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August 1st, 2009, 11:26 Posted By: wraggster
mdbrim has updated Wii Double Down to v1.1
Wii Double Down is a simple blackjack game for the Wii.
The object of blackjack is to get a higher card total than the dealer, but without going over 21.
Change Log
v1.1
Added Custom Table Color Option
Added Dpad Navigation support for menu
Added Dpad Navigation support for game
Code housekeeping
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August 1st, 2009, 11:29 Posted By: wraggster
brkirch has today updated Gecko to v1.9.2:
Heres whats new:
Gecko 1.9.2
What's New:
If necessary, cIOS will be used for channel loading
A few more gameconfig options were added
Some video mode fixes
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August 2nd, 2009, 23:17 Posted By: wraggster
WB3000 has updated NUS Downloader to v1.2
NUS Downloader, or NUSD, is a PC Utility designed to allow easy access to the resources present on Nintendo's Update Servers. Using this tool, you can download, pack, and decrypt many system titles into WADs ready to install.
Update History
v1.2 - August 1, 2009
Access a local database (database.xml) of title IDs, along with versions/regions/etc.
With database selection, IOS WADs are given Nintendo naming convention (ex: IOS60-64-vXXX.wad)
Mismatches are identified as Safe or BAD.
Command line arguments can be passed to the GUI.
Korean key (kkey.bin) support. Useless as far as I know, nothing on NUS uses the key...
Downloading failures are now described in more detail (401 vs 404, etc.)
Status Box has a clear button; it is auto-cleared when starting a new download.
UserAgent changed (again) to the Wii updating one.
A title's required IOS is shown in the download log.
Trucha signing titles (Still in Beta/Alpha stages! By default it is disabled, to display the feature, click the progress bar on the main form)
Trucha signing features the following:
TMD editor (Change IOS needed, title version, title ID)
Ticket editor (Change DLC Amount, Common Key needed, Time limit)
Contents editor (Add/Remove Contents, Set shared status, Set boot content, Add trucha bug to content [only decrypted contents have support so far!!])
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August 2nd, 2009, 23:20 Posted By: wraggster
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.
Changelog
0.71
Autoload implemented. If the next file has a very similar name (using a Levenshtein distance of 2) it will be autoloaded.
Examples: film.part1.avi > film.part2.avi (1 change)
episode.s01e09.avi > episode.s01e10.avi works (2 changes)
Improved memory management: fixes MPlayer hanging if out of memory.
OSD level 3 now shows mem1 and mem2 info.
Driver improved with autodetection error: on error the device is reinitied and read is retried.
Restore Points fixed. Now quit or power off saves restore point and can resume properly. Please delete your previous restore_point file in case it is corrupted, and check that your SD card isn't locked.
Improved SMB connections: now SMB will always reconnect.
Improved stream initialisation.
Fixed green lines at the top of loading screen.
Further improved video compatibility
Added ability to load an external driver from SD for USB 2.0 testing. More details (and drivers) will be added to the Google Code page at a later date. Thanks to Hermes for the patch.
Finally fixed the problem with network and USB 2.0 conflicts (due to the driver using a bad device).
Font loading improved.
Improved MPlayer support when a file unexpectedly disappears and reappears.
Many other small fixes and code cleanup.
New USB test:
If http://mplayer-ce.googlecode.com/files/USB%20Test.rar says USB device is compatible but a device is not working then there is no FAT partition on the device. Check if you are using NTFS instead.
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August 2nd, 2009, 23:27 Posted By: wraggster
Following this week's sour, but not unexpected, news of a 40 percent drop in hardware sales, Nintendo chief Satoru Iwata seems to be taking DS marketing in the direction of a personal device.
The shift would mean they want the unit to be seen as something everyone should own, not shared among a family. Basically, it means Nintendo wants everyone in the world to have a DS, which might seem obvious, and is an ambitious way to expand what analysts had seen as a somewhat saturated market.
Techradar's digest of a Nikkei article (subscription only) said the marketing will portray the DS as personal device "like a mobile phone," but I wouldn't take that to mean it's gonna get those capabilities sometime.
http://kotaku.com/5328310/iwata-hint...rketing-for-ds
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August 2nd, 2009, 23:47 Posted By: wraggster
News via Nintendomax
t4ils updated to version 1.21 "Still Alive DS", adapted from the Flash game "Portal".
Quote:
01/08/09: v1.21
[Thursday]
+ Start a gate just before death was stealing pixels across the screen to the next.
[Wifi]
+ Possibility to skip several pages instead of one
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August 2nd, 2009, 23:51 Posted By: wraggster
News via Nintendomax
Quirky proposed version 0.7.6 of its excellent Internet browser for the DS "Bunjalloo.
Quote:
Changes 0.7.6
* Added saving, loading and expiring of cookies
* Fix several cookie-related bugs
* Fix redirects to absolute locations. This fixed mobile Google Reader, amongst other things
* Fix crash bug while editing bookmarks when you deleted the newline
* Show the could-not-load error page again
* Show the mime-type on pages that are not supported
* New spinner icon (Thanks to an anonymous reader for that)
* Fake WAP support for google.com / xhtml
* Fix the preferences options for cookie permissions per domain
* Fix appending text to HTML attribute node value (10 isue?)
* Fix crash when trying to connect to an incorrect address (issue 103)
Escape + * on input fields (issue 81)
* Try and improve responsiveness HTTP connection
* Allow user agent switching via "expert" configuration - set useragent = blah in config.ini
* Update to the latest versions of 3rd party libraries (matrix SSL 1.8.7, libpng 1.2.38, latest libraries from devkitPro)
* Moved the code to Google Code's Mercurial hosting
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August 3rd, 2009, 00:04 Posted By: wraggster
News via Nintendomax
Like the RPG and not the soul of an encoder! Just like RPGMaker, RPG4DS of Ricardo007 allows you to create your RPG completely and compile it for your DS. You need to have installed Avisynth, DevKitPro and Volver.
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August 3rd, 2009, 00:11 Posted By: wraggster
News via Nintendomax
SwedishFish proposes a new version update of its Shoot Em Up "Stargrazer.
Quote:
Update 8/1/09 - added another enemy type, changed to some real AI, added sound fx
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August 3rd, 2009, 00:12 Posted By: wraggster
News from Dovoto
Wintermute has been kind enough to open source the DSi hack we have been using. To run the hack you will need a way to read and write save files on DS carts.
Tutorial:
1) Download the hack for your DSi enhanced game from http://github.com/WinterMute/
2) Edit the asm source file to reflect your region (US and UK currently supported), and of course add your own custom code.
3) Make the project which should produce a .sav file
4) Load the save file onto the game cart.
5) Launch the game in your DSi
Currently you are limited in space which restricts you to assembly programming. Hopefully this will inspire a few more people to poke about and get info coming in on SD card access and, of course, the cameras.
Loading a save file:
I have been using a tool called eepinator to upload the save file using a regular DS. There are probably other tools which would work.
http://www.dcemu.co.uk/vbulletin/showthread.php?t=57752
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August 3rd, 2009, 16:22 Posted By: wraggster
A new update for the DSi renders a number of piracy-ridden flash carts unusable.
The new firmware, once installed via a WiFi connection, will stop certain flash carts from booting up on the portable. AK2I, iPlayer, EZVi and a few others have been confirmed to be affected by the update, according to reports.
Counter measures such as those in the latest update usually halt their use for a while. But it's not long before hacker find a way around it. And so the battle rages on.
http://www.computerandvideogames.com....php?id=220626
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August 3rd, 2009, 16:32 Posted By: wraggster
Nintendo's profits may be down a bit, but four of the company's games still managed to sell more than a million units between April and June.
Smuggled in amongst the platform holder's financials (thanks Joystiq) was word that Pokémon Platinum, Wii Fit, Mario Kart Wii and Wii Sports all continued their multi-million marches.
Lifetime sales of the quartet are getting a bit silly, in fact. Wii Sports may be bundled with every Wii, but 47.62 million is still quite a lot of discs, while Wii Fit is not bundled and has done 21.82 million and Mario Kart Wii stands at 17.39 million.
Pokémon Platinum's 5.66 million looks a bit rubbish by comparison. You're not on the GameCube any more, Pikachu - buck your ideas up.
Speaking of comparisons, the document also notes that Nintendo had six million-sellers in the equivalent quarter last year - the three Wii games mentioned, plus Wii Play, Super Smash Bros. Brawl and another Pokémon game - Mystery Dungeon: Explores of Time/Darkness.
http://www.eurogamer.net/articles/fo...ellers-in-fyq3
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August 3rd, 2009, 16:33 Posted By: wraggster
Regardless of what your weekend activities may have been, we know it was hard to enjoy yourself, knowing that people in Japan and Europe were sharing their DSi photos on Facebook higglety pigglety, while yours were trapped by a lack of DSi 1.4 firmware like Zod and crew in the Phantom Zone.
Finally, said photos can be set free with an update to your DSi arriving at 8 p.m. EST in North America. Can you even wait until then? Yes, we imagine you can
http://www.joystiq.com/2009/08/03/fa...erica-tonight/
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August 3rd, 2009, 16:36 Posted By: wraggster
New from Divineo China
The first gun to supports Motion Plus! Get ready to take aim with the ultimate Rifle Gun for Wii. Seamlessly integrates your Wiimote and Nunchuk into a single controller for full compatibility with all shooting games. The foldable hand grip lets you adjust the angle you want (approximately 16.5 – 18 inches long).
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August 3rd, 2009, 16:39 Posted By: wraggster
The Kyoto District Court has ruled against 38 year-old company employee Yoshiaki Asagiri, who was put on trial for distributing DS games online without permission and breaking Japanese copyright law.
Asagiri has been sentenced to 2 and half years in prison and fined approximately US$21,000, plus an additional fine of $75,000. Late last year, Asagiri was arrested for creating a website that made over 1,000 DS games available for download.
The judge who sentenced Asaigiri said his crime "tramples" the effort of the copyright holders who have spent tremendous time, effort and money in creating these games.
http://kotaku.com/5328613/man-senten...r-ds-downloads
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August 3rd, 2009, 21:32 Posted By: wraggster
News via http://www.pdroms.de/news/18914/
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
Capcom Play System (VGM output only)
ColecoVision
Commodore 64
MSX (KSS output only)
Nintendo Gameboy / Gameboy Color
SEGA Master System
SEGA Game Gear
SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added support for the fifth Konami SCC channel.
Added a command for writing directly to a memory address or port.
Added the ability to output compressed VGM files (VGZ).
Added an alternative GBC noise frequency table (selected with #GB-NOISE 1).
Modified the data sequences generated at octave changes to use less space.
Updated the manual.
Thanks to the author, mic, himself for the news via ICQ. http://jiggawatt.org/muzak/xpmck/
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August 3rd, 2009, 22:16 Posted By: wraggster
News via Nintendomax
LaPatateInc offers "You Have To Burn The Rope DS", adapted for the DS platform game of the same name
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August 3rd, 2009, 22:20 Posted By: wraggster
Found this over at both gbatemp and devfr, heres the news from them:
French online video game accessories and flashcart store ExtremeJeux.com just started a homebrew competition, hosted over at PlayerAdvance. The rules are simple:
The purpose is to create new homebrew projects. As such, only new creations can be submitted.
The authors only have 2 weeks to submit their creations. Of course, this means they don't expect fully polished homebrew to be submitted: only the most original or interesting ideas or concepts will be rewarded.
A single person may submit multiple entries, however one person can only be rewarded with 1 prize.
The winners will be rewarded with DSTT+2GB MicroSD bundles. 3 packs are originally offered but they said they may go up to 5 depending on the quality of the entries.
Although the website hosting the competition is french, you may very well enter the competition as it's open to everyone!
http://playeradvance.org/forum/showt...868#post221868
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August 3rd, 2009, 22:24 Posted By: wraggster
A new version of palib has been released, heres the details:
Info:
Because the last 'official' PALib version doesn't work with DevKitPro R25 and newer, some users started to make a version that is compatible with never DevkitPro releases.
- Keep in mind that all those versions are some kind of beta: We cant guarante that everything works right.
----------------------------------------
| PAlib 090801 : We're almost there... |
----------------------------------------
[PAlib] Compiled with libnds 1.3.7.
[DMA_Copy] Now checks if the source is NULL and fills with zeros instead, fixes some no$gba warning-related problems.
[Many #defines] All defines that used the format #define PA_Function() { blah }
has been changed to #define PA_Function() do{ blah }while(0). This makes every #define "safe".
[inline functions] Changed all extern inlines to static inline.
[3D Sprites] Rotation was fixed.
[no$gba] Reverted back to the latest free version (2.6) now that a FIFO-related problem that
was causing this version to not function properly was fixed in libnds.
[Debugging] Added some debugging functions including iDeaS debugging console output and emulator detecting.
[Text system] Updated the default font with the full character set: http://forum.palib.info/index.php?topic=6413.0
[C Standard Library] Now disabling UTF-8 support in the C standard library on startup.
It was causing problems with the string functions and extended ASCII characters.
[Environment variables] The PAPATH variable is no longer needed.
[PAGfx and graphics including system] #include "gfx/all_gfx.c" is gone, and
new versions of PAGfx and PAGfx Frontend were rolled out.
[Examples] The examples have been updated with the new PAGfx and including system.
[Errors] The PAlib error screens have been improved.
[Speed test] The speed test routines were removed due to uselessness.
[Text functions] Added const-correctness to them.
Download here
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August 3rd, 2009, 22:40 Posted By: Shrygue
via Joystiq
And we thought the announcement of a returning feature from a previous game was exciting. In an interview with IGN, Vicarious Visions' Karthik Bala revealed that the Wii version of Guitar Hero 5 won't bother you for Friend Codes when you try to play online.
"For GH5, we've implemented support for your global Wii Friend Codes," Bala told IGN. "If you've got friends in your Wii address book, they'll automatically be added to your friends list in game, so you can easily connect up with them in online multiplayer games."
GH5 on Wii is now at "full feature parity" with the other versions, Bala said. It includes eight-player online play (no longer limited to two Wii consoles), and also adds a couple of Wii-exclusive features like a "Roadie Battle" mode and DS control of aspects of the (updated) Mii Freestyle.
