy 3D graphics
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July 25th, 2011, 23:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13643&f=19
Ant512 offers version 1.3 of " Woopsi "GUI library for creating homebrew for the Nintendo DS on the pattern of fenestration of the Amiga OS .
This release includes a winforms UI for the tool font2font (convert Windows fonts to Woopsi fonts) and a bunch of bugfixes. This Will Probably Be The last release of Woopsi. Changelog: Fixed: - Label and TextBox are more efficient When rendering text changes. - Removed unused constant from GLYPH_MAP_SIZE fontbase.h. - Header file in template Moved Into include directory. - Animation:: play () stops if There are no frames to play. - Animation:: getCurrentFrame () returns NULL if There are no frames . - Animation:: getCurrentBitmap () returns NULL if There are no bitmaps. - Fixed memory leak When deleting SDL framebuffer. - Removed extraneous globals from woopsifuncs.cpp. - WoopsiString:: substring () passes the proper arguments to the constructor WoopsiString. - StringIterator:: moveTo () ignored Attempt to move to negative indices. - Improved use of DMA hardware. - Updated C # tools. - Removed Visual Studio files. New Features: - Added WoopsiTimer: IsRunning (). - Added SuperBitmap: setX (). - Added SuperBitmap: setY (). - Added SuperBitmap:: getX (). - Added SuperBitmap: Gety (). - Added FontConverter, a winforms UI for font2font.
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July 26th, 2011, 00:51 Posted By: wraggster
Iconic villain Ganondorf will not be in Legend of Zelda: Skyward Sword, the series' head honcho has revealed.
Instead the game features a new enemy, the return of a familiar instrument and a plot placing the game as a prequel to all previous Zelda titles so far, series director Eiji Aonuma told Nintendo Power (via Nintendo Charged).
The game's new big bad is pale-faced David Bowie lookalike Lord Ghirahim - the purple eyeshadowed wizard seen leering at Link in recent trailers.
Ghirahim was created to contrast with Ganon's "very masculine, powerful, evil" image. Aonuma wanted something different for Skyward Sword's anatagonist, "someone who is a little bit mysterious and kind of makes people think, 'well, I don’t really know what to make of this somewhat terrifying character.'"
There are changes, too, for Skyward Sword's Zelda. This time around she's a "great childhood friend" of Link's, and "in no way a princess in the traditional sense". Later in the story things take a darker turn. As "the gravity of the situation increases" Zelda must face a "tremendous fate placed on her shoulders". Does her royal destiny catch up with her?
Skyward Sword is set before Ocarina of Time and will chronicle how the series' iconic Master Sword was made. "In most Zelda games, the Master Sword has been something that Link seeks out, finds, and uses to destroy Ganon," Aonuma comments. This time around players see Link forging the weapon throughout the game.
Players will wield the Master Sword via accurate movements with the Wii's MotionPlus controller. The past year has seen Aonuma's team honing "incredibly satisying sword combat".
MotionPlus will also be used to play Zelda's harp - the same one her alter ego Sheik wielded in Ocarina of Time. Aonuma previously teased a "key" musical instrument for Skyward Sword, similar to the ocarina in Ocarina of Time. MotionPlus strumming will be required.
The Wii Remote additionally controls the large birds Link rides - the game's main airborne method of transportation. There'll be more in-transit events as well, similar to the pirate platforms in seafaring adventure Wind Waker.
The Legend of Zelda: Skyward Sword, Nintendo's last planned title for the Wii, is finally due for launch this Christmas.
http://www.eurogamer.net/articles/20...-skyward-sword
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July 26th, 2011, 00:54 Posted By: wraggster
Suped-up golfing sim Let's Golf 3D headlines this Thursday's eShop update.
Ancient NES title Baseball also becomes available via the Nintendo online store.
Let's Golf 3D is the latest in Gameloft's mobile franchise. It takes a light-hearted approach to the sport, offering Aztec jungle and penguin-filled courses, along with time-rewinding tactics and a friendly silver-haired old buffer playing in a kilt.
Still, it's new. Reanimated 1983 veteran Baseball is not.
Baseball.
Brought back from the dead as a standard 2D re-release, the Nintendo Entertainment System title looks its age.
Baseball was already made available via WiiWare, and was re-released on the Game Boy, Game Boy Advance (via the e-Reader) and twice via arcade machines before that. This is the Game Boy version.
Keeping this week's sport theme, bizarre title Go Series Portable Shrine Wars allows gamers the experience of carrying a huge portable shrine on their shoulders.
At summer festivals in Japan dozens of people carry these shrines, named Mikoshi, and attempt to barge opponents into dropping their own. A bit like jousting, players can either charge opponents, or alternatively try and take them down by flinging members of their own team at them.
This week's full run-down lies below.
Nintendo eShop releases - 28/07/11
Let's Golf! 3D (Nintendo) - 3DS, €6
Baseball (Nintendo) - 3DS, €3
Artillery: Knights vs. Orcs (Kritzelkratz 3000) - DSiWare, €5 or 500 DSi Points
GO Series Portable Shrine Wars (Gamebridge) - DSiWare, €2 or 200 DSi Points
Successfully Learning German Year 5 (Tivola) - DSiWare, €5 or 500 DSi Points
http://www.eurogamer.net/articles/20...pdate-28-07-11
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July 26th, 2011, 01:10 Posted By: wraggster
Suped-up golfing sim Let's Golf 3D headlines this Thursday's eShop update.
Ancient NES title Baseball also becomes available via the Nintendo online store.
Let's Golf 3D is the latest in Gameloft's mobile franchise. It takes a light-hearted approach to the sport, offering Aztec jungle and penguin-filled courses, along with time-rewinding tactics and a friendly silver-haired old buffer playing in a kilt.
Still, it's new. Reanimated 1983 veteran Baseball is not.
Baseball.
Brought back from the dead as a standard 2D re-release, the Nintendo Entertainment System title looks its age.
Baseball was already made available via WiiWare, and was re-released on the Game Boy, Game Boy Advance (via the e-Reader) and twice via arcade machines before that. This is the Game Boy version.
Keeping this week's sport theme, bizarre title Go Series Portable Shrine Wars allows gamers the experience of carrying a huge portable shrine on their shoulders.
At summer festivals in Japan dozens of people carry these shrines, named Mikoshi, and attempt to barge opponents into dropping their own. A bit like jousting, players can either charge opponents, or alternatively try and take them down by flinging members of their own team at them.
This week's full run-down lies below.
Nintendo eShop releases - 28/07/11
Let's Golf! 3D (Nintendo) - 3DS, €6
Baseball (Nintendo) - 3DS, €3
Artillery: Knights vs. Orcs (Kritzelkratz 3000) - DSiWare, €5 or 500 DSi Points
GO Series Portable Shrine Wars (Gamebridge) - DSiWare, €2 or 200 DSi Points
Successfully Learning German Year 5 (Tivola) - DSiWare, €5 or 500 DSi Points
http://www.eurogamer.net/articles/20...pdate-28-07-11
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July 26th, 2011, 02:33 Posted By: wraggster
via http://www.emucr.com/2011/07/fceultr...ed-v09813.html
FCEUltra Win32 mappers modified v0.98.13 (2011/07/22) is released. This emulator is based on FCEUltra source code.
FCEUltra Win32 mappers modified v0.98.13 (2011/07/22) Changelog:
- mapper 4 - mirroring fix
- mapper 68 - fixed
- UNIF Transformer - new board for "Keyboard Transformer (R)[!]" dump
- UNIF CNROM - with 2K of RAM added ("Hayauchy Igo" fixed)
- UNIF fk23c - banked SRAM feature added
- extension devices list and support fixed (now mouse is available)
download via comments
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July 26th, 2011, 02:51 Posted By: wraggster
via http://www.emucr.com/2011/07/desmume-svn-r4065.html
DeSmuME SVN r4065 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4062
win32: some minor clarifications to console behaviour. console behaviour is now verified to be pretty dang good in cygwin/msys bash as well as cmd.exe so long as you launch with "cmd /c desmume.exe".
r4063
win32: newer console title format, somewhat more useful. now %EXENAME% %ARGS% to show you how you launched it. let me know what you think. also let me know if it crashes while trying to parse something!
r4064
cheatSystem: headerId should be const
r4065
Fix memory block alignment in RomBanner for 4-byte wchar_t, #3354040
From rogerman:
The RomBanner struct requires UTF-16 strings for the six different ROM titles.
Currently, we use wchar_t buffers to define the memory blocks where the title
strings are supposed to go. Using wchar_t is fine for compilers that assume a
2-byte wchar_t. But compilers that use a 4-byte wchar_t will misalign
the memory blocks.
I've submitted a new patch that changes all the wchar_t in RomBanner titles
to u16 for all ports. It took me a while to research the dependencies on
titles, and to make sure I didn't accidentally break something in the
Windows port.
As for the wcscpy() deal in the RomBanner constructor, it's an arbitrary
default init value that we don't actually use in practice, so I removed it.
If a particular port wants to know what to display for the titles when a
ROM isn't loaded, there are plenty of ways to figure this out. Or they can
just check the titles for an empty string, which the constructor inits the
titles to before the wcscpy() call.
For CHEATS::save(), I removed the dependency on using titles. The ROM name
we write to file is also an arbitrary value which we don't actually
reference in practice. I changed it to use gameInfo.ROMname, since we're
already using gameInfo.ROMserial.
http://www.mediafire.com/?jaessxvx2txpueu
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July 26th, 2011, 02:59 Posted By: wraggster
via http://www.emucr.com/2011/07/dolwin-svn-r28.html
Dolwin SVN r28 is released. Dolwin is a Nintendo GameCube Emulator for Windows. Dolwin is an emulator of Nintendo Gamecube console. This platform is based on PowerPC-derivative processor, produced by IBM Corp. and codenamed Gekko. Dolwin mainly purposed to emulate homebrewn applications.
Dolwin SVN Changelog:
r1
Initial directory structure.
r9
Adapted for 32bpp displays
r10
improved MMU view in debugger
r11
new gekko disassembler
r14
`r` command updated, new `disa` command
r15
Created wiki page through web user interface.
r16
Edited wiki page IPL_Reversing through web user interface.
r17
Edited wiki page IPL_Reversing through web user interface.
r18
Edited wiki page IPL_Reversing through web user interface.
r19
Edited wiki page IPL_Reversing through web user interface.
r20
Edited wiki page IPL_Reversing through web user interface.
r21
Created wiki page through web user interface.
r22
Edited wiki page IPL_Reversing through web user interface.
r25
Completed game list
r27
my crappy video plugin
Download Via Comments
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July 26th, 2011, 22:45 Posted By: wraggster
Epic Games president Mike Capps has said the company's "very interested" in Nintendo's Wii U.
While Epic has yet to officially confirm support for the platform by announcing a game for it, the system's technical capabilities make it a likely fit for the Gears of War studio.
"We haven't made an official announcement about that platform," Capps told IndustryGamers. "And while we loved the Wii, it just wasn't a fit to make a game that would go across Xbox 360, PS3 and the Wii. It just wasn't possible. So going forward, we're working with those folks and we're very interested in the Wii U.
"We find that the best way to support a platform is to be making a game for it and we don't currently have a game in development for that platform," he added. "I want to make sure that I can ship a game on it myself, which is why we have very clear public support of PS3, Xbox 360, PC and iPhone but not as clear when it comes to Android or Wii U."
While it isn't making its own Wii U game yet, Batman: Arkham City and Aliens Colonial Marines are being developed for the platform using Unreal Engine 3 tech
"At the launch event at E3, some of the products that you saw running on Wii U were based on Unreal Engine technology," Capps confirmed. "So that kind of gives you an idea of where we are in that space. You can certainly use our engine on that platform - it's a natural fit from a technology perspective.