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August 4th, 2009, 19:48 Posted By: wraggster
The kids at the Mercury-News have just had a sit-down with our old pal Shigeru Miyamoto, Nintendo's legendary head of game development, for a chat about the recession, game controllers, and trust. The company's plan for dealing with the ebbs and flows of the international economy is simple: "We're really just concentrating on creating something that people want... something the whole family will use." Does that include the admittedly silly Vitality Sensor? Of course: "[A]ny sort of changes to interface that allows people to get into games and enjoy games is a great trend." Any clues as to the exciting new forms of gameplay this Vitality Sensor will provide? "I don't have any indication for you (of what we have in the works) other than to say that we have lots of very creative ideas." It looks like we'll just have to trust the man with the sword for the time being.
http://www.engadget.com/2009/08/04/n...ty-sensor-dec/
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August 4th, 2009, 19:52 Posted By: wraggster
Nintendo president Satoru Iwata has explained what he thinks is to blame for the current slowdown in Wii sales.
Speaking to investors (as reported by Kotaku), Iwata said, "It's not the case of the quality of hardware moved, the feeling of missing strong competitive power, lacking its luster or poor sales.
"Consistently, big time titles will be released in the marketplace for this hardware. When that stops, to reinvigorate the console, or to put it another way, I think the current decline in hardware sales is due to the fact that there aren't many big titles (at the moment)."
There are, however, no plans by Nintendo to respond to the sales drop by reducing the price of Wii hardware. "Right now there aren't a lot of discussions going on about what exactly to do about hardware pricing," Iwata said.
http://www.gamesindustry.biz/article...-of-big-titles
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August 4th, 2009, 22:03 Posted By: wraggster
News via nintendomax/pdroms
Ninchenfan proposed version 0.2 of "ChatNoirWii" flash game clone of Black Cat.
The principle of this game is very simple: we must prevent the black cat out!
Each time you click a circle, the cat moves. The goal is to surround and prevent it from moving. Once achieved, you move to the next level.
If the cat out of the screen, the game is lost. The game restarts at the beginning.
Quote:
2009-08-02:
* Release of version 0.2
1. Added Options view (for difficulty and field size)
2. Replaced some graphics
* Now with meta.xml file and icon
* Todo:
1. Much more better graphics (a frame / theme, button for options, an (animated) cat, ...)
2. Intro
3. Confirm on exit
4. Save preferences (to xml-file)
5. Switch to 3D engine * yeah *
2009-07-31:
* Launch of Black Chat Wii project
* Release of version 0.1
* Please test and report bugs ... Thx =)
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August 4th, 2009, 22:06 Posted By: wraggster
News via nintendomax/pdroms
Like games of tanks! "ShootMii" is for you, since it offers two-player battles with futuristic Tanks board.
Quote:
Lots of things done: collisions, explosions, damages, better graphics
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August 4th, 2009, 22:08 Posted By: wraggster
News via nintendomax/pdroms
steaky silus and began adapting the multiplayer wargame "Liquid War" for the Wii for the occasion entitled "Liquiid Wars." The development is in its infancy, it is not yet a "liquid army and only a single player mode is available.
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August 4th, 2009, 22:18 Posted By: wraggster
News via nintendomax/pdroms
Freezy offers "Munch Chunk", a puzzle game where you must display the words "Chunk" or "Munch" by eliminating the blocks of the same colors that are side by side.
Quote:
v0.2a
* First beta given to a friend of mine.
* Got XML save / load to work, savegames work now yay!
Known bugs:
* The game might decide you have no more 'to munch Chunks' in some rare cases, even though there is one left. I'll fix this as soon as possible
* When I have a USB harddrive attached, the code dumps randomly ingame sometimes to mouse.o code.
v0.2
* Added column and row refilling
* Enhanced the movement of the 'Chunks'
* Expanded the menu option with:
o Added a single 'Chunk' as a size & color preview
o Refilling (None | row | column | first rows | columns first)
v0.1
* Rewrote the display back to RI from SDL (Yay, finally SDL works for me on the Wii!)
* Added option to the options menu (4 different sizes, refilling (yes / no))
v0.0
The original game was made by me for the PC, which included 10 colors (still in the game). To make it work on the Wii I rewrote parts to display the GX, which did not work as well for me. . . .
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August 4th, 2009, 22:29 Posted By: wraggster
News via nintendomax/pdroms
The multimedia player "MPlayer CE, combination of MPlayer Team Twiizers and Geexbox, is once again correct with version 0.72.
Quote:
0.72
* Fix bug playlist
* More SMB servers detected (thanks to hax)
* SMB now supports user-level security share (thanks to hax)
* SMB now supports plain text passwords (thanks to hax)
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August 5th, 2009, 16:54 Posted By: wraggster
via slashdot
We're running a competition to see who can program the best AI for a version of Super Mario Bros. It's about deciding what to do at each time step — run, jump, shoot etc. — based on a description of the platforms, items and enemies around Mario. This is hard. It's so hard we believe that some sort of machine learning algorithm will be necessary to reach good playing performance. But really, any approach is fair game. We welcome hard-coded submissions, commercial AI programmers, academics and amateurs alike. Whoever wins, it will be really interesting. The competition is associated with two IEEE conferences, and there are cash prizes available for the best submissions
http://julian.togelius.com/mariocompetition2009/
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August 5th, 2009, 17:04 Posted By: wraggster
Domestic sales of the DSi reached 3,062,920 units as of August 2, according to new Enterbrain figures.
The updated console launched in Japan on November 1 2008, meaning the milestone has been reached in the space of just nine months, reports Famitsu.
Nintendo's latest quarterly financial results, released last week, showed that worldwide DSi sales for the three months ending June 30 had totalled 3.65 million. Worldwide, the system, which launched outside of Japan in April 2009, has sold 6.68 million units to date, confirmed the company.
http://www.gamesindustry.biz/article...llion-in-japan
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August 5th, 2009, 17:05 Posted By: wraggster
Nintendo needs to concentrate on expanding its core user base as Sony and Microsoft muscle in on its casual audience with new technologies of their own, Marvelous Entertainment director, Yasuhiro Wada has stated.
"The Nintendo market is pretty humongous right now, but I think that's primarily because of all the light users; the casual users," he said, speaking to Gamasutra. "The core userbase for the Wii is really still small. One of the things that Nintendo is trying to do, like with the Motion Plus, is try to make it more advanced and more friendly to the gamer-gamer.
"But it's still not enough because Sony and Microsoft are starting to do the same sorts of technology. In those cases they are still weak, but I think it's really important to have more core titles such as Zelda and other titles from Nintendo to grow that core market area, so the whole market can grow as well."
While his company has developed plenty of games for Nintendo platforms, continued Wada - Marvelous created the Harvest Moon games and Little King's Story among others - it is only bound to those platforms because it doesn't have the technology to develop for the "HD-heavy platforms".
However, "at a certain point we will reach that place and we can advance to multiple platforms and different other venues," Wada predicted.
http://www.gamesindustry.biz/article...elous-director
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August 5th, 2009, 17:19 Posted By: wraggster
Throwing stuff at stuff is okay, but what Wii owners really like is stretching. That's the takeaway we've gleaned from EA's quarterly financial results, which reveal that EA Sports Active, selling "over 1.8 million copies in the quarter," is not just a genuine hit -- it's the publisher's best-selling Wii title to date.
If EA hadn't already announced that expansions and versions for other consoles were coming out, now is right about when we would say "there are totally going to be sequels to this." Although, we suppose, technically, the second EA Sports released a game was the second we knew there'd be another one in a year.
http://www.joystiq.com/2009/08/04/ea...wii-game-ever/
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August 5th, 2009, 17:28 Posted By: wraggster
New from Play Asia:
features
Official Banpresto Merchandise
Also available in controller type II
Size: approx. 60mm X 93mm
Limited availability
description
The Famicon console is the ancestor of all home consoles. No matter what your favourite system is, the Xbox360, the Nintendo Wii or the PlayStation3, you have to pay tribute to the origin.
One console has two controllers, the primary and the second, this set of controller card cases features both. The primary cardcase spots two more buttons, the start and select while the secondary case shows more of the face plate.
Separate your own cards from the cards from your clients. With the separator, you would never mess up with your contacts.
Flash your cards and your ultra cute and stylish cardcase around during outings and get to know some like-minded people.
http://www.play-asia.com/SOap-23-83-...j-70-3huz.html
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August 5th, 2009, 19:43 Posted By: wraggster
Tantric has released libwiigui 1.04
libwiigui is a GPL licensed GUI library for the Wii, created to help structure the design of a complicated GUI interface, and to enable an author to create a sophisticated, feature-rich GUI. It was originally conceived and written after I started to design a GUI for Snes9x GX, and found libwiisprite and GRRLIB inadequate for the purpose. It uses GX for drawing, and makes use of PNGU for displaying images and FreeTypeGX for text. It was designed to be flexible and is easy to modify - don't be afraid to change the way it works or expand it to suit your GUI's purposes! If you do, and you think your changes might benefit others, please share them so they might be added to the project!
Download Here --> http://code.google.com/p/libwiigui/downloads/list
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August 5th, 2009, 19:46 Posted By: wraggster
Technik has released Revolution Engine v0.4alpha2 :
Revolution Engine is the very First homebrew 3D Game Engine for Wii. It is directly based on GX without any GL wrapper or anything similar. Natively designed for the Wii, this engine is probably capable of generating the best homebrew graphics ever seen on this game console.
Version 0.4
Revolution Engine 0.4 is the first mature version of the engine, and so the first version published here at wiibrew. It's being released through various steps for better feedback, and for creating a better result for the final release. This is why revolution engine 0.4 is released in alpha versions before being complete.
Current Features
Revolution Engine 0.4 alpha 2 Supports:
3D System
Triangle meshes, Quad meshes and mixed meshes Rendering
Advanced transparency
Custom file formats for 3D meshes
Vertex lighting, software based
Multiple cameras
Node Based
Material System
Textured Objects
U V coordinates
Diffuse Color
Diffuse maps
Specular Color
Transparency
glossiness
Specularity
Tilin
Mixed through TEV
2D system, GX based
Node Based
True type texts
Multiple Viewports
Solid panels
Image-based panels
IR pointers for up to 4 players
Buttons
Windows
Miscellaneous
Content Manager (Under construction)
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August 5th, 2009, 21:06 Posted By: wraggster
News via Nintendomax
Gas proposes "Around The Clock", classic game of darts which proposes the transfer of higscores online
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August 5th, 2009, 21:08 Posted By: wraggster
News via Nintendomax/theskeen
dimok met online a pre-alpha version of its draft "WiiExplorer" browser / file manager for the Wii.
Quote:
Features:
* SMB / USB / SD recursive copy / move / delete of files / directories with all files in it
* Rename files
* Properties of files / directories
* Browse through SD / USB / SMB
* Addressbar with path
Coming soon (Wishlist):
* Booting .dol / .elf files by double click
* New Style / Pictures by NeoRame
* Multiple Windows (Minimize / Maximize Windows)
* Opening files TXT/PNG/JPEG/MP3/OGG
* Better handle SMB
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August 6th, 2009, 16:44 Posted By: wraggster
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August 6th, 2009, 16:47 Posted By: wraggster
Over 500,000 copies of Wii Sports Resort were sold in the US during the game's first eight days on sale, according to Nintendo figures.
The game, which comes packaged with the new Wii MotionPlus accessory, reached the landmark figure on August 3, eight days after its US launch on July 26.
"Through Monday we sold one copy of Wii Sports Resort roughly every 1.5 seconds continuously since it launched in the United States," said Cammie Dunaway, Nintendo of America’s executive VP of sales & marketing. "This tells us consumers were eagerly waiting to get their hands on these fun activities, and it's a great start for a game that will have long-lasting appeal."
Since being released in the UK on July 24, the game has been at the top of the all-format chart with second week sales growing on first week ones by six per cent.
http://www.gamesindustry.biz/article...-million-in-us
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August 6th, 2009, 20:08 Posted By: wraggster
Researchers from The University of Tokyo have demoed a touchable hologram at Siggraph 2009. The project, called Touchable Holography, involves the use of Wiimotes placed above the display to track hand motion, and an airborne ultrasound tactile display created in the university's lab to create the sensation of touch. The result is a holographic image that produces tactile feedback without any actual touching, and without degrading the image itself. Check out the video after the break for a fuller, more stunning explanation.
http://www.engadget.com/2009/08/06/t...n-of-touch-to/
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August 6th, 2009, 21:17 Posted By: wraggster
mdbrim has updated Wii Double Down to v1.2
Wii Double Down is a simple blackjack game for the Wii.
This will probably be the last version released before a major overhaul of the graphics is performed... then comes the rest of the casino games.
The object of blackjack is to get a higher card total than the dealer, but without going over 21.
Change Log
v1.2
Added Nunchuk and Classic Controller support
Added SPLIT Option
Changed interface of BET buttons
Added Random Table Color Option
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August 6th, 2009, 21:24 Posted By: wraggster
News via wii-addict
Silver.nux has updated its games mystery number, simply press the + or - to discover the mystery ... it does remind you anything? Quote Version 1.2-Added a counter-turn
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August 6th, 2009, 21:27 Posted By: wraggster
News via wii-addict
ShootMii is developed by denisgeorge666 and the rest of his team, it is a 2D shoot game has 2 players with tanks.
Citation
What's New?
Smoklet-added
-Influence of wind on smoklets.
Angle of the Sun-random at the beginning of each part
-Taking into account the drop (impact (proportional to the distance of the explosion) + shooting)
-Adding the Timer class and start the conversion.
-Elliptic trajectory of the sun
-Adding the logo and description for the Homebrew Channel
Changing file-meta.xml
Other bugs fixed
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August 6th, 2009, 21:32 Posted By: wraggster
News via wii-addict
MP3 + G Player is a mp3 player that also karaoke
To use it, you will need a mp3 file and a CDG file (containing data for karaoke), while the 2 appointed with the same name.
Stick the cross can move in the menu and button B starts the selected song.
The Home button during song allows the return to menu selective songs, or you sort of homebrew
Citation
0.92 -> 0.94
------------
- Fixed a bug with the command that caused LoadCLUT not draw the beginning of some songs.