"It opens up some doors that weren't open before on current generation consoles because it is going to be a powerful box. I'm sure [Epic VP] Mark Rein would love anyone who's interested to know how official our support is to get in touch with him."
At GDC in March, Rein said: "The second Nintendo releases a piece of hardware that can run our engine well, we'll be on it like water on fish."
Capps also suggested this week that $1 apps are putting meaningful pressure on full-priced retail games and could damage the next generation of console titles.
http://www.computerandvideogames.com...sted-in-wii-u/
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July 27th, 2011, 00:36 Posted By: wraggster
Your 3DS Mii is pathetically teensy now, suitable for posing next to hamsters and soda cans. But you could make your virtual self much more (virtually) substantial with the giant AR Card, available now from North America's Club Nintendo for 200 Coins. The 28.5" tall card has the question-mark block on one side, and Mario on the other, allowing it to be used for AR Mario images as well.
Two other prizes were added to the lineup today: for ten coins, you can get a Metroid: Other M screensaver -- released almost a year after the game ... or for 400 Coins, there's a set of three Donkey Kong posters, in the same style as previous Mario and Zelda posters.
http://www.joystiq.com/2011/07/25/tr...g-3ds-ar-card/
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July 27th, 2011, 00:38 Posted By: wraggster
How can one learn to cook properly without Mama watching, judging your every move? Pre-order Cooking Mama 4: Kitchen Magic for 3DS from GameStop and you can take a Mama doll home with you. Just place her atop the refrigerator and feel her disappointment magically turn you into a better cook. It's the ultimate tool in negative reinforcement.
Don't let the soft demeanor fool you, there is darkness in Mama that dwarfs that of domestic diva Martha Stewart. One doesn't reach 12 million global sales without being a "Business Mama" as well. Cooking Mama 4: Kitchen Magic will pull a dinner out of its hat this October.
http://www.joystiq.com/2011/07/25/co...e-order-bonus/
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July 27th, 2011, 23:53 Posted By: wraggster
Nintendo has released a new build of its Wii U dev kit and EA VP Andrew Wilson has said that, in terms of raw power, the new Nintendo machine can rival or perhaps even surpass what’s seen on Xbox 360 and PS3.
“I think we'll be able to do anything that we can do on PlayStation 3 and Xbox 360 on the Wii U,” he told Eurogamer.
"As every new piece of hardware and every new development library comes through we get a greater understanding of the power. With our early research we had been very happy with the output of the box and we expect that that will only go up moving forward.
"There are added challenges for us as developers when you think about rendering on two screens and what that might mean, but we're looking forward to that challenge.”
Wilson adds that while details surrounding Wii U’s online architecture remain elusive, Nintendo itself has shown an “openness and willingness” to work with publishers and address their needs directly.
"We're working through the development with them now," he added. "We have a series of people who are under very strict NDAs as you can imagine, operating with them, building that system out.”
http://www.mcvuk.com/news/read/wii-u...360-can/082495
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July 28th, 2011, 00:15 Posted By: wraggster
Video games play a major part in Best Buy’s new UK consumer magazine.
The lovetech magazine will be available in all ten stores, to download from bestbuy.co.uk and will be inserted into the London edition of The Daily Telegraph later this month.The publication features a closer look at Nintendo’s upcoming home console, Wii U.
There are also reviews of recently-released movie tie-ins Cars 2 and Harry Potter and the Deathly Hallows: Part 2, as well as a focus on PS3 and 3DS.The publication has been created in partnership with August Media.
“Consumer technology is such a diverse and exciting area and we love helping our customers find out about what’s right for them,” said Best Buy UK’s head of marketing communications Andrew Barclay.
“Our vision was for the magazine to embody the personality, knowledge and sense of fun that our Blueshirts and Geek Squad Agents have. It seemed only natural for us to produce an inspirational, contemporary and informative customer magazine, which, while aimed at our core customers – 20 to 40-year-olds – will appeal to everyone. It’s also a great opportunity to further raise awareness of our brand.”
http://www.mcvuk.com/index.php/news/...-uk-mag/082489
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July 28th, 2011, 00:31 Posted By: wraggster
Pokémon Black/White director Junichi Masuda has said the prominence of realistic violent games at this year's E3 show saddened him, and the similarity between titles gives him a "sense of crisis".
"This year, FPS war games were trend!! A lot of splatter scenes!! Blood spread everywhere. Shooting a lot, killing a lot," he noted in a blog post about his findings at E3.
"The game developer seems get used to 'kill' the target. Therefore, I felt 'how to kill' became a focus of developing game. For that reason, target become zombie and alien..." he added in his own (gladly easily comprehendible) version of English.
Masuda goes on to express his disappointment at the prominence of these realistic violent games. "These targets' savage attack and human counterattacks... It became savage contents and you never know. Mmm... It is the player who choose the game to play. As a game creator, it is little sad!" he said.
"Majority of the games look like a same game," Masuda added. "There were little of original games. I felt a sense of crisis with above part."
Pokémon Black/White cruised past the two million sales mark in the US within just two weeks on sale. So the overwhelming similarity between Pokémon titles over the years isn't a concern, then.
http://www.computerandvideogames.com...ence-in-games/
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July 28th, 2011, 00:54 Posted By: wraggster
When Resident Evil: The Mercenaries 3D dropped earlier this summer without the ability to reset save files, gamers were justifiably mad. And though it's been over a month since that story broke, it seems that another Japanese publisher didn't pick up on the resulting backlash. Namco's latest 3DS title, Pac-Man and Galaga Dimensions regrettably contains that exact issue.
According to Wired's Game|Life blog, there is simply no way to erase a save after it's been written to the cartridge. "I've looked all over, even going so far as to ask a Namco Bandai representative, and it doesn't seem like there's a way to erase the game data," the post reads, noting that this design doesn't just affect the earned in-game awards (which can't be deleted), but also high scores. That means the most recent high score is the only one that the game records -- bizarre!