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August 6th, 2009, 21:38 Posted By: wraggster
News via djdynamite123
Release from timbrug & mbloemendal
The BlueMSX-wii emulator can be started using the homebrew channel. For this purpose, the necessary files (main .dol file, icon.png and meta.xml) are released with this project. The best location for these files will be SD:/apps/bluemsx-wii/.
Except from the main .dol file, the BlueMSX-wii emulator needs some files on the SD-card. Most of the files are embedded in the .dol file and will be placed on your SD-card when the emulator is first run. These files will be placed in the directory SD:/MSX/.
Additional to these files, there needs to be a gamepack. As distributing the rom files gamepack is not 100% legal, these will not be supplied through the google code project.
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August 6th, 2009, 21:57 Posted By: wraggster
News/release from maRk2512
It's a remake of an old GameBoy game. (Kwirk, A-mazing tater)
Another Update! Sorry for the lack of updates - i've a lot to do with my new house, but the end is near...
- Select your native language in titlescreen (two languages at the moment)
- Music in titlescreen.
- Soundfx during game.
This version includes only 20 maps to play.
The final version will get 136 maps!! (All maps from Kwirk, A-mazing tater and Puzzle Boy/PC-Engine)
I've made a extra nightshift to create them all.
If anyone have some better soundfx - please post a mail. Every help is hearty welcome.
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August 8th, 2009, 00:30 Posted By: wraggster
linus has updated Code Downloader to v1.4 :
Native Wii Code Downloader. Downloads Wiird .txt files from the Wiird code database to the sd card and renames them to the name of the game they are used for. To use the cheats in game, txt codes/cheats files must be converted into .gct format by using Wiicm or CheatManager.
Change Log
Version 1.4: Changed url to geckocodes.org, added category selection for WiiWare/VC codes, removed grrlib/libfreetype.
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August 8th, 2009, 00:32 Posted By: wraggster
SquidMan has released Neko Project II Wii at version 0.1B.
Neko Project II Wii is a port of the PC-9801 (PC98) emulator, Neko Project II. It was brought to life by the fantastic progress on the SDL-Wii port by Tantric. Neko Project II was originally written by YUI.
This is a very early version, and is the bare minimum needed to play a game. When you start Neko Project II Wii, you will be presented with a dialog to load disks. Press B to continue past this dialog.
There is 1 file that is required by Neko Project II Wii. This is the font.bmp file. It must be placed in SD:/PC98/DATA/ as font.bmp. Floppy and Hard Disk images must be stored in SD:/PC98/ROMS/
To get the last built version, there is a directory on the Neko Project II Wii Git called np2hbc. Copy this to SD:/apps/ and put the files required by Neko Project II Wii on the SD card, and go!
In order to build Neko Project II Wii, you will need the latest devkitPro, libfat, and SDL libraries. You will also need to slightly patch SDL, to expose the vmode variable. I'll leave this up to you to figure out
Download Here --> http://github.com/SquidMan/np2wii/
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August 8th, 2009, 16:30 Posted By: wraggster
SquidMan has updated Neko Project II Wii to version 0.1B2. Now has modifiable controls.
Neko Project II Wii is a port of the PC-9801 (PC98) emulator, Neko Project II. It was brought to life by the fantastic progress on the SDL-Wii port by Tantric. Neko Project II was originally written by YUI.
This is a early version, and has few extra features. When you start Neko Project II Wii, you will be presented with a dialog to load disks. Press B to continue past this dialog.
There is 1 file that is required by Neko Project II Wii. This is the font.bmp file. It must be placed in SD:/PC98/DATA/ as font.bmp. Floppy and Hard Disk images must be stored in SD:/PC98/ROMS/. You may also store a control.xml file in SD:/PC98/DATA/ for custom control schemes.
To get the last built version, there is a directory on the Neko Project II Wii Git called np2hbc. Copy this to SD:/apps/ and put the files required by Neko Project II Wii on the SD card, and go!
In order to build Neko Project II Wii, you will need the latest devkitPro, libfat, and SDL libraries. You will also need to slightly patch SDL, to expose the vmode variable. I'll leave this up to you to figure out
Download Here
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August 8th, 2009, 16:45 Posted By: wraggster
News via nintendomax
Sheeft us version 0.3.9 of its Phoenix Wright-like "Doctor Lord" in which you play a detective who must find a stolen object in a staggered. At this stage of development, the game is not yet fully playable but you can get an idea of gameplay.
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August 9th, 2009, 12:30 Posted By: wraggster
The latest "Iwata Asks" bull session regards Punch-Out!!! - the NES original, not the Wii sequel - and it's quite revealing. Especially when designer Makoto Wada (pictured) pipes up.
Wada-san, who came aboard Nintendo right around the time the Punch-Out!!! port for the NES was being created, spills two interesting details. The first is that he created Mario as the game's referee without permission. It was just accepted.
Satoru Iwata: You could get away with a lot then. (laughs)
Shigeru Miyamoto: We didn't have an approval system when using Mario images back then and it went right past my check. (laughs)
Wada: That's why it is a slightly strange looking Mario.
The second tidbit - it sounds like he's describing a protip/easter egg that no one's known, for 22 years.
Wada: This is a great opportunity, so I have something I'd like to say. In Punch-Out!!, the game gives you a lot of hints about effective timing of punches. There is a big boxer called Bald Bull in the NES version as well and a light flashes to the right in the audience when he charges. If you punch when it flashes you will land a body blow.
Tanabe: What? Really?
Wada: No one has known about that for about 22 years…
Everyone: (laughter)
Wada: I was wondering when I would have a chance to tell people that.
Iwata: You've been holding that information for 22 years since the release. (laughs)
Wada: Now that I had the chance. (laughs) There are a lot of hidden elements in the NES version.
I do know the first time you face Bald Bull in that game, you take him out with a one-punch body blow during his charge. In fact, it's the only way to stop his charging. But I never timed it to any crowd camera flashes. Weird.
The rest of the discussion is a great read on the development of the franchise, and other early 1980s games at Nintendo.
http://kotaku.com/5333061/mario-was-...out-permission
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August 9th, 2009, 22:45 Posted By: wraggster
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August 9th, 2009, 23:07 Posted By: wraggster
A new release of the browser from the Codemii team:
Fixed issue with icons not being loaded, removing an application from the queue bug and updated meta.xml handling when updating HBB
The Homebrew Browser has been upgraded to v0.3.4. Just a few fixes as above.
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August 9th, 2009, 23:13 Posted By: wraggster
Slappy has released Quadrax v0.2
Quadrax is logical game game where more than keen reactions you will need fast fingers and will have to use all your grey brain cells. :-)
Just only that way you can succeed in solving all the ninety levels, which the game has
Version 0.2
Released: 9 August 2009
Few graphic improvements.
+ Minimap added
+ Game music is playing in background
+ Performance up!
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August 9th, 2009, 23:15 Posted By: wraggster
pembo has updated BootMii Configuration Editor to v2.4
BootMii configuration editor allows you to change the values in the /bootmii/bootmii.ini file without having to take out the SD card and edit it on a PC.
ChangeLog
Version 2.4
Automatic download/updating of application when a new version is released
Additional option in the settings menu (accessed via the ‘home’ button). This option allows to enable/disable the automatic update/version checking and is particularly useful if you run this on a wii without an internet connection
Settings File paths are now resolved from the argv/argc parameters when supplied from the loader (N.B. the homebrew channel does provide these). If not supplied then a default location of 'SD:/apps/Bootmii_cfg_ed‘ is assumed
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August 9th, 2009, 23:40 Posted By: wraggster
News/release from Freezy
A simple yet addictive game, just point and click on two or more connected and identical 'chunks' to 'munch' them up.
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August 9th, 2009, 23:43 Posted By: wraggster
News via wii-addict
ShootMii is developed by denisgeorge666 and the rest of his team, it is a 2D shoot game has 2 players with tanks.
Citation
Version 0.8
Appearance-ALTERNATION bonus
-Determination of roundabout missile
-Automating the generation of a release and upload on google code
Version 0.7
Implantation-bonus
Implementation of head-researchers
Order display changed
-Addition of trail behind the homing
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August 10th, 2009, 00:24 Posted By: wraggster
News/release from funkystuff
I have finished my first real sort of game. I was too lazy to build a main menu or such or an ending but what i have here for you is my game of BrickBlox that I have built off the example I posted earlier. Source code is still useful but you will need to use your own makefile for whatever version of PAlib you are using.
Touch the ball to release it.
Use touch screen to control paddle.
Press R or L to launch a rocket.
I hope I see cool expansions from making this game open source with the rest of you. If you make any cool maps let me know so I can add them to my own version or include them on any updates.
How the bricks are loaded are through a map and tiles as you can see in the files. You can have a maximum of 80 bricks in 1 stage; any more and they will not load as a safety procedure by the game. Use the maps already created to get a reference of how they are made.
Hope you have fun with this!
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August 10th, 2009, 00:57 Posted By: wraggster
News via gxmod
Ninchenfan proposes a new version of its game whose aim is to prevent the black cat to escape from the plateau.
News / corrections:
- New graphics (big thank you to D-Gamer)
- Use fonts Freetype
- Fixed bug in the algorithm
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August 10th, 2009, 01:45 Posted By: wraggster
linus has updated Code Downloader to v1.5
Native Wii Code Downloader. Downloads Wiird .txt files from the Wiird code database to the sd card and renames them to the name of the game they are used for. To use the cheats in game, txt codes/cheats files must be converted into .gct format by using Wiicm or CheatManager.
Change Log
Version 1.5: Fixed bug in file parsing that caused program to hang when encountering google analytics code.
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August 10th, 2009, 16:40 Posted By: wraggster
Big things expected from Wii Sports Resort, Wii Fit Plus and New Super Mario Bros Wii
Having admitted that both Wii Music and Animal Crossing: Let’s Go To The City have both underperformed at retail, Nintendo president Saturo Iwata has predicted big things for its upcoming Wii line-up.
“I believe that Wii Sports Resort, Wii Fit Plus and New Super Mario Bros Wii all have the potential to surpass 10m copies worldwide in the whole fiscal year,” he told investors.
http://www.mcvuk.com/news/35335/Iwat...-sell-10m-each
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August 10th, 2009, 16:41 Posted By: wraggster
Nintendo boss Satoru Iwata has said he reckons the company's E3 2009 conference could have been better.
He was speaking during a financial results briefing, as reported by Nintendo Everything. "As for the media briefing at E3, of course we had many internal discussions after that," he said. "Honestly speaking, none of us at Nintendo thought that our presentation at E3 was as good as it could have been. It is apparent that we could not fully convey the charm of our products."
Previously, Iwata said, Nintendo was successful in showing off the likes of Wii Sports and Wii Fit "since it was something no one had ever seen or imagined before". But New Super Mario Bros. Wii was a bit tricker: "Four people lined up with Wii Remotes was not a scene that no one had ever seen. Those who actually had the chance to play understood how the game would change with four people playing simultaneously, but we could not address that fun sentiment at the media briefing."
In these days of webcasts and whatnot Nintendo needs to find "a better way to demonstrate the products' appeal", according to Iwata.
"In that sense, we learned many lessons from this year’s E3 show," he said. "After the media briefing, we had a domestic trade briefing in Japan. There we disclosed the black Wii console and red Nintendo DSi, which made a big buzz among game fans. It is also an important lesson for next year."
http://www.eurogamer.net/articles/ni...s-satoru-iwata
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August 10th, 2009, 16:42 Posted By: wraggster
Nintendo president Satoru Iwata has said the company hopes to launch the Wii Vitality Sensor "not too late" in 2010.
Speaking in an investor Q&A he conceded there's work to do with regard to getting the concept of the device across. "The majority of the audience at E3 responded to it like, 'What in the world is Nintendo planning with a single pulse meter?'" he said.
According to Iwata your pulse indicates more than just your BPM - it can also provide "various kinds of information such as the condition of automatic nerve".
He continued, "Wii Vitality Sensor has great potential for various applications like measuring how horrified a player is in a horror title. What we are trying to propose first is a videogame with a theme of relaxation, which is completely opposite from traditional ones, to enrich the users' lives."
Specifically, the lives of those who have trouble unwinding after a busy day. "What if you were able to visualise how to unwind and relax, or check the condition of your automatic nerve by simply inserting your finger in the device once a day?"
Internal tests are already underway at Nintendo, where employees have been trying to improve the condition of their automatic nerves by visualising how they'll feel at the weekend. According to Iwata, patterns have started to emerge.
"You have all had an experience where you are not in tune with how your body is doing or aware of how exhausted you body may be in a busy, strained period, but if you can visibly measure your condition every day, you can start to see how you're doing," he said.
"It would be like stepping up on a scale every day and seeing the change of your weight. Our new challenge that is different from past software development is to make a videogame by using the visible activities of your automatic nerve."
As for those who are cynical about the Vitality Sensor's sales potential - people were also cynical about Wii Fit, observed Iwata. "Of course no one can tell how people respond to it before the launch. We understand everyone wants to enjoy a vibrant lifestyle, so I believe if the product could support that desire, it would make a large impact in society."
http://www.eurogamer.net/articles/wi...launch-in-2010
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August 10th, 2009, 19:10 Posted By: wraggster
Newly released today
features
15 activities plus multi-player and time trial
Include street luge/in-line skating, kite surfing, base jumping, acrobatic double dutch, BMX biking, skateboarding and rock climbing
Detailed environments and cool character designs
Includes the option to use Mii characters
Single and multi-player games to challenge you, your family and friends
description
ACTIVE LIFE: Extreme Challenge is the follow up to the successful Active Life: Outdoor Challenge game/mat bundle. Leveraging the ‘active gaming’ trend, Active Life games use a mat controller along with the Wii Remote to incorporate the player’s entire body into the gameplay.
ACTIVE LIFE: Extreme Challenge kicks ACTIVE LIFE into high gear, featuring ‘extreme’ themed sports such as base jumping, street luge, and rock climbing. Whether you want to swoosh down the hills of San Francisco in a street luge, scale the cliffs of the Grand Canyon, or kite-surf in the crystal blue waters of the Pacific, this game will get your heart pumping!
http://www.play-asia.com/SOap-23-83-...j-70-3g0m.html
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August 10th, 2009, 21:15 Posted By: wraggster
News via Nintendomax
G33k us the French version of IRC client for the DS "ClIRC" in the version 0.06. Note that the application is coded by Cluster and Translated in french by G33k.