As Capcom's version of the save file issue sparked reaction from both retail and consumers (and, eventually, Capcom), we've reached out to GameStop for comment about Namco's own misdeeds.
http://www.joystiq.com/2011/07/27/pa...ent-unable-to/
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July 28th, 2011, 00:55 Posted By: wraggster
Canadian retailer Future Shop has knocked $50 off the price of the 3DS from now until July 31. Both the Aqua Blue and Cosmo Black models are discounted, online and in-store. If you've been jealous of your friends' growing StreetPass Mii collections, now's your chance to begin building your own!
Actually, since there will be more 3DS buyers than usual at pretty much every Future Shop, you should just hang around there for a while and hope the new owners set up StreetPass while they're still in the store. That way, you'll be able to grab plenty of extra Miis until the police arrive.
http://www.joystiq.com/2011/07/27/ca...-through-july/
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July 28th, 2011, 13:06 Posted By: wraggster
We all know what streaming Hoarders and other guilty pleasures via the interwebs has taken off over the past few years. No news there. However, what may be surprising is that, despite the ability to stream in HD to a number of other devices (including your computer), a quarter of all Netflix subscribers view Swamp People by way of the Wii. That's right, 1080p doesn't matter for these folks, who prefer to live the simple life... and by that we mean life in standard def. Most viewers prefer to watch instantly via PC for both Netflix and Hulu, with a whopping 89 percent of Plus customers taking this route to catch up on The Daily Show. With those looking to ditch the red envelope and, you know, with Mad Men now available, Wii viewers are sure to increase as a new console is just around the corner. Because nothing says 1960s drama like 480p, right?
http://www.engadget.com/2011/07/28/2...k-composite-c/
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July 28th, 2011, 13:10 Posted By: wraggster
The price of the Nintendo 3DS in the US is dropping precipitously August 12th from $249 to $169, with other regions getting a similar price break in their respective currency. Are you one of the 830,000~ US gamers that have already shelled out? Don't be too disappointed, the thank you gift for gamers that have logged into the eShop at least once before the price cut will be 10 free NES virtual console games September 1st, plus 10 more Game Boy Advance virtual console games -- that Nintendo is not planning on releasing to the general public -- before the end of the year. Left holding the bag for all this desperation generosity, are the company's investors. While pressure from the upcoming Vita is surely playing a part, Nintendo plans to sell 16 million 3DS units in the financial year, but still slashed its financial projections for the year from ¥110 billion to just ¥20 billion. Check out the financial PDFs at the source links below while you decide if 10 potentially-exclusive GBA games are worth paying $80 extra for.
http://www.engadget.com/2011/07/28/n...-12th-current/
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July 28th, 2011, 13:12 Posted By: wraggster
Nintendo has slashed its full-year profit forecasts by 82 per cent to ¥20 billion ($257 million), compared to its previous estimates of ¥110 billion.
The extreme cut follows continued disappointing sales of the 3DS handheld console, which for three months ended June 30 sold only 710,000 units worldwide.
The company has announced that it intends to cut the price of the 3DS in Japan, Europe and the US this August.
Net loss for the first quarter was ¥25.5 billion, with sales at ¥93.9 billion, down 50 per cent compared to ¥188.6 billion for the same period last year. The company blamed poor sales, exchange rates and research and development costs for the Wii U.
Aside from respectable sales of The Legend of Zelda: Ocarina of Time 3D, the company acknowledged "few other hit titles" for its new handheld. During the three month period, 4.53 million 3DS games were sold.
The DS series of handhelds sold 1.44 million units and 12.13 million games, while Wii hardware shifted another 1.56 million units and 13.44 million software titles.
http://www.gamesindustry.biz/article...-by-82-percent
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July 28th, 2011, 13:14 Posted By: wraggster
Update
Nintendo America and Europe have confirmed the relative price cuts in their territories, with both continents reducing the cost to retailers by around a third.
In the US, that cost will now be $169.99 as opposed to $249.99, whilst European retailers can expect a similar reduction.
"For anyone who was on the fence about buying a Nintendo 3DS, this is a huge motivation to buy now," NoA's Reggie Fils-Aime told press. "We are giving shoppers every incentive to pick up a Nintendo 3DS, from an amazing new price to a rapid-fire succession of great games."
Nintendo UK were less specific about price, but released the following statement to sister site Eurogamer.
"Nintendo of Europe will be reducing the European trade price of Nintendo 3DS to retailers by around a third from 12th August 2011, as part of a global trade price reduction initiative.
"The ultimate price to consumers is, of course, determined by retailers, however we look forward to consumers benefiting from much lower retail prices very soon."
Early adopters will receive some compensation following the cut, with an offer of twenty free download NES and GBA titles for the 3DS, as long as owners connect to the Nintendo e-shop before the changes on August 12.
Original story
Nintendo has announced a huge cut in the recommended price of the 3DS in Japan, slashing almost half the original ¥25,000 price to leave it at just ¥15,000 - roughly £118.
The price cut comes alongside the company's financial results for Q1, 2012, published this morning, which revealed a fairly static loss of ¥25.5 billion and halved sales revenues.
The 3DS sold just 710,000 units worldwide during the three months between April 1 and June 30, 2011.
In a brief release accompanying the announcement, Nintendo acknowledged the need to "build momentum" for the 3DS brand, adding that the cut was timed to coincide with the release of some big name games on the system, confirming that Super Mario 3D Land and Mario Kart 7 will be in shops in November and December respectively.
The adjustment will happen this quarter in the rest of the world, but the schedule will be "different in Japan", with the release also suggesting that the "range of the markdown" will also vary in Nintendo's home territory.
http://www.gamesindustry.biz/article...by-almost-half
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July 28th, 2011, 23:55 Posted By: wraggster
The UK games trade has praised Nintendo's decision to cut the 3DS price by around a third.
Retailers are expected to be selling the machine for anything between £99 and £150 come August 12th. The move is a shot in the arm for the UK games sector, which has been suffering one of its toughest years in terms of physical video game sales.
“The Nintendo 3DS is an exceptional product and we think that today’s announcement from Nintendo is really exciting news for customers," said GAME spokesperson Neil Ashurst.
"We will announce our new Nintendo 3DS price soon but we are always committed to offering the best value possible through competitive pricing, our trade in mechanic and offers on games.”
Asda's games chief Andrew Thompson added: "It's great news, and was a very welcome surprise this morning. It has been a very challenging trading environment for the games industry this summer, and this will give sales a much needed lift when the price drop hits in August. With a couple of quality Mario software titles in the pipeline I see 3DS being the must have Christmas present for anyone wanting a handheld console this Q4."
It's obviously big news for publishers, too. Namco Bandai, Ubisoft, Konami, Sega and Capcom have all backed 3DS heavily, launching some of their biggest brands on the machine and with more to come.
"Any action to increase the sales velocity of any hardware is always welcome," Sega's US and European CEO Mike Hayes told MCV. "Sega has four major 3DS titles arriving before the end of March including Sonic Generations and Mario and Sonic at the London Olympic Games. It is very likely that this reported price drop will assist the lifetime sales of these key titles."
Namco Bandai's Lee Kirton continued: "The price change is very welcomed indeed. We have a lot of great 3DS titles in development throughout the year and the price drop is important to increase the install base in the UK market."
3DS launched with a bang on March 25th this year and became Nintendo's most successful UK hardware launch to date. But a combination of a premium price and a lack of triple-A content meant that the launch momentum soon faded away. Nintendo is hoping that will all change this Christmas, with the new price plus a very strong line-up of two Mario games, Kid Icarus, Star Fox, Resident Evil and a whole lot more.
HMV's head of games Tim Ellis said: "Clearly this is great news. It's a significant price drop and will give the format a much needed shot in the arm. Good timing too, with the holidays just under way - the new price point makes it a much more justifiable purchase for parents."
The Hut Group's business development boss Sarah Jasper said: "As early adoptors can attest, the 3DS is a really fantastic machine, and a lower price point will enable that positive word-of-mouth to spread even further. This, along with Nintendo's terrific first-party Q4 software line-up, is sure to make it a must-have gift for Christmas."
Morrisons' games buying boss Nick Sultanti agreed: "This is a positive and responsible step from nintendo. The price drop will not only increase the penetration of this device to mass market but has now positioned itself and 3ds software into pole position for a great Q4."
Nintendo does not set retail prices for Europe, allowing retailers to choose the best RRP for their customers. This saw the 3DS' launch price range from £190 to £230.
http://www.mcvuk.com/news/read/indus...e-slash/082524
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July 28th, 2011, 23:59 Posted By: wraggster
Having confirmed an unexpected 3DS price cut earlier today, Nintendo has now detailed how it intends to reward those who paid out full price for the system just a few weeks ago.
Every current 3DS owner will be entitled to ten free NES games and ten free Game Boy Advance games when they become available.
All current owners have to do is sign in to the Nintendo eShop at least once before midnight on August 11th. Doing this will automatically enrol them as a Nintendo 3DS Ambassador.
The Game Boy selection, which until now had not been confirmed, will include several top-quality games including Yoshi’s Island, Mario kart: Super Circuit, Metroid Fusion, WarioWare Inc and Mario vs Donkey Kong.
Interestingly, Nintendo reckons all these titles will be available exclusively to Ambassadors and that it has “no plans” to make them available to the general public.
The NES titles on offer will include Super Mario Bros, Donkey Kong Jr, Ice Climber and The Legend of Zelda. They will all be released this year, but Ambassadors will be able to download them without charge.
http://www.mcvuk.com/news/read/game-...ssadors/082522
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July 29th, 2011, 00:04 Posted By: wraggster
I don’t think anyone saw this coming. And if they say they did, they’re either really clever or a liar.
This morning Nintendo announced that it is cutting the price of the 3DS handheld by a third. That should see it retailing for something in the region of £130 in the UK. If recent price promotions continue, you could even see the device hit the magic £99.99 mark before Christmas.
And all of this is happening just four months after launch. Even friends at Famitsu, the magazine that's closer to Nintendo than other, have told MCV of its surprise this morning
It’s not unprecedented, of course. The Xbox launched in March 2002 for £299.99. Just four weeks later Microsoft slashed the price to £199.99.And in that instance it worked, with Microsoft’s machine outselling the £130 GameCube over its lifetime.
But that was a different era. Microsoft was the new kid on the block. It had to be aggressive and is a company that has always been willing to fight retail battles through discounting. But this is Nintendo, the one platform holder that has always had profitable hardware and always doggedly stuck behind its RRP.
The Wii price cut earlier this year was the first time the machine had been discounted since launch. In fact, it even went UP in price in that time.
Plus the 3DS is the successor to the most successful gaming handheld ever produced. It’s the only device to offer affordable glasses-free 3D. We all thought it would be a success. And it still could be, of course.
But the one thing I love more than anything else about the games industry, it’s that it will always surprise you.
Most of my contemporaries believed the Wii would fail. It didn’t. Many doubted the DS could stand up to the PSP. It did. And we all thought the 3DS would be popular. Which as of yet, it hasn’t really achieved.
But despite the enthusiasm for the device, there were always questions hanging over Nintendo’s handheld strategy.
Most importantly, it’s certainly a credible question to ask if dedicated handheld games machines even have a place in the modern games market. With phones offering an increasingly rich gaming experience that’s always in your pocket, the incentive to carry a second, dedicated gaming device is certainly lessening.
And then there’s digital strategy which, let’s face it, has never been Nintendo’s strong point. The biggest question mark for me hovering over the 3DS launch was always the software pricing.
Is £39.99 even remotely viable for a portable game in the modern market? You can pump in all the ‘added value’ that you like, for it matters not when games like Flick Kick Football, Chinatown Wars, Game Dev Story, Drop7, Infinity Blade, Doodle Jump, Fruit Ninja and Espgaluda II can be had for pittance. And you don’t need to swap cartridges to play them either.