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August 10th, 2009, 21:22 Posted By: wraggster
News via dsscene
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August 10th, 2009, 23:41 Posted By: wraggster
suloku has released Open Sram Language Modifier v4
This is an application to toggle sram settings such as the mono/stereo setting and the language used by gamecube games and the system IPL. The goal of this app is to make PAL gamecube games run on a NTSC gamecube/wii with the desired language, because all PAL games will play in english on a NSTC environment.
This is a clone of emu_kidid's sram language modifier 1.1 and it has the same features.
I made this in the hope of it working on the wii, using yagd and libogc functions.
http://hitmen.c02.at/files/yagcd/yag...0.html#sec10.5
The "open" is just to differ it from emu_kidid's, as he lost the source and I couldn't find a better name, sorry for that.
Changelog
Version 4 - 10 August 2009
Added warning message for wii's disk channel launching.
Fixed some issues when printing the language names on screen.
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August 10th, 2009, 23:43 Posted By: wraggster
bushing has released Betwiin v1
Betwiin is a tool that will let you convert NAND dumps from one Wii to run on another.
Directions for use:
Copy input dump file to input/flash.bin.
Copy input keys to input/.
Copy output keys to output/.
Run betwiin.py, wait several minutes.
Take output file from output/flash.bin and use as appropriate.
http://wiibrew.org/w/images/8/84/Betwiin-1.0.zip
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August 11th, 2009, 10:39 Posted By: wraggster
New Concept Gaming has announced the list of games compatible with its jOG accessory has passed the 100 mark, with more titles being added every week.
The jOG device is compatible with the Nintendo Wii that only allows character movement in a game when the player jogs on the spot. The idea is to encourage physical exercise whilst playing otherwise physically unchallenging games.
“The decision we made early in development to use ‘overlay’ technology has paid dividends as we see the compatibility list grow day by day,” explained Brendan Ludden, MD of New Concept Gaming.
“No other accessory in this field works with anywhere close to this number of games. While boredom is never far away with other fitness related peripherals, there will always be new fresh games coming through that will work perfectly with jOG, and with multiplayer fully supported too, the whole family can join in the fun”
The jOG works with any game that uses the Nunchuk joystick which immediately ensures its compatibility with most Wii titles, not just fitness related games such as Wii Fit and Mario and Sonic at the Olympics.
Games like Call of Duty 3 and Resident Evil 4: Wii Edition have been seen as a successful match with the jOG, where to avoid being shot by the enemy or ripped apart by zombie-like savages, you must get your own legs moving.
http://www.casualgaming.biz/news/290...y-widens-reach
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August 11th, 2009, 10:41 Posted By: wraggster
Because it's still "just" a DS, there doesn't seem to be as much buzz over the DSi as there was the last DS handheld revision, the DS Lite. Just because there's no buzz, however, doesn't mean the thing's not selling.
As we've told you the third iteration of the DS has already sold 6.86 million units worldwide. But what's more remarkable than that impressive number is the speed at which consumers have snapped the device up.
According to Nintendo of America's vice president of corporate affairs, Denise Kaigler, the DSi has sold more units in its first three months on sale in the United States (1.7 million) than the original DS (1.38 million) could manage. More than the DS Lite (1.07 million) could manage. Heck, it's more than even the Wii (1.52 million) could manage.
Whether it can sustain that level of growth is doubtful, but hey, we're not talking about the future right now. We're only talking the present. Well, the present and the immediate past.
http://kotaku.com/5334532/dsi-sellin...aster-than-wii
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August 11th, 2009, 10:44 Posted By: wraggster
Read that headline one more time. Then look at this picture. And prepare yourself for the eventuality that no, this is not a joke, meaning yes, Nintendo actually patented an inflatable horse-riding peripheral for the Wii.
It's a small, inflatable cushion with a dock for the Wii Remote. So that when you rock/bounce the horse, the controller is able to register the movement. You are then supposed to hold the nunchuk as you would a horse's reins. If it were a horse. We'd imagine it could just a easily simulate the riding of a donkey, camel, llama, alpaca or Asian elephant.
Or if those animals aren't your style, maybe you'd be more interested in riding some of the examples Nintendo themselves provide in the actual patent, like bulls, burros, dolphins, whales, dragons, griffons, unicorns and giant eagles.
Griffons? Awesome.
http://kotaku.com/5334428/nintendos-...wii-controller
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August 11th, 2009, 19:52 Posted By: wraggster
Nyko Technologies, the premier videogame accessories manufacturer, today announced the Action Pak and Core Pak have shipped to stores. Each pack contains one Wand controller, Nyko's award-winning controller for the Nintendo Wii, and a Trans-Port enabled accessory for the Wand. The Action Pak contains the Pistol Grip attachment, the only digitally activated gun peripheral for the Wii, and the Core Pak contains the wired Kama with rumble, the only force feedback enabled analog-stick controller for the Wii.
"The Core Pak and Action Pak will enable players to experience the added functionality that Trans-Port offers right out of the box. Not only will the Action Pak and Core Pak save the consumer money, but they also introduce a new technology that expands on the existing capabilities of comparable controllers," said Chris Arbogast, Director of Marketing at Nyko Technologies. "We're committed to supporting the Wand with Trans-Port enabled accessories and plan to have more products rolling out this year including the E3 favorite, Type Pad Pro."
The Action Pak includes a Wand Wireless Controller for Wii and the Trans-Port compatible Pistol Grip. The Pistol Grip digitally replicates the A and B buttons on the pistol's trigger and hammer buttons providing easy one-handed access to key buttons - no mechanical operations or complex installation necessary. Featuring maximum compatibility across various action titles, the Pistol Grip provides a faster and more accurate response time.
The Core Pak features everything you need to jump into most Wii games featuring a Wand Wireless Controller for Wii and a Trans-Port enabled Kama Wired Analog Controller with Rumble. Using Trans-Port Technology, the Wand and Wired Kama combo are the only Wii controllers that allow full force feedback in both hands.
The Action and Core Pak are available now at retailers nationwide for an MSRP of $44.99. Nyko is also pleased to announce a new, lower MSRP of the Wand at $29.99. Whether in a pak or purchased stand alone, the Wand and Trans-Port accessories provide more value, features and customization than any Wii controller on the market today.
For consumers who have purchased a Wand and found that it is not compatible with Wii Motion Plus, Nyko will update the necessary firmware at absolutely no cost. By following the simple steps below, consumers can take advantage of Nyko's Wand Firmware Update Program.
1. Contact Nyko's Customer Support via phone (1.888.400.6956) or email (customersupport@nyko.com)
2. Nyko will email or mail a pre-paid UPS shipping label that will cover all shipping costs of the Wand(s) sent to Nyko
3. Upon receipt of Wand, Nyko will update the firmware and return to the consumer with-in one week.
For more information please visit: www.nyko.com
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August 11th, 2009, 23:59 Posted By: wraggster
As you likely noticed if you've turned on a TV in the past few months, EA Sports Active is being marketed pretty heavily towards the female demographic. So you can imagine the company's surprise when, as they told us earlier today, customer satisfaction surveys from its research group indicated that the Active audience was split evenly between men and women.
"Although we focused our marketing campaign on women, EA Sports Active was designed to accommodate everyone and our consumer base reflects that," Monique Gomel, marketing director for the game, told us.
Unfortunately, there's no way to tell if this is a case of EA not reaching the women it's after or dudes just wanting to get tiny before they get huge and start wailing on their pecs. Let's hope it's the latter.
http://www.joystiq.com/2009/08/11/ea...men-and-women/
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August 12th, 2009, 00:00 Posted By: wraggster
IGN's Nintendo Minute recently posed a question to Nintendo VP of corporate affairs Denise Kaigler about sales of the DSi. IGN was under the impression that the handheld had a slow start, but Kaigler was quick to lay the smack down. "Sorry, but I'm going to have to strongly disagree with your premise," she said, pointing to NPD figures that show the DSi's first three months in the US moved more units than the original DS Phat, DS Lite and Wii did in the same period of time.
During its initial three months of availability, the DSi has unloaded more than 1.7 million units onto consumers. Compare that to the figures for the first three months of the DS Phat (1.38 million) and the DS Lite (1.07 million) and it's pretty clear who the winner is. Despite the fact that the DSi ($169.99) is more expensive than the DS Phat ($149.99) and DS Lite ($129.99) when they launched, consumers have been in favor of the Facebook-compatible handheld.
The DSi even managed to best Nintendo's money-printing Wii in its first three months gracing store shelves, as the Wii debuted with 1.52 million units sold. As impressive as that may be, we're pretty sure had launch supplies been greater, the Wii would've easily trumped the DSi's figures.
http://www.joystiq.com/2009/08/11/ka...ter-recognize/
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August 12th, 2009, 00:37 Posted By: wraggster
News via nintendomax
fooshi found a name for Shoot Em Up and offers at the same time version 0.5 of the latter are called "Xplosiva Combat".
Quote:
Version 0.4 (first public version)
- Ship Gameplay
- Display score
- Design Level 1
- Integration of an enemy
- IA of the enemy
Version 0.5:
- Addition of fire of the enemy collisions + + damage to the airplane and animation of the explosion
- Changing the interface of the score
- Addition of a bar life
- Explosion of the aircraft when the life bar is empty
- Pause the game when pressing Start
- Optimization of code
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August 12th, 2009, 00:39 Posted By: wraggster
News via nintendomax
Mr. Lucanius us a first draft of "DSDice" clone of the famous game of dice the "Yam's".
Quote:
Features:
* Complete game with accurate rules.
* High scores for up to 7 seats Huh.
* Aesthetic appeal ... hopefully
* Re-playability.
Known bugs:
* Can only replay about 30 times ... then it crashes.
* Only allows 7 high scores.
* Sometimes confuses the selection boxes.
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August 12th, 2009, 16:27 Posted By: wraggster
Around 220,000 Wii peripherals sold in the US have been recalled due to posing a fire hazard and a danger to consumers.
The Psyclone Essentials and React Wii charging stations – which can recharge up to four Wiimotes at a time – have been voluntarily recalled, with the US Consumer Product Safety Commission reporting that "the battery pack can overheat, posing a burn or fire hazard to the consumer."
"Six incidents of overheating have been reported to the firm. Two consumers reported minor burns to the hand," detailed the CPSC.
The products were sold by Target, Toys R Us, Best Buy and Amazon, manufactured in China and distributed by Griffin International.
"Consumers should immediately stop using these recharge stations and contact Griffin International to obtain information on how to return the product and receive a free replacement," said the CPSC.
http://www.gamesindustry.biz/article...er-fire-hazard
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August 12th, 2009, 16:35 Posted By: wraggster
Nintendo's decision to eschew a standalone Wii hard drive for the support of SDHC was a good one, as users can buy tiny and cheap 32GB SDHC cards to expand storage. But what just you could store was in question.
For instance, you could certainly store small, downloadable Virtual Console games and stream them from from the card. But what about full-game expansions, gigs of data? Traditionally, these couldn't just load from SD as you'd expect.
According to IGN, Nintendo has opened SDHC storage to developers for DLC that can boot naturally with the game, straight from SDHC with no hard drive middle ground.
The reason you'll want a new SD card is pretty simple; SD streaming will kick off with GH5. All the tricks used for both Guitar Hero and Rock Band in the past – leaving internal memory open– is gone. Instead, straight-up booting off the SD card is available, and that means easier downloads, larger expansions, and quicker loads when bringing in song data from the SD card into GH5.
It's good to see that Nintendo is making SDHC a real solution for the system.
http://gizmodo.com/5335639/nintendo-...o-bootable-dlc
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August 12th, 2009, 16:37 Posted By: wraggster
Sometimes, I wish my brain processed reality with this kind of incredible logic. Nintendo CEO Satoru Iwata says the fact that you think the Wii Vitality sensor is lame balls is actually a "good sign" for Nintendo:
"When we make some new announcement and if there is no positive initial reaction from the market, I try to think of it as a good sign because that can be interpreted as people reacting to something groundbreaking."
And let me tell you, the Virtual Boy was absolutely groundbreaking. I'm sure the Vitality Sensor will be at least that excellent.
http://gizmodo.com/5335202/iwata-its...-stuff-is-lame
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August 12th, 2009, 20:02 Posted By: wraggster
Who needs a HDD? Not Wii owners, that's for sure, with news today that - beginning with Guitar Hero 5 - Nintendo will begin allowing proper, retail games (not just VC) to stream data from a high capacity memory card.
This means that if you want to download in-game content - like songs for Guitar Hero - you can just store them on an SD card, leave it in the Wii, and the game can load the data straight off it. As IGN explain:
All the tricks used for both Guitar Hero and Rock Band in the past – leaving internal memory open– is gone. Instead, straight-up booting off the SD card is available, and that means easier downloads, larger expansions, and quicker loads when bringing in song data from the SD card into GH5.
This feature will support cards up to 32GB in size, which when you consider the PS3 and 360 got by with 20GB HDDs for a while, isn't too shabby.
This also means that Guitar Hero 5 will be the first Guitar Hero game on the Wii to fully embrace downloadable content, as you'll now be able to pick up full albums and download them all at once, just like the kids on the 360 and PS3. It'll also give you enough space to import your songs from Guitar Hero World Tour, again, just like the 360 and PS3 versions.
Which is fine and dandy for Guitar Hero fans, but we're more interested in what this means for future titles that support the feature. Wonder if any developers - or even Nintendo themselves - have any plans for full-scale downloadable content, like we see on PS3 and 360?
http://kotaku.com/5335424/the-wii-wi...ho-needs-a-hdd
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August 12th, 2009, 20:45 Posted By: wraggster
News via Nintendomax
A new version of the game battle tanks for the Wii "ShootMii" is available.
Quote:
-Version 0.8.6: Two new bonuses: The false heart which lower your life, the blue guided missile which can be guided using left and right
-Version 0.8.5: Last known crash corrected
-Version 0.8: Important refactoring
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August 12th, 2009, 20:54 Posted By: wraggster
News/release from lapatateinc
You Have To Burn The Rope DS
Description:
It's a remake of the famous game on PC, You Have To Burn The Rope. Originaly, the game is pretty simple and take no time to finish it. What I wanted to do is recreate this game with additionnal functions to add some replayability :
-A map on the top screen or Double-Screen
-15 achievements
-10 game modificators
-You can skip the ending video
-A main menu and a pause button.
-You can move camera a little using the Touch Screen.
It's my first project, it seems pretty clean.
Controls are shown in-game, except for the camera.
I'm really, really sorry, but I couldn't add saving because it didn't work on a real DS. The library is kind of broken. I've done a "quick save" so that when you succeed 5,10 and All achievements, it gives you a code to write down. If you do this, even if you do achievements, it won't add to your total. The purpose of this code is only that you won't need to re-do achievements if you want to play a Modificator.
Oh, did I said you need a number of achivement to unlock mods ?
Mods are pretty fun, I think. Some achievements are disabled when activated, some are needed to have an achievement.
A page shows you all the achievements names, it's up to you to discover how to do it. Some are fun, some are tough =D
There may be some glitches but it shouldn't. I know there is some graphical one that I can't really fix...
I would like some feedback right in this topic.
I hope everyone will like the game !
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August 13th, 2009, 07:24 Posted By: DesertDog
This is Multiple:Option's latest DS homebrew release for the Neoflash Summer Coding Competition 2009.
Japanese Hiragana & Katakana Review is a kana character review tool aimed at upper-beginner and intermediate Japanese students. The application allows the user to review their ability to recognize each of the 46 hiragana or katakana characters from visual and audio cues. Performance is ranked by speed, mistakes made and review difficulty. The application will also highlight the user's weakest kana characters for further study. Features include voice samples from native Japanese speakers, Rumble Pak and DS Motion support. Cute bonus: the application will greet you appropriately depending on the time of day!
Tested and working with R6 Gold, R4 and No$GBA.
Homepage and Download
http://multiple-option.blogspot.com/...na-review.html
Screenshots
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August 13th, 2009, 16:18 Posted By: wraggster
Wii Sports Resort to stay as standalone product, with Wii Sports and console bundle unchanged
Nintendo has no intention of replacing Wii Sports with Wii Sports Resort in the standard Wii bundle.
Speaking to Toronto Thumbs, Nintendo of Canada’s senior supervisor of communication and advertising said: “The long-term plan is difficult to say, but I can tell you there are no plans to make Wii Sports Resort what is packed in with the Wii Purchase. What is in the Wii box will remain the same.”
He described the original Wii Sports as “an out-of-the-box experience” designed to show consumers what the Wii can do, whereas Wii Sports Resort has been built as a more comprehensive, independent product.
“Wii Sports Resort is a more robust experience. There’s way more activities, there’s way more to do, and it’s more full-on software that you’re used to purchasing at retail at that price point.”
http://www.mcvuk.com/news/35371/No-b...-Sports-Resort
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August 13th, 2009, 18:49 Posted By: wraggster
As you might have guessed, we're really busy guys. As such, we can't be expected to actually play the video games we write about. We dish out thousands of dollars every year to get local work release program participants to handle the grunt work for us -- but if a recent entry in the Mario AI Competition is any indication, we may soon be able to keep that cash in our wallets, opting for computer-assisted gaming instead.
Posted after the break is a video demo of the entry in question -- designed by artificial intelligence programmer Robin Baumgarten, this computer script effortlessly pushes the plump plumber through the hazardous environments of Super Mario World. It handles the game's challenges much better than our prisoner assistants -- and best of all, it definitely won't try to stab us in our sleep.
http://www.joystiq.com/2009/08/13/co...rld-by-itself/
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August 13th, 2009, 21:17 Posted By: wraggster
Nintendo GameCube and Nintendo Wii emulator for Windows has been updated.
Changes:
Fixes include:
1:Wii menu boots again!
2:Change disk works again!
3:Frameskipper!!!!!!! game are more playable if they were slow due to gpu.
4:wiimote is working again.
5:tons of sound fixes.
6:more jit speed ups.
7 VD covers are reported like a real wii - MP3 now boots again.
8:multi crashes fixed in games and gui.
9:some memory leaks fixed.
10:framelimiter working better.
11:FPS display is tons better.
12:lots of work on wii input for linux and macos builds.
13:work on decompressing wii iso's
14:Fix "Show EFB copy regions"
15: TAS support added and working.
16:FIFO bug fixes.
17: GH3 Guitar support added to wiimote plugin tested and works fine.
18: fixed most jittering issues with games. I still rarely see it in 1 game.
19:Add Taiwan to the Country Codes
20:beta auto frameskipping limit (if framelimit & frameskipping is on, it wont skip more then needed or the maximum you set)
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August 13th, 2009, 21:17 Posted By: wraggster
Nintendo GameCube and Nintendo Wii emulator for Windows has been updated.
Changes:
Fixes include:
1:Wii menu boots again!
2:Change disk works again!
3:Frameskipper!!!!!!! game are more playable if they were slow due to gpu.
4:wiimote is working again.
5:tons of sound fixes.
6:more jit speed ups.
7 VD covers are reported like a real wii - MP3 now boots again.
8:multi crashes fixed in games and gui.
9:some memory leaks fixed.
10:framelimiter working better.
11:FPS display is tons better.
12:lots of work on wii input for linux and macos builds.
13:work on decompressing wii iso's
14:Fix "Show EFB copy regions"
15: TAS support added and working.
16:FIFO bug fixes.
17: GH3 Guitar support added to wiimote plugin tested and works fine.
18: fixed most jittering issues with games. I still rarely see it in 1 game.
19:Add Taiwan to the Country Codes
20:beta auto frameskipping limit (if framelimit & frameskipping is on, it wont skip more then needed or the maximum you set)
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August 13th, 2009, 21:56 Posted By: wraggster
News via nintendomax
mrvbscript proposes a new version of its utility "TableDE", which combines the multiplication tables from 2 to 9.
Quote:
Version 2.1
- Added a Analog Clock
-Fixed a bug on Sprite Credits
- Added a write in screen (RecoGraffiti)
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August 13th, 2009, 21:58 Posted By: wraggster
News via nintendomax
sonic master achieves Gold version 9.5 of "X-Soft, an application that includes several tools (paint, mp3 player, clock, notepad, etc ...) with the theme of windows.
Quote:
Improvements in version 9.5 Gold
* Improvements to load player.
* There is a new application called "List Organized" (Post'it)! that allows you to create documents. txt and read whenever you want and as well as archive and includes the return of Xsoft in Spanish and English.
* Presented at the Scenery Beta 2009.
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August 13th, 2009, 22:00 Posted By: wraggster
News via nintendomax
Spinal offers for owners of DS / DS Lite, an imitation menu ISD intutulé "DSi4DS. Moreover, its utility uses the same process that loads DSision2, it is able to run homebrews.
Quote:
Just for fun, I made an imitation dsi menu for the DS / Lite, it looks very authentic, and feels quite authentic too.
Currently it supports stylus and button controls, shows battery status, charging status, time, date, your name and the gui even uses your color settings from your firmware.
It loads homebrew only at the moment, although I might implement the same (or similar) loading method I used in DSision2, depending if there is any demand for it.
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August 13th, 2009, 22:02 Posted By: wraggster
News via nintendomax
fooshi version 0.6 offers its shoot Em Up for the DS "Xplosiva Combat"
Quote:
Version 0.6:
- Change animation level 01
- Best Management Game Over
- Management of the collision between the ship and the enemy
- Modification of the break of the game
- Optimization of the source code
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August 13th, 2009, 22:09 Posted By: wraggster
News via gxmod
dimok releases new test version of its project called WiiXplorer. LibwiiGui using this program offers many features and a neat design (directed by NeoRame).
Features:
- Copy / move / delete files / folders on SMB / USB / SD.
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- Address bar with the way
- Boot file .dol / .elf via a double click
- New style / images NeoRame
- Support for files TXT/PNG/JPEG/MP3/OGG
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August 14th, 2009, 17:37 Posted By: wraggster
America, your long wait for a white DSi may soon be over. Along with your equally long, perhaps slightly less agonising wait for a pink DSi.
According to this Toys 'R' Us database listing, both colour schemes - which are already available in Japan - will be out...well, who knows, since there's no date on the printout, nor on the system that the helpful employee got the printout from.
But if they're popping up on retail systems, they can't be too far away.
Contacted for comment, Nintendo replied with the standard "we don't comment on rumours & speculation" line.
http://kotaku.com/5337110/white-pink...ing-to-america
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August 14th, 2009, 23:21 Posted By: wraggster
Freezy has released Chunk Munch v0.5:
A simple yet addictive game, just point and click on two or more connected and identical 'chunks' to 'munch' them up.
This game supports users creating their own look for the game, see the Skinning support for more info, or just take a look at the examples shipped with the game.
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August 15th, 2009, 11:06 Posted By: wraggster
New from SuccessHK
Plug this Game Selector into the bottom of your NDSi, insert up to 3 games and select between the different games without having to swap cartridges! The three LED lights at the bottom indicate which cartridge is in use. It features side and front loading and fits "moulds" itself to the shape of the DSi console to keep it cool!
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August 15th, 2009, 16:09 Posted By: wraggster
News from Nova
Ladies and Gentlemen, allow me to introduce the openXile 10-Day-Craptastic-Coding-Contest. (Or the 10DCCC if you wanna be smart about it)
Featuring fabulous prizes, your task is to code the most interesting game or application in the ten day time slot. We aren't looking for a work of art, just something that can keep our attention for more than a few minutes.
Platforms include, but aren't limited to:
Wiz, GP2x, GP32, DC, PSP, GBA, etc
Find out more at http://openxile.co.uk/crap
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August 15th, 2009, 16:29 Posted By: wraggster
News via nintendomax
zatmar réalise "Zatmar paint", a simple drawing utlilitaire offering only 4 colors and thickness of only 1 line.
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August 15th, 2009, 16:30 Posted By: wraggster
News via nintendomax
Kukulcan has just put online version 0.4 beta of its 23 th project for the DS, "Kirby Adventure World In Box". Il sagit sokoban like an isometric view. Although not completely finished, the game is played in 500 levels with solutions.
Quote:
Already done:
Count the number of times played
Travel Counter
Cash Counter thrust
Counter Cash IN
Counter Cash OUT
Previous level
Next Level
Reloading level
Solution how travel
Solution how cash surges
To do:
Cancel moves (provided cube cubes right direction on the bottom screen)
Backup System with registration MOVES, PUSH and PLAY, Level finished
Show on the wall or a star system to another report that has already finished the level or just to finish.
Button to exit
Detecting the end of Level
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August 15th, 2009, 16:32 Posted By: wraggster
News via nintendomax
SAMEL rà © alise a new puzzle game for the DS, "Seek and recharge." You are a robot and your batteries are running out of charge, your goal is to reach each level until a new pair of battery.
Quote:
WeÂ've made a new game, Seek And Recharge.
ITA's a puzzle game where you are a robot and are running your battery out of charge. Your goal is to reach a new pair of battery each level. More info and full rules in the in-game help.
Features:
100 levels in the Campaign
Custom level [more in the readme.txt]
Endless mode
In game help
Isometric view
Sounds
No touchscreen input [tried it, but do not work very well in this game]
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August 15th, 2009, 16:34 Posted By: wraggster
News via nintendomax
Aurelio performs an update to its OS (operating system) "DSOs". MP3 playback, support files. Zip, calculator and support for Lua scripts but it's nothing significant was found was in this new version apart from the status of the version.
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August 15th, 2009, 16:36 Posted By: wraggster
News via nintendomax
This is again associated with Kukulcan I propose that "Jumpy Froggy", a remake of the game "Jump Mania" Amstrad CPC (1993).
Quote:
Goal of the game:
The goal is simple, it is necessary to remove all these destructible boxes on the screen.
To get there you have a number of different length jump.
You can manage the quota system in this game that combines thinking and strategy in the move.
Fact:
- 32 levels
- Backup DLDI
- Checks the stylus or D-PAD
- Animation of the character and water
- The character bumps at the edge of the screen
To do:
- New graphics
- Sound / music
- A level editor
- Add some entertainment to make it even more fun
- Animated Explanations
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August 15th, 2009, 16:38 Posted By: wraggster
News via nintendomax
n00bey carrying out a new version of "drone", the 3D snake that is now in version 1.6. With this release, it increases to 12 the number of players then it adds support of motion, etc ...
Quote:
Changelog:
- Changed maxplayers to 12
- No more PAlib - I just kept the text-sheet
- Changed the default config
- Player positions are more mixed now; Every player starts on different positions
- (They no longer start next to eachother)
- Added support motion (change in menu sensity), motion is just taken as buttons in button-remap
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August 15th, 2009, 16:52 Posted By: wraggster
News via nintendomax
DarkHacker2635 offers a demo of his project "Castlevania: Harmony of Destruction", which includes Simon Belmont, a famous vampire hunter of the Castlevania series. The demo offers the screen title and the first stage but no monster, we save enough for the water to the mouth until more ...
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August 15th, 2009, 16:53 Posted By: wraggster
News via nintendomax
Reylak offers the first adaptation of a minesweeper game for the DS, "DS μDemineur" coded in lua that requires the interpreter of Micro Lua Lua DS to work.
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August 15th, 2009, 16:55 Posted By: wraggster
News via nintendomax
Another homebrew Lua edge developed in the tip of his nose, "AloufDS" by thermo_nono, playing matches. Remember the interpreteur Micro Lua DS to make it work.
Quote:
Here is the set of matches, the aim being to take each in turn two or three matches and did not particularly take the last.
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August 15th, 2009, 16:57 Posted By: wraggster
News via nintendomax
t4ils launches Alpha version 0.1 of its brand new platform game "PyroFighterDS. You're a firefighter and you have to save cats and you fight against the flames.
Quote:
In this version, you can walk according to the phase of tutorial to familiarize yourself with the controls.
The firefighter Chef will give you instructions to pass the different levels.
Controls:
Left - Right: move
High: jump / climb ladder
Bottom: the wall drop (when you are hung) / scale down
Stylus: aim with the spear
L: launch of the water
The controls are symmetrical for left-handers.
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August 15th, 2009, 17:04 Posted By: wraggster
News/release from Magius
I am currently making a 3rd generation Pokemon battle simulator.
Right now there is no battling in yet, or any Pokemon, but for the most part I have been working on making it look like the real game.
I am still trying to figure out why the name on the left is warping to the right of the screen, when its off screen.