Here’s a bit of personal insight for you. Every day I get to the office and immediately crack on with the headline news of the day. After that I need coffee and a ***. After that I tend to browse sites like Touch Arcade and Slide to Play to check out the latest iPhone release. I’ll often drop 69p on one. Effortless. And so very, very cheap.
The 3DS launched without a digital store of any form.
But perhaps the biggest factor, and one even the most ardent critic couldn’t blame Nintendo for, is the Japanese earthquake. The biggest injustice being endured by Nintendo right now is the lack of recognition this terrible event deserves for the part it’s played in the early struggles of 3DS.
Solid, reliable Japanese success has been the backbone of Nintendo’s handheld strategy for years now. While certain international regions can be more varied in their enthusiasm for new hardware, and Nintendo handheld is always guaranteed to shift in Japan.
Then when sales dip, redesign the machine. It will sell even more. New colours? Sure, we’ll buy that. Non-advertised screen-tech upgrade? We know all about, guys. Give me one of those! You’ve changed the box it ships in? Best get me a new one then.
But when Japan was devastated by the earthquake and tsunami earlier this year that all changed. I guess frivolous things like gaming took an understandable back step. And without that to fall back, I’m wondering if Nintendo just doesn’t really know what to do.
None of this, of course, should mask that fact that today’s very significant price drop could be all that’s needed to completely reverse the machine’s fortunes. £130 is a great price for a great piece of kit. It’s ideal Christmas present price, one might argue.
The truth remains, however that £39.99 per game is NOT a great price. And ten free NES games and ten free Game Boy games for current owners? There aren’t even ten of each type available on the 3DS Eshop yet.
Oh, and Apple is expected to launch both a new iPhone and new iPod Touch in September. From my experience, that’s what all the kids want nowadays.
And what does all of this mean for the PlayStation Vita? Nothing, Sony would argue, as the two devices are targeting completely different markets blah blah blah consumers want premium features blah blah blah the most powerful handheld in the world blah blah blah.
But the truth is that this early move on the 3DS should send a worrying signal to PlayStation. The Vita could, in tech for cash terms, be the best value games machine ever made. But if you’ve already got a games machine in your pocket, as nearly every phone owner in the world does, then any outlay can suddenly feel a bit excessive.
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July 29th, 2011, 00:05 Posted By: wraggster
Nintendo had confirmed new names and release dates for the 3DS' two flagship Mario titles.
Traditional platformer Super Mario will now be known as Super Mario 3D Land and will land on UK shelves in November. The new title harks back to the original Super Mario Land series on Game Boy, the first title of which has been released on the 3DS eShop.
Meanwhile Mario Kart 3DS has become Mario Kart 7 and will be released in December. It is the first numbered entry in the long-running series.
Nintendo confirmed to Eurogamer that the new titles will be the final European names for each game.
The amended monikers were first sighted in a Nintendo press release this morning detailing the surprise 3DS price drop.
http://www.mcvuk.com/news/read/mario...d-dated/082511
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July 29th, 2011, 00:10 Posted By: wraggster
While Sony and Microsoft systematically sell their new consoles at a loss - initially at least - Nintendo is known to refuse such a tactic, instead balancing production costs to maintain a profit margin on its hardware.
But this is a practice Nintendo will forfeit with the 3DS, according to Bloomberg Japan (via Andriasang), who reports that Nintendo will indeed be making a loss on every 3DS sold after it introduces the drastic price cuts announced today.
As reported earlier, Nintendo will chop around a third off the price of 3DS worldwide next month, following lacklustre sales in the early part of 2011.
3DS' RRP will drop from $249 to $169.99 in the US on August 12. A cut to the European trade price will come on the same day. Nintendo is yet to confirm the exact drop for the EU, but has told CVG that it will be "around a third".
Australia will also benefit on August 12, with 3DS dipping from $350 to $250. Meanwhile, Japan will see a price drop on August 11 - to 15,000, down from 25,000.
The firm also announced a '3DS Ambassador' program that will award early adopters 20 free games in an effort to prevent them from 'regretting' purchasing the console early.
http://www.computerandvideogames.com...very-3ds-sold/
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July 29th, 2011, 00:13 Posted By: wraggster
This week's US Nintendo downloads list is out and at the top of the menu is a mean game of golf.
Gameloft's Let's Golf is clearly a shot at Camelot Software and Sony's Hot Shots Golf (aka Everybody's Golf) - a cartoony, anime-style golf game with over 100 courses and plenty of charm - and it's actually pretty good.
Nothing else leaps out at us, but the full list is below. Hit the source link for more info and trailers.
Nintendo eShop
Let's Golf 3D - Choose from eight customizable characters and play in exotic locations, including the Mayan jungle and a winter wonderland. The 3D visuals will let you view your ball's trajectory like never before. (For Nintendo 3DS)
Virtual Console
Brawl Brothers - Rick and Doug know all the moves, from martial arts to pro wrestling throws, and they don't hesitate to use them. You really don't want to mess with them! (For Wii)
WiiWare
Burn the Rope - Try to burn as much of the rope as possible in each level. But there's a catch: The fire only burns upward, so you must rotate the levels to keep your flame alive. (For Wii)
Also new this week:
GO Series: Portable Shrine Wars (Nintendo eShop / Nintendo DSiWare)
Oscar's World Tour (Nintendo eShop / Nintendo DSiWare)
My Australian Farm (Nintendo eShop / Nintendo DSiWare)
http://www.computerandvideogames.com...-lets-golf-3d/
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July 29th, 2011, 00:17 Posted By: wraggster
Nintendo has expressed concern over a potential backlash from customers who bought a 3DS before today's unexpected price cut announcement.
"Never in Nintendo's history have we dropped a system's trade price so significantly less than six months after launch," the company said in a statement.