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August 16th, 2009, 11:03 Posted By: wraggster
David Siller is the creator of Aero the Acrobat, and worked with Sunsoft's U.S. office for many years, before going on to work on Maximo and other titles with Capcom. He's been showing some of his old unreleased designs via his facebook page - really, he should have these all on an accessible website somewhere, but for now, I'll just highlight one odd thing he was pitching to Japanese peripheral maker Cyber Gadget (which I believe is this company, still going strong). I'll use his description:
"This is a "HACKER" device that was intended to allow Famicom/NES games to be hacked by changing the main player sprite shape, color assignments and animations. Also, the same for many of the NPC's! The software is downloaded into a PC and altered using appropriate editing tools and then uploaded into a blank Flash cartridge shaped like a Famicom or NES version."
It never saw the light of day, perhaps for obvious reasons. Nintendo was quite particular about what it wanted on the system, I can't imagine they'd want users to be able to screw around with all the code. More from Siller again in the near future!
http://www.insertcredit.com/archives/002652.html
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August 16th, 2009, 11:14 Posted By: wraggster
From the better late than never department. I stumbled across this forum post (two weeks old) over at wiinewz.com about a new Wii drive (aka D3-2) which looks like D3 (aka D2nothing) but where both hard (modchips) and soft backup methods fail (yes, this includes softmods as well). Several installers have confirmed the new drive in Canada, Netherlands and Korea so far. Apparently the D3-2 drive looks exactly like the D3, only serial numbers differ."
http://www.eurasia.nu/modules.php?na...ticle&sid=2438
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August 16th, 2009, 22:15 Posted By: wraggster
News via http://www.aep-emu.de/
JMEBoy is a Game Boy emulator available for mobile phones using J2ME. JSwingBoy runs on PCs.
Changes history - JMEBoy v1.3.4:
1.3.4 (based on HG rev. 371)
- updated link to the online help page
1.3.3 (based on SVN rev. 311)
- enable saving and loading the emulator state (feature request ID 2804463)
- synchronize RTC with the device´s clock instead of the emulated Gameboy CPU´s cycles (bug ID 2802537)
Changes history - JSwingBoy v1.2.12:
1.2.12 (based on HG rev. 371)
- updated link to the online help page
- ensure that RAM data gets saved for ROMs with battery support also for the Swing version (bug ID 2822441)
1.2.11 (based on SVN rev. 311)
- enable saving and loading the emulator state (feature request ID 2804463)
- synchronize RTC with the device´s clock instead of the emulated Gameboy CPU´s cycles (bug ID 2802537)
1.2.10 (based on rev. 295)
- updates for the Chinese Simplified translation
- fixed RTC time bug that messed up the time in Pokemon games (bug ID 2789282)
1.2.9 (based on rev. 289)
- solved the problem that in Pokemon Gold/Crystal/Silver there were graphics bugs when displaying the PokeCom/PokeDex (bug IDs 2506984 and 2373340)
- some corrections to MBC5 cartridge handling
- refer to the project page in the About dialog
http://sourceforge.net/project/showf...roup_id=219240
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August 16th, 2009, 22:32 Posted By: wraggster
Red Squirrel has released AnyTitle Deleter MOD v6 :
AnyTitle Deleter MOD is an unofficial mod by Red Squirrel of tona's AnyTitle Deleter.
It keeps all original tona's AnyTitle Deleter functions but it allows the program to show the real names of titles instead of just ID numbers, making it easier to select which ones you actually want to delete.
From MOD v3 it has some new features, as a installed titles backupper, IOS chooser, or the possibility to exit rebooting the Wii.
Note: Real names of titles come from an external file ( database.txt ) and so can be edited and updated by everyone.
Features
-Possibility to choose with which IOS to start the program.
-Possibility to update database.txt directly from Wii.
-Possibility to backup all installed titles in a TXT into SD root: will be written the Title ID, ASCII Code, Type, Name and required IOS!
-Possibility to backup ONLY unknown titles in a TXT into SD root: will be written the Title ID, ASCII Code, Type, Name and required IOS!
-Possibility to read the titles name directly from Wii NAND.
-Possibility to exit rebooting the console: usefull if you want to install this application as a Wii Channel!
For a list of all original available functions see AnyTitle Deleter wiki page.
Changelog
MOD v6:
-Added a function to select with which IOS to start the program. So if you get an error at program startup procedure just restart the program choosing another IOS (with flash access).
-The number of entries read from the database.txt has been increased from 1000 to 10000.
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August 17th, 2009, 18:42 Posted By: wraggster
News via http://www.aep-emu.de/
DeSmuME ReRecording is a Nintendo DS emulator (based on DeSmuME.) >
Quote:
hmm, 0.9.4+ desyncs even when I play an existing movie (it sometimes playback correctly). I usually don´t use the 0.9.4 official, so I don´t know if it´s plus-specific issue. Anyway, using 0.9.4+ might not be safe at the moment... I think I´ll investigate what´s wrong.
----
Again, for making a new movie, you should use 0.9.4 instead of 0.9.2, since it emulates things better.
One of major advantages is sound emulation. You´ll hear really bad sound with 0.9.2, especially when you play a game which uses a streamed sound.
Anyway, I´ve made an improved version of 0.9.4 official!
Features
My 0.9.4+ has:
* Less desyncs (savestate has been updated, but you can read old savestates as well)
* Lua scripting with advanced graphic functions (they don´t work for now even on the latest svn version, but hopefully they´ll get fixed soon)
* Path settings
* State rewinding (it´s not tested at all, oh well)
* Magnification filters like hq2x
* Other little bugfixes (ex. frame advance improvement)
Still, it should sync fine with 0.9.4 movies. Let´s try it now!
Note: these codes are ported from the svn trunk.
http://tasvideos.org/forum/viewtopic.php?p=210670
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August 17th, 2009, 21:16 Posted By: wraggster
leinad has posted a release in the Neoflash Summer Coding Comp:
Nickname: leinad [a.k.a. n00bey]
Project name : SavSend
From : Germany
Division : NDS APP
Original enterty : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Project description: With SavSend you can 'download' the save-files from original cartridges.
Details:
You simply start SavSend and then follow the onscreen text.
After inserting a game you have two options to send the savefile:
A: Upload it to a webserver from where you can download it on your computer. After downloading the savefile gets deleted instantly!
B: Upload it directly to your Computer without anything between: The NDS emulates a file-server and you download the file by entering the DS-IP into a webbrowser.
Usualy way B is recommented, but it somewhat fails for some persons, so I included the online-way.
Changelog since the last beta:
- Uploading to your PC is more stable now
- Changed the textes a little bit
- Changed the percent-line function to take the whole bottom
- Added possibility to upload the file to an online-server to download it from there
- Its possible to close the NDS-Lid to turn of the light and save some power now
- Various code-cleanings
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August 17th, 2009, 21:20 Posted By: wraggster
s_hansse has posted a release in the Neoflash Summer Coding Comp:
Nickname: s_hansse
Project name : Paint DS
From : Germany
Division : NDS APP
Original enterty : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Project description:
It's a Paint application.
You can save your pictures in 20 files by using 10 colors.
You can draw, fill, make rectangels, fill rectangels and draw circles.
This application is in german and in english.
If your DS-language is german it will be german, else it'll be english.
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August 17th, 2009, 21:24 Posted By: wraggster
LucaFraga has posted a release in the Neoflash Summer Coding Comp:
Nickname: Luca.Fraga
Project name : DSecure
From : Italy
Division : NDS APP
Original enterty : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Project description:
DSecure is the first Flashcard security Homebrew. It allows to lock your flashcard (and protect your high scores and savegames) with a password, changable by a text file.
How does it works? :
DSecure uses a simple system :
1- When you start DSecure (DSECURE.nds) it replaces flashcard loader with itself
2- When you reboot DS, DSecure asks you the password : if password is correct, it'll restore original flashcard loader
3- When you play , all is normal, but , when you finish, open DSecure and DS will be protected.
Important note : DSecure is open source, and it is released under GNU General Public License v3
Compatibility (Constantly Updated)
R4 Revolution For DS
EZ Flash V/Vi/V+
Acekard 2 (not 2i)
Top Toy DS
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August 17th, 2009, 21:35 Posted By: wraggster
Arrpirate has posted a release in the Neoflash Summer Coding Comp:
Nickname: ArrPirate
Project name : OMG WTF
From : USA
Division : NDS Game
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
OMG WTF is my falling blocks game. It is similar to Tetris but contains several variations. It uses EFS and FAT so it may not work on all emulators or flash carts.
I plan on making this part of a larger project involving many more game mods, including some genre crossovers, like a Tetris-like platformer where you play a little guy inside a computer-controlled falling blocks game and you're trying to jump from block to block to reach the top without getting squished.
Download Link:
Download Link
Controls:
Left, Right, or Down: Moves the block
Start: While playing the game, this pauses the game and lets you quit the game at any time.
Features:
Traditional Game Mode: This is the tradition Tetris-like game mode. It's simple. Just try to survive as long as possible by clearing lines on the screen.
Clear Limit Mode: In this game mode you try to clear a certain amount of lines in as little time as possible.
Time Limit Mode: In this game mode you try to clear as many lines as you can in a certain amount of time.
Garbage Mode:In this game mode the play area is populated with 'garbage' pieces, red blocks that must be eliminated in order to make it to the next level.
Music: There are around 20 jazz hits from the 1920s, my favorite music genre and era.
High Score: The high score is saved between games, giving you a goal to continue playing
Download Above
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August 17th, 2009, 22:05 Posted By: wraggster
Samel has posted a release in the Neoflash Summer Coding Comp:
Nickname: samel
Project name : Seek And Recharge [SAR]
From : Italy
Division : NDS/GBA Game
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
DOWNLOAD LINK: http://donotjava.netsons.org/Download/sar/SAR.zip
Description:
In this puzzle game you are a robot and your battery are running out of charge. Your goal is to reach a new pair of battery each level.
Features:
100 levels in the Campain
Custom level [more in the readme.txt]
Endless mode
In game help
Isometric view
Sounds
No touchscreen input [tried it, but don't work very well in this game]
There is a better explaination of the rule in the game with screenshot.
Once you extrace the zip take a look at the readme.txt for any trouble and fell free to contact me here or by mail for any question and/or suggestion.
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August 17th, 2009, 22:14 Posted By: wraggster
M. Lucanius has posted a release in the Neoflash Summer Coding Comp:
Nickname: M. Lucanius
Project name : DSDice
From : US
Division : NDS/GBA Game
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
A Yahtzee clone with, hopefully, a good bit of extra options...
Features:
* complete game with accurate rules.
* high scores for up to 7 places.
* aesthetic appeal... hopefully
* re-playability.
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August 17th, 2009, 22:22 Posted By: wraggster
B12 Core has posted a release in the Neoflash Summer Coding Comp:
Operation Libra is not a demo. It is a full version of the game.
Originally made in Actionscript for an in-school class, the game was originally named Entrapment. Over the course of a month, the art and game engine were created in Flash and was later used for the intended project. However, a month after, I decided to port this onto the DS and see how it would go. Within 3 weeks, the game was ported onto the DS with extra features that were not previously included in the original Flash project.
Although Operation Libra is an "escape the room game", the plot revolves the character escaping out of a mansion, with 9 rooms in total. There are 52 objects to examine, many of them interactive and required to escape out of the mansion. Every pixel of the environment art was designed by B12CORE and drawn by ALGraphics. The art was originally sized at 720 x 480, but was reduced to 256 x 192 in order to fit the DS proportions.
If you are playing this on an emulator, you will be unable to save or load files. Saving and loading is a feature exclusive only to actual hardware. However, you can save and load states.
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August 17th, 2009, 22:35 Posted By: wraggster
News via http://www.eurasia.nu/index.php
The eagerly anticipated Acekard 2i firmware update has been released, proving once and for all that the card is in fact update-able. This update fixes the compatibility of the card with DSi firmware 1.4. Two update files are included in the download. Use the DSi labeled update to update your card. However, if you have multiple Acekard 2i cards that you wish to update all in a row then run the DSL update from a DS Lite to be able to update multiple cards without powering off the system. If you only have one card just use the DSi update.
Homebrew back on DSi finally
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August 18th, 2009, 00:28 Posted By: wraggster
BranMuffin has posted a release in the Neoflash Summer Coding Comp:
Nickname: BranMuffin
Project name : SoundBoardDS
From : Canada
Division : NDS/GBA APP
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
http://www.quickfilepost.com/downloa...9d17b73b14d541
1. Place the ROM and the SoundboardDS folder into ur flash card drive
2. Run the ROM
3. HAVE FUN
Controls are:
Press the buttons to play the respective sound
ie button 1 plays SoundByte1.raw in ur SoundboardDS folder
Press A to record your voice
Press B to play the recording
SoundboardDS is similar to a DJ's soundboard. It is used to create a beat - PORTABLY! You can make your own beats and import custom sounds by converting .wavs into .raw files using switch, etc. (8 bit, 11025 khz).
HAVE FUN!
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August 18th, 2009, 02:45 Posted By: wraggster
copete23 has released Robo tank v0.6.8
The world is being conquered by the evil of Warlior and and his army of tanks, the only hope is you, a brave warrior who at the controls of a super tank will have to face to face the dreaded Warlior. Use powerful weapons to defeat your enemies, fight with powerful final bosses (in this version at the moment there is only one)
Features in beta 0.6.8
Seven diferent screens including final boss level
Great bg music
Great sfx sounds XD
Many enemys with basic Ai system
three files to save
Known Bugs
the collisions are not very accurate
sometimes the game freezes (maybe not XD)
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August 18th, 2009, 02:48 Posted By: wraggster
Calthephenom has released Hello World v0.1
Hello World Is A Simple App That Prints "Hello World", To The Screen, This Is I, User:Calthephenom's First App
Change Log
Version 0.1 Initial Launch
Prints "Hello World!" To Screen
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August 18th, 2009, 02:52 Posted By: wraggster
Heres some great news from the Hackmii Team:
Yay, finally another release!
Version 0.2 of our installer (the BootMii beta2 release) is almost 3 month old, and we finally got around to push out some fixes.
We hoped to have some nice additions for HBC done for this release, but unfortunately those are not yet ready for prime time. We didn’t want to delay some fixes to the installer and BootMii any further, so we hope you enjoy this one – even if HBC remains unchanged compared to BootMii beta 2.
HackMii installer (v0.3):
Saner selection of IOSs for the installer itself and the installed HBC
BootMii will now install on Wiis with bad blocks in the boot2 area
Fixed some hangs when rebooting Starlet
BootMii beta 3 (v1.0):
Improved the SD card compability
Increased the backup/restore speed for some SD cards, but decreased it for others
Fix GPIO input for all Wiis
Wavebird support
Fixed a silly bug where NAND backups were left as 0 byte files
Keys are now saved to SD as /bootmii/keys.bin too
Grab the new installer here.
As always: Please link to this post instead of mirroring the binary, thanks and stay tuned.
Enjoy.
Download Here
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August 18th, 2009, 10:16 Posted By: wraggster
bassacegold has posted a release in the Neoflash Summer Coding Comp:
Nickname: BassAceGold
Project name : UA Paint v1.3
From : Canada
Division : NDS APP
Original enterty : NO
Support Motion :NO
In last NEO Compo this project have won in the top 10 : 4th place in 2008 Summer Competition
Project description:
A Simple pixel art tool for the NDS with many features listed below:
Quote
Features:
-Saving and Loading of 24 bit bitmap images 256X192 or less
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors
-fill tool
-line tool
-rectangle tool
-circle tool
-copy and paste with color transparency supported
-eraser
-Supports D-Pad Mode for plotting pixels (When fully zoomed)
-10 pallets ready for customization
-15 levels of undo!
-color editor: Supports all colors the hardware can support!
-Custom pallet save support (press Enter on the keyboard to save pictures and pallets)
-Guitar Hero On Tour controller support as tool shortcut buttons : Enable in Options
-typewriter mode for writing text
-stamp tool
-Color Alpha
-MP3 Playback (check readme.txt for more info)
Changes Since Last Entry in Neoflash 2008 Summer Competition
Quote
Version 1.30 - Current Version
-Fixed eraser
-added mapped color menu to B button
-added opacity slider
-can rotate selected objects now
-fixed some keyboard issues in the music folder settings
-redone interface(loads of changes/additions here)
-remembers last filename saved/loaded in keyboard menu
-added X centering to circle tool
version 1.21
-fixed zoom glitch
-fixed/tweaked d-pad controls on top screen
-can now specify folder for mp3's
-added one more zoom level with grid and d-pad support
-zoombar graphical changes (blue square where d-pad mode is supported)
-fixed various media player bugs
-fixed turning grid off when auto grid is on
Version 1.20 - Complete Rewrite
-added no fill rectangle tool
-fixed image saving of all sizes
-fixed tool switching while using copy and paste selecter
-fixed a file display glitch in loading menu
-updated load pallet menu code
-added top screen view of image while zoomed all the way
-added more grids for zoom levels; levels with grids are marked on the zoom slider
-now has box zoom location on top screen view
-added Stylus X and Stylus Y position to the top screen
-fixed pen jumping when drawing off canvas limits
-mp3 support added
-removed the Stats tool and replaced it with MP3 controls
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August 18th, 2009, 20:33 Posted By: wraggster
New from Divineo China
Take your Wii Active personal trainer game workout to a new level with the active workout kit! The active workout kit adds resistance to activities such as bicep curls and shoulder press exercises. It also includes a Nunchuck leg strap that holds your Wii Nunchuck during your workout.
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August 18th, 2009, 20:55 Posted By: wraggster
Newly released today:
features
Penetrate 15 non-linear levels in an immersive and dangerous environment
Face 20 formidable enemy classes equipped with a deadly arsenal of weapons
Choose from eight powerful weapons (including alternate firing options and zoom)
Compete with up to four players in MULTIPLAYER in three popular modes including Death Match, Team Arena and Capture the Flag – Using only one NDS card!
Highly interactive environments: use vehicles, operate tools, switches, controllers, access cards, open boxes and blow up objects
In-game cut scenes present story elements while introducing new mission tasks
description
C.O.R.E. is a high-speed, action packed "classic" FPS game chock full of goodies and filled with danger for Nintendo DS. In A.D. 2028 - a massive meteor slammed into California's Mojave Desert. Leading scientists were quickly dispatched to examine the extraterrestrial radiation that was transforming the environment and all life in the area. For twenty years many experiments were carried out at C.O.R.E., the TOP-SECRET underground facility built on the site...that is until the day when all communications with the lab abruptly ceased. You are Jason Crane, a member of an elite military operative assigned to penetrate C.O.R.E. You must use all your skills to unravel the mystery hidden deep within C.O.R.E...and to survive.
http://www.play-asia.com/SOap-23-83-...j-70-3bt9.html
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August 18th, 2009, 21:20 Posted By: wraggster
Nyko Technologies, the leading video game peripherals manufacturer, will debut their newest gaming gear this week at Gamescom 2009 (August 19th-22nd). At the expo, Nyko will be showing their current product line, along with several unreleased items including the Type Pad Pro for Wii, the DSi Zoom Case, the PSP Charge Grip Flex and the Speaker Com 360. In addition Nyko is unveiling their new induction charging dock for the Wii, the Charge Base IC, as well as the award-winning Wand controller for Wii in four fun new colors. Stop by the Nyko booth (Hall 8, Aisle B, Booth #036) to check out all the latest accessories for today's video game consoles.
The Charge Base IC is Nyko's first induction charging dock for the Wii. Instead of using metal contact points to recharge the Wii Remote or Wand's batteries, the Charge Base IC utilizes induction technology to charge your controllers. The design of the Charge Base IC allows Wii Remotes or Wands to be charged without having to remove any silicone jackets or attachments such as Wii Motion Plus. Also, Nyko utilizes powerful magnets to hold the controllers in place while on the dock. The Charge Base IC also features a powered USB port which can be used for charging other devices.
After announcing ten new color options for the Wand controller in Japan, Nyko will be bringing four of those new colors to the European and North American markets this Holiday season. Now gamers can personalize the world's most advanced Wii controller- with new Wand color options in black, purple, pink, and blue. All color varieties feature Nyko's Trans-Port technology which allows for compatible peripherals to communicate digitally with the Wand.
For more information please visit: www.nyko.com
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August 18th, 2009, 21:25 Posted By: wraggster
Arikado, SifJar, and PhoenixTank have released Dop-IOS MOD :
Dop-IOS MOD is a modification of the application Dop-IOS that allows you to choose which IOS you would like to use to install other IOSs (trucha bugged or not)
Purpose
While the original Dop-IOS let you install other IOS, it used IOS 249 to do it. Many people felt a certain resentment toward that on which the authors have no comment.
A better solution for all users would've been to allow users to select which IOS they use to install other IOSs. Enter: Dop-IOS MOD
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August 18th, 2009, 21:46 Posted By: wraggster
B12 Core has updated his release in the Neoflash Summer Coding Comp:
Operation Libra is not a demo. It is a full version of the game.
Originally made in Actionscript for an in-school class, the game was originally named Entrapment. Over the course of a month, the art and game engine were created in Flash and was later used for the intended project. However, a month after, I decided to port this onto the DS and see how it would go. Within 3 weeks, the game was ported onto the DS with extra features that were not previously included in the original Flash project.
Although Operation Libra is an "escape the room game", the plot revolves the character escaping out of a mansion, with 9 rooms in total. There are 52 objects to examine, many of them interactive and required to escape out of the mansion. Every pixel of the environment art was designed by B12CORE and drawn by ALGraphics. The art was originally sized at 720 x 480, but was reduced to 256 x 192 in order to fit the DS proportions.
If you are playing this on an emulator, you will be unable to save or load files. Saving and loading is a feature exclusive only to actual hardware. However, you can save and load states.
B12core has released a few versions, heres the last 2 items of whats new:
New revision.
- Added game over instance
- Added game over art
- Added faster text (hold B and text will scroll faster).
This doesn't really count as a new revision, but I changed the action limit before game over.
Basically, before, if you had 300 actions, you would game over.
Now, if you have 600 actions, you will game over.
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Also give the coder some feedback over at the neoflash site too at the link above.
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August 18th, 2009, 21:55 Posted By: wraggster
News/release from hoitjuh55
Hi there,
I'd like to show you my second game for NDS.
Falldown is a Built-in game for GP2X WIZ, so I made it in DS format.
You have to bring a ball downwards, but there are blocks in the way, so you have to avoid them. If the ball reaches the top of the screen, you're GAME OVER.
Controls: Use the D-pad to move left and right. More isn't needed!
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August 18th, 2009, 22:00 Posted By: wraggster
News/release from Almamu
This Is My First Pokemon Game For The Nintendo DS.
It Will Participe in The SceneryBeta International Homebrew Showcase.
History:
You're A Girl/Boy what Have 10 Years Old.
One morning you saw in the TV: A Strange Pokemon Has Appeared On The Feel Lake. The Investigators Thinks That Are Giratina The Sky Warrior. It seems to be angry. Many time alongPalkia And Dialga Have A Intense Battle. They Was Thinking That This Dimensions Are Violated. You Need To Stop The Giratina Attacks.
Go To The Distorsion World. Battle Versus Giratina And Catch it.
The Game Is In Alpha Version. The New Version have some bugs fixed, and the movement has a lot of changes.
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August 18th, 2009, 22:22 Posted By: wraggster
News/release from Magius
I am currently making a 3rd generation Pokemon battle simulator.
Right now there is no battling in yet, or any Pokemon, but for the most part I have been working on making it look like the real game.
Update 2: Added sound effects, battle cries, (still no real Pokemon, just plays a random cry for now), the different type of attack effectiveness. each attack just pic one at random for testing.
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August 18th, 2009, 22:26 Posted By: wraggster
News/release from Linkz
This is a game i made with a few people. It's a rpg-adventure game with turn-based battles, the battle system hasn't been really balanced yet but the gameplay is there.
There's a readme included in the download for controls.
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August 19th, 2009, 14:00 Posted By: wraggster
B12 Core has updated his release in the Neoflash Summer Coding Comp:
Operation Libra is not a demo. It is a full version of the game.
Originally made in Actionscript for an in-school class, the game was originally named Entrapment. Over the course of a month, the art and game engine were created in Flash and was later used for the intended project. However, a month after, I decided to port this onto the DS and see how it would go. Within 3 weeks, the game was ported onto the DS with extra features that were not previously included in the original Flash project.
Although Operation Libra is an "escape the room game", the plot revolves the character escaping out of a mansion, with 9 rooms in total. There are 52 objects to examine, many of them interactive and required to escape out of the mansion. Every pixel of the environment art was designed by B12CORE and drawn by ALGraphics. The art was originally sized at 720 x 480, but was reduced to 256 x 192 in order to fit the DS proportions.
If you are playing this on an emulator, you will be unable to save or load files. Saving and loading is a feature exclusive only to actual hardware. However, you can save and load states.
Heres whats new in latest version
New revision out now:
- Pressing A substitutes the magnifying glass button.
- Pressing B substitutes the back button.
- Pressing A in the talk menu substitutes the Use button.
- Pressing X in the talk menu substitutes the Enter button.
- Pressing Y in the talk menu substitutes the Force button. .
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Also give the coder some feedback over at the neoflash site too at the link above.
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August 19th, 2009, 18:36 Posted By: wraggster
Hillbilly has posted an entry into the Neoflash Coding Contest:
Nickname: hillbilly
Project name : DSMediaCenter
From : USA
Division : NDS APP
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
http://dphone.palib.info/downloads/d...center_1.2.rar
------------------3 Easy steps to setup DSMediaCenter-------------------
1.) Place any Applications in "apps",and games in "games", any Favorite
NDS files in "Favs" and any SMF or EMC movies into "movies".
2.) Copy the folders "apps", "games", "favs", and "movies" to the root
of your flashcard along with DSMediaCenter.nds and DSMediaCenter.ini
3.) Run DSMediaCenter.nds from your flashcard!
NOTES:
=BE SURE TO CORRECTLY DLDI PATCH THE NDS FILE!!!
=To change the paths of "apps", "games", "favs", or "movies", open
up the DSMediaCenter.ini file and change the values there.
=To make SMF or EMC movies, use the converters provided along with the directions from that folder.
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August 19th, 2009, 19:53 Posted By: wraggster
Divineo USA must be having a sale at the moment becuase they are offering the M3 DS Real Rumble Bundle Pak for $9.97 (around 6 Pounds) and the M3 DS Real Rumble RAM Bundle Pak for $ 14.97
Great for not only DS Homebrew but for GBA Homebrew too and at a decent price.
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August 19th, 2009, 23:47 Posted By: wraggster
Crazygoth has released Pacline v1.2
A pacman vertical screen scrolling game. Catch the yellows dots while avoiding the enemies
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August 19th, 2009, 23:50 Posted By: wraggster
Xuzz has released the first versions of the Wii Python Library: Wii.py v0.86
Wii.py is a GPL licensed Wii library written in and for Python. It provides editors and classes for many file types and files present on the Wii, especially files in banners. It was created as a replacement for the unreleased and never to be released pywii, written by marcan, but has since expanded in some areas that pywii did not cover and not completed others (such as Wii Optical Disc editing) that pywii has support for.
Update History
0.86 - August 19, 2009
Fixed licensing for LZ77 code.
Re-added pywii tools clone and experimental modules.
0.85 - August 19, 2009
First 'real' public release.
Most classes using the so-called 'new API'.
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August 19th, 2009, 23:54 Posted By: wraggster
Nicksasa has released a new version of his fs dumper app for the Wii, heres whats new:
Changes:
0.2
*Dumping to the root of SD now
*Only dumping the nessecary files and channels/vc/wiiware for nand emu (means, no IOS files and other stuff, should save you ~100 MB )
*COunts how big your nand dump is (is printed when finished)
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August 20th, 2009, 00:00 Posted By: wraggster
Our very own ZX81 has released a new app for the Nintendo Wii, heres the release news:
Hi,
As many of you i've tried the very nice nand emulation stuff and triiforce wiiware launcher on emulated nand. As many of you i've encountered many issues and errors while trying to use wad manager 1.5 to install my wad files in the nand emulation image stored on my SD. I have to retry ten times to install the same wad to get it working etc ...