"We are aware this may cause you, the loyal fans who supported Nintendo 3DS from the beginning, to lose trust in us, and this is not our intention in any way. All of you who have kindly supported Nintendo 3DS from the beginning are Nintendo's most important customers."
In a bid to prevent consumers "regretting purchasing" a 3DS early, Nintendo has confirmed plans to offer its "special customers" 20 free downloadable games from the Nintendo eShop.
Earlier today, Nintendo revealed global 3DS price cut plans after the portable sold just 700,000 units in the period between its February 26 Japanese launch and the end of the company's financial first quarter on June 30.
http://www.computerandvideogames.com...3ds-price-cut/
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July 29th, 2011, 11:05 Posted By: wraggster
EA CEO John Riccitiello has spoken about EA's plans to move away from 3D, and towards social and online gaming.
"We see really high returns in these markets and very poor returns focusing on 3D, so we are allocating our resources toward new innovations," Riccitiello told stockholders at EA's annual meeting.
"Frankly we have not seen a big uptake for 3D gaming. We have not seen a big uptake in 3D TVs in the home, at least not yet. We are not here trying to drive a market. We are here to react to what consumers are looking for."
He also spoke about the problems faced by Nintendo’s 3DS.
"It was perceived to be the next big thing, there were complaints about is causing headaches and nausea and all sorts of things. Frankly, it didn't do that for me, but there were complaints, and it's not performed as well as they would like."
Earlier this month EA acquired casual games developer Popcap for $750 million.
http://www.gamesindustry.biz/article...y-poor-returns
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July 29th, 2011, 11:16 Posted By: wraggster
Although Hack A Day is no stranger to console conversions, this portable N64 build is worthy of note. The article itself is in Spanish, but for those that don’t speak the language, the steps and components necessary are well documented in pictures. There’s even a video of the finished product after the break.
What is especially interesting about this project is the professional looking build quality of the finished product. One might think it’s a custom injection molding job or possibly 3D printed, but everything is done with only glue, filler, and paint. A controller and console is hacked up to provide the raw materials for this build. An expansion pack is even attached to this console for good measure.
Power is provided by a 6800mA battery, and the console features a generous 7 inch display. A good wiring schematic is also provided in this article, so maybe it will inspire other quality console hacking in the future.
http://hackaday.com/2011/07/28/a-pro...ortable-build/
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July 30th, 2011, 00:24 Posted By: wraggster
The BBC wants some of its biggest brands to lead a new wave of boxed retail games, an executive at the company has said.
The broadcaster is seeking both publisher and studio partnerships with a view to creating games based on some of its famous TV series, according to CVG.
Simon Harris, who heads up BBC Worldwide's games division, said "Kinect makes a huge amount of sense," for certain BBC brands and described the Wii U as "a really interesting product".
http://www.mcvuk.com/news/read/kinec...l-games/082552
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July 30th, 2011, 00:30 Posted By: wraggster
The Wii U tablet does not spell doom for THQ’s uDraw plans – in fact quite the opposite.
As demonstrated at E3 in June, Nintendo’s new home console features a tablet that can be used for drawing – much like the uDraw gaming tablet – leading press and consumers to speculate it is game over for the peripheral.
But THQ’s executive VP of kids, family and casual Martin Good says Nintendo’s upcoming console is a ‘breath of fresh air’ for the publisher.
“THQ created the uDraw peripheral merely as a vehicle to bring software to enable to create greater drawing and learning,” he told MCV. “We are a software company not a hardware company. Seeing the likes of Nintendo coming out with Wii U and that tablet system is a breath of fresh air for us, as it will let us capitalise on the brand of uDraw and exploit it with these new partnerships we are pursuing now. It doesn’t really matter whether it is on the uDraw or someone else’s device.”
Good said THQ got the jump on Nintendo with its tablet controller arriving first.“The potential for the uDraw tablet is limitless,” he added.
“We can bring in other gameplay mechanics. This device would work beautifully with RTS play patterns and you can do some of the things with uDraw that Nintendo wants to do with Wii U. It was as if we were anticipating Wii U and we came out with a device somewhat earlier.”
http://www.mcvuk.com/news/read/wii-u...l-udraw/082547
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July 30th, 2011, 02:07 Posted By: wraggster
The shockwaves created by the shock 3DS price drop continue to ripple outwards, and now EA has warned Sony that the PlayStation Vita faces some very serious challenges.
“I think it looks like a great device,” EA Play boss Jeff Karp told MCV. “But the real challenge for all game handhelds is how they stack up against mobile and tablets.
“After all, how many devices do people want to carry?
“We are a platform agnostic business and we want them all to succeed, but it will be challenge for handhelds. Just look at how smartphones and tablets continue to grow and emerge.”
http://www.mcvuk.com/news/read/ea-qu...-gaming/082542
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July 30th, 2011, 02:10 Posted By: wraggster
A report from Bloomberg Japan translated by Andriasang claims that Nintendo will lose money on every 3DS it sells once yesterday’s price cut is introduced.
Nintendo CEO Saturo Iwata justified this strategy at a Japanese press conference by saying that “such major moves were necessary in order to improve fiscal performance next year and beyond”.
Selling hardware at a loss is anything but new in the games industry, with both Sony and Microsoft employing the tactic in an effort to gain market traction.
In Microsoft’s case it has been a notable success, with years of loss making at its Xbox division finally now delivering the goods, having transformed itself into a profit making business.
But for Nintendo this is a very rare occurrence, with the company having succeeded in making a profit off every unit sold for many years now.
http://www.mcvuk.com/news/read/ninte...ds-sold/082537
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July 30th, 2011, 02:14 Posted By: wraggster
MCV recently spoke to Grant Davies, managing director of Endgame Studios in Melbourne, about the overstated usefulness of stereoscopic 3D on the 3DS.
Davies explains: "We’ve been involved in the development of 9 DS games in total, mostly working with brands such as Spider-Man, Shrek, and Spyro, but more recently on our first original IP: Fractured Soul."
"This probably explains why we were so quick to become involved with the 3DS. Our first project is a rich reimagining of Fractured Soul, entirely in 3D. But while there’s an intense focus on this idea of 3D without glasses on the 3DS, people are curious as to why we’re not using it in our game."
Fractured Soul will instead produce a 3D experience on both screens of the 3DS.
Davies continues: "The stereoscopic 3D is overshadowing what is a really great piece of hardware. I think that when the dust settles on the magic of the S3D, people will start to see the console behind it, and how impressive it is."
"Our choice to use 3D on both screens rather than the S3D was entirely focused on what would be truest experience for our game, rather than blindly following the marketing hype."
Fractured Soul is releasing in Q4 2011.
To sign-up for the completely free MCV Pacific News Digest email service, to be launched in October in conjunction with the new MCV Pacific website, please email mcvpacific@intentmedia.co.uk with your name, job title, company name, nature of your company’s business and the country in which you’re based.
http://www.mcvuk.com/news/read/endga...success/082534
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July 30th, 2011, 02:24 Posted By: wraggster
Nintendo president Satoru Iwata has announced that he's to take a fifty per cent pay cut in order to help ameliorate the financial problems currently affecting the publisher.
Iwata announced the news in a press conference which took place in Tokyo this morning, reports Kotaku. Nintendo made the comments public almost immediately and have promised a full transcript of the Q&A.
Announcing the cut, Iwata said he took responsibility for the 3DS and its poor sales and was willing to make a fiscal sacrifice.
"For cuts in fixed salaries, I'm taking a fifty percent cut, other representative directors are taking a 30 percent cut, and other execs are taking a 20 percent cut," Iwata told attendees.
Attending the event was Tokyo-based Macquarie Securities analyst Dave Gibson. Reporting back to press afterwards, Gibson claimed that Nintendo had acknowledged a missed opportunity in its refusal to make an early price cut for the Gamecube, and wanted to avoid the same mistake, but admitted that the reduced price would mean that Nintendo no longer made money on 3DS sales.
That will undoubtedly change as the economies of scale make the 3DS easier and cheaper, but the decision to sell hardware at a loss is a significant move for Nintendo, which ordinarily ensures that profit is made on each individual unit sale.
http://www.gamesindustry.biz/article...bility-for-3ds
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July 30th, 2011, 02:32 Posted By: wraggster
The Legend of Zelda: Ocarina of Time 3D has become the first 3DS game to clear one million sales.
The N64 remake sold 1.08 million copies worldwide in Nintendo's first quarter ended June 30, with 270,000 sales in Japan and 810,000 in the rest of the world.
The only other Nintendo titles to sell a million copies during the three month period were Pokemon Black & White for DS and Mario Kart Wii, which shifted 1.36 million units and 1.22 million respectively. The former has now sold 12.87 million copies during its lifetime and the latter 28.23 million.
Earlier today, Nintendo CEO Satoru Iwata said he's to take a 50 percent pay cut after claiming the that the blame for poor early 3DS sales lies at his door.
http://www.computerandvideogames.com...illion-seller/
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July 31st, 2011, 00:28 Posted By: wraggster
Those freebie NES games you get from the 3DS "Ambassador Program" on September 1 will be bare-bones at first, but a future update will bring some extras. Nintendo told IGN that after the paid versions of those ten games show up on the eShop "later in the year," the free versions will be updated at no cost.
The upgrades will include "additional features such as multiplayer simultaneous play," which is kind of a big claim, since not even the Game Boy Virtual Console games sold now have multiplayer functionality. Nintendo didn't detail any other changes, except to say that 3D isn't one of them. The games won't be remade as 3D Classics.
The list of NES games announced includes Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda. These and five more unknown games will be included in the Ambassador Program. Ten Game Boy Advance games will follow later in 2011.
http://www.joystiq.com/2011/07/29/3d...ing-an-update/
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July 31st, 2011, 19:07 Posted By: wraggster
Nintendo really wants to make it up to those of you who already shelled out $250 for the 3DS, in light of the looming $80 price drop. You probably already knew that you'd be getting a pile of free NES games on September 1st, but you can also expect them to be updated and improved going forward. These aren't going to be half-hearted ports that get pushed out to early adopters, riddled with bugs, and forgotten. Sometime later this year, they'll be offered as payed versions through the eShop with features like multiplayer simultaneous play. The best part? Those eligible for the Ambassador Program will get free upgrades to retail version. One feature we can tell you wont be added though, is 3D -- the classic titles like Legend of Zelda and Super Mario Bros. will remain blissfully two-dimensional.
http://www.engadget.com/2011/07/30/3...yer-other-fea/
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July 31st, 2011, 22:54 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date. You must not ask the Yabause Team about unofficial versions.
Change Log
Unofficial r2649 beta21 - Jul. 30, 2011
make SCSP1 (old one) and SCSP2 into plugins; can select SCSP1 or SCSP2
add saving setting mode for each game
(maybe) fix PAL monitor mode according to libogc
some minor fixes and changes
Download and Give Feedback Via Comments
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July 31st, 2011, 23:02 Posted By: wraggster
The fist working AntSnes build for Meego is ready and it’s running on my N950. AtnSnes is Snes emulator for Meego. It is actually based on DrPocketSNES version 6.4.4, which in turn is based on snes9x 1.39
I’ll add this to the public meego repository when I have some more time (build.pub.meego.com). In the mean while you can download it from here.
http://www.summeli.fi/?p=2682
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August 1st, 2011, 01:18 Posted By: wraggster
via http://www.planetvb.com/modules/news...hp?storyid=326
Have you ever heard of Game Expo '95? No? Well, that's not surprising given the fact that this one time event that was held in March 1995 in Tokyo was neither well announced, not well attended or even well visited. Since Nintendo was one of the few attending companies and featured a huge Virtual Boy booth, this odd little show should still of interest for Virtual Boy fans, so I have compiled a little article with all the known info about Game Expo '95. Be sure to also check out the additional material you can find on the report page like article scans or a two minute video from the show floor!
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