Full details here --> http://zx81.dcemu.co.uk/wii-wad-to-nand-235997.html
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August 20th, 2009, 00:15 Posted By: wraggster
AgentQ has released a new version of the excellent ScummVM for the DS, heres the release notes:
ScummVM 1.0.0 beta1 released for testing!
Please test this new beta version of ScummVM, and post your results here.
It would be good to know which games you have tested.
Please include which card reader you're using and the language your game
is running in.
Download here:
http://rapidshare.de/files/48142544/...beta1.zip.html
My apologies for the rapidshare link - I have lost access to my webspace. To download the file, click the link above, then click the 'Free' button at the bottom of the page. After a short wait, you will need to type the number shown in the box on the page. Then your download will start. If anyone has proper hosting to donate, it would be gratefully received!
New Features
- Gamma correction feature to make games more visible on the original DS
- Assorted bug fixes
Supported Games
Build A:
Manic Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck's Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Bear Stormin' (DOS version only)
Fatty Bear's Birthday Surprise (DOS version only)
Fatty Bear's Fun Pack (DOS version only)
Putt-Putt's Fun Pack (DOS version only)
Putt-Putt Goes to the Moon (DOS version only)
Putt-Putt Joins the Parade (DOS version only)
Build B:
Beneath a Steel Sky
Flight of the Amazon Queen
Build C:
Simon the Sorcerer 1/2
Elvira 1/2
Waxworks (Amiga version only)
Build D:
Sierra AGI games
Gobliiins 1 - 3
Bargon Attack
Ween: The Prophecy
Future Wars
The Bizarre Adventures of Woodruff and the Schnibble
Lost in Time
Build E:
Inherit the Earth
Build F:
Kyrandia 1
Build G:
Lure of the Temptress
Build H:
Nippon Safes
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thanks to gbatemp for the news
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August 20th, 2009, 00:42 Posted By: wraggster
bassacegold has posted an entry into the Neoflash Summer 2009 coding comp
Nickname: BassAceGold
Project name : UA Paint v1.3b
From : Canada
Division : NDS APP
Original enterty : NO
Support Motion :NO
In last NEO Compo this project have won in the top 10 : 4th place in 2008 Summer Competition
Project description:
A Simple pixel art tool for the NDS with many features listed below:
Quote
Features:
-Saving and Loading of 24 bit bitmap images 256X192 or less
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors
-fill tool
-line tool
-rectangle tool
-circle tool
-copy and paste with color transparency supported
-eraser
-Supports D-Pad Mode for plotting pixels (When fully zoomed)
-10 pallets ready for customization
-15 levels of undo!
-color editor: Supports all colors the hardware can support!
-Custom pallet save support (press Enter on the keyboard to save pictures and pallets)
-Guitar Hero On Tour controller support as tool shortcut buttons : Enable in Options
-typewriter mode for writing text
-stamp tool
-Color Alpha
-MP3 Playback (check readme.txt for more info)
Changes Since Last Entry in Neoflash 2008 Summer Competition
Quote
Version 1.30b -Current Version
-fixed last saved file name bug when saving more than once
-fixed last saved file name bug when browsing images
-added filled circle tool
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August 20th, 2009, 00:46 Posted By: wraggster
leinad has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: leinad [a.k.a. n00bey]
Project name : Simple GBA Dumper
From : Germany
Division : NDS APP
Original enterty : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Project description: Reads a GBA cartridge and saves it to the Slot-1 flashcard via DLDI. (DLDI required!)
Screen:
Details:
Just start the SGBAD and follow the onscreen text
In the end it gives you a .gba file in the root of you card that can be directly played on emulators / GBA-Flashcards.
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August 20th, 2009, 00:48 Posted By: wraggster
Tassu has posted an entry into the Neoflash Summer 2009 coding comp
Nickname: Tassu
Project name : Hangman
From : Finland
Division : NDS
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description: Simple game of Hangman. Try to guess the word one letter at a time. Every mistake takes you closer to being hanged.
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August 20th, 2009, 00:52 Posted By: wraggster
SwedishFish has posted an entry into the Neoflash Summer 2009 coding comp
Nickname: SwedishFish
Project name : Stargrazer
From : USA
Division : NDS Game
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
This is a classic spaceshooter. Very basic premise, you shoot things and they go boom. Don't get hit or you will too.
Download Link:
Mediafire Download
Controls:
R - fire (you can hold it too)
A - Confirm Menu Selection
D-Pad - Move Player / Select Menu (you can also touch the menu items)
Start - pause
Select - quit / return to menu (must do this after you die)
Features:
Campaign - My favorite game mode, featuring Items, Bosses and craziness.
Blitz - Neverending stream of enemies that gets harder the longer you stay alive. Your weapons dont change, but do increase in speed
Highscores - keeps track of you best scores in both game modes (still a WIP if I remember right)
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August 20th, 2009, 01:21 Posted By: wraggster
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.
Changelog
0.75
FTP support added (thanks to hax)
NTFS support added for USB and SD (thanks to Shareese)
SMB speed improved
Hopefully finally eradicated the freezing bug
Fixed noise bug when loading another stream
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August 20th, 2009, 16:29 Posted By: wraggster
LaPatateInc has updated the entry into the Neoflash Summer 2009 coding comp:
Nickname: LaPatateInc
Project name : You Have To Burn The Rope DS
From : Canada (Quebec)
Division : NDS/GBA GAME
Original entry : YES
Support Motion : NO, unfortunatly.
In last NEO Compo this project have won in the top 10 : NO
MAJOR UPDATE
Changelog :
----------------------------=============================----------------------------
-6 new mods
=>27-Seconds timer. -- 0 Achievements
=>Having a pistol instead of axes. -- 5 Achievements
=>Low Gravity -- 5 Achievements
=>Automatic walking -- 10 Achievements
=>Olympic mod ( Really fun =D ) -- 12 Achievements NOTE : DESACTIVATE ALL OTHER MODS
=>Secret AWESOME mod, find how to activate it -- 5 Achievements NOTE : DESACTIVATE ALL OTHER MODS
-A new special achievement : Chassing those stars.
=> You need to collect 5 stars all scaterred around the "world".
-Various bugfixes, majority of them are graphical-only. These are being fixed :
=>Walking backward while being hit.
=>Gravity not being correct when being hit.
=>Passing through wall when super-jump and hyperspeed was activated.
=>Some other I don't remember.
----------------------------=============================----------------------------
Description:
It's a remake of the famous game on PC, You Have To Burn The Rope. Originaly, the game is pretty simple and take no time to finish it. What I wanted to do is recreate this game with additionnal functions to add some replayability :
-A map on the top screen or Double-Screen
-16 achievements
-16 game modificators
-You can skip the ending video
-A main menu and a pause button.
-You can move camera a little using the Touch Screen.
Controls are shown in-game, except for the camera.
I'm really, really sorry, but I couldn't add saving because it didn't work on a real DS. The library is kind of broken. I've done a "quick save" so that when you succeed 5,10 and All achievements, it gives you a code to write down. If you do this, even if you do achievements, it won't add to your total. The purpose of this code is only that you won't need to re-do achievements if you want to play a Modificator.
Oh, did I said you need a number of achivement to unlock mods ?
Mods are pretty fun, I think. Some achievements are disabled when activated, some are needed to have an achievement.
A page shows you all the achievements names, it's up to you to discover how to do it. Some are fun, some are tough =D
There may be some glitches but it shouldn't. I know there is some graphical one that I can't really fix...
I would like some feedback right in this topic.
I hope everyone will like the game !
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August 20th, 2009, 16:33 Posted By: wraggster
Tiwaz has posted an entry into the Neoflash Summer 2009 coding comp
Nickname: Tiwaz
Project name : Five Error
From : France
Division : NDS
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description: Simple game where you must find differences between two images.
Very easy to understand how to play, just fine the difference...
Two mode, time trial or arcade, 3 levels of difficult, and lot of image ( ~100 ).
Story mode and Wifi mode not work actually (maybe before the dead line... But not sure)
Use DLDI, read the readme.txt to install it (at the root folder).
Thank to kukulcan for the original idea, images and motivation.
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August 20th, 2009, 16:36 Posted By: wraggster
Arrpirate has posted an entry into the Neoflash Summer 2009 coding comp
Nickname: ArrPirate
Project name : Lights Off!
From : USA
Division : NDS Game
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
This is my version of Lights Out. It has several variants built in. You can change variants by using the sliders to the right of the game board and you play the game by trying to turn off all of the lights.
When you click on a button it toggles between its different light settings (in the most basic mode, this is a simple on/off action, but in the more advanced variants there are multiple light states). Not only that, but the lights to either side of it toggle as well.
Simple Strategy:
In the most basic mode a simple strategy is to click directly below the lights that are on, starting at the top and moving to the bottom. Repeat as necessary until you solve the puzzle. You may have to click on random buttons up at the top of the screen if you run out of lights using this strategy.
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August 20th, 2009, 16:48 Posted By: wraggster
darkyesus has posted an entry into the Neoflash Summer 2009 coding comp
Hello!
Nickname: Darkyesus
Project name : WintenDoS 3.0
From : France
Division : NDS APP
Original enterty : NO
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Project description: A simulation of Windows XP on DS.
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August 20th, 2009, 19:14 Posted By: wraggster
ive been that busy lately what with site updating and the mother of all toothaches (4 weeks of pain) that i completely forgot to update this site with the photo that Neoflash posted of the Nintendo 64 Flash Cart thats nearing production stage , so here it is:
from the look of it, it seems to work like any multi region adapter where you put a game of a particular region in the back and the flash cart in the top, this will give a lot of people the chance to relive the Nintendo 64 a console that wasnt the winner in its generation but the most popular emulator for consoles bar maybe the Snes.
No word on price yet and other details but at least Neoflash are still working on this baby, one thing i know is that i want one
Who else is salivating at the thought of it being released ?
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August 20th, 2009, 19:15 Posted By: wraggster
shraeese has released libntfs 19.08.09
libntfs is a port of the NTFS-3G driver to the Nintendo GameCube/Wii, modelled on the libfat interface.
NTFS-3G is an open source cross-platform implementation of the Microsoft Windows NTFS file system.
Features
Full read/write, files of any size can be created, modified, renamed, moved, or deleted.
Compression, read/write support for compressed files
Symbolic link and directory junction walking
Partial journaling (see below)
NTFS-3G only supports partial journaling, so unexpected crashes or power loss can leave the file system in an inconsistent state. The only way to (correctly) fix it is to boot into Windows and let NTFS replay the journal; However, in most suitations (read: it is not 100% guaranteed) this is not required and the file system can be remounted without problem. In suitations where there has been heavy disc activity prior to the crash or power loss it is recommended you let Windows replay the journal before remounting with libntfs in order to prevent possible data lose and/or corruption.
More info --> http://wiibrew.org/wiki/Libntfs
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August 20th, 2009, 20:54 Posted By: wraggster
Comex is back with a new version of his Super Smash Bros exploit, heres a video:
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August 20th, 2009, 20:58 Posted By: wraggster
MiiSX is an MSX 1/MSX 2/MSX 2+ emulator for the Nintendo Wii.
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August 20th, 2009, 21:06 Posted By: wraggster
SwedishFish has updated his entry into the Neoflash Summer 2009 coding comp
Nickname: SwedishFish
Project name : Stargrazer
From : USA
Division : NDS Game
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
This is a classic spaceshooter. Very basic premise, you shoot things and they go boom. Don't get hit or you will too.
Download Link:
Mediafire Download
Controls:
R - fire (you can hold it too)
A - Confirm Menu Selection
D-Pad - Move Player / Select Menu (you can also touch the menu items)
Start - pause
Select - quit / return to menu (must do this after you die)
Features:
Campaign - My favorite game mode, featuring Items, Bosses and craziness.
Blitz - Neverending stream of enemies that gets harder the longer you stay alive. Your weapons dont change, but do increase in speed
Highscores - keeps track of you best scores in both game modes (still a WIP if I remember right)
UPDATE-fixed highscores
-added menu music
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August 20th, 2009, 23:32 Posted By: wraggster
bassacegold has posted an entry into the Neoflash Summer 2009 coding comp
Nickname: BassAceGold
Project name : UA Paint v1.3c
From : Canada
Division : NDS APP
Original enterty : NO
Support Motion :NO
In last NEO Compo this project have won in the top 10 : 4th place in 2008 Summer Competition
Project description:
A Simple pixel art tool for the NDS with many features listed below:
Quote
Features:
-Saving and Loading of 24 bit bitmap images 256X192 or less
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors
-fill tool
-line tool
-rectangle tool
-circle tool
-copy and paste with color transparency supported
-eraser
-Supports D-Pad Mode for plotting pixels (When fully zoomed)
-10 pallets ready for customization
-15 levels of undo!
-color editor: Supports all colors the hardware can support!
-Custom pallet save support (press Enter on the keyboard to save pictures and pallets)
-Guitar Hero On Tour controller support as tool shortcut buttons : Enable in Options
-typewriter mode for writing text
-stamp tool
-Color Alpha
-MP3 Playback (check readme.txt for more info)
Changes Since Last Entry in Neoflash 2008 Summer Competition
Quote
Version 1.30c -Current Version
-re-ordered tool bar for eye dropper tool
-added shortcut to eye dropper tool on B: tap once to switch to it, tap it again to switch back to previous used tool.
You can still get to the color editor by tapping the double pallet icon on the top screen.
-fixed bug with spray can spray size slider
-stabalized saving a bit more
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August 20th, 2009, 23:47 Posted By: wraggster
New from Divineo China
Change the style of your Nintendo DSi with XCM Eye Candy Shell, available in various different colors. Install with supplied tools for your own custom look.
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August 20th, 2009, 23:52 Posted By: wraggster
News via http://emu-russia.net/en/
Video plugin for N64 emulators has been updated. Changes:
1. Glide64 (the plugin)
- As usual, tons of fixes in many games. It's impossible to list them all.
- New microcode implemented: "zSort". All games and demos based on this microcode now work.
- New user interface layout. All settings are now in one interface, including wrapper settings.
- 3 screen shot formats: BMP, PNG, JPEG.
- 3 screen aspect modes: 4:3, 16:9, Stretch.
2. GlideHQ (the texture enhancer)
- Bugfixes and optimizations.
- Added "Store" mode to cache all textures without modifications. Since texture cache is persistent and automatically loaded with the game, it improves plugin's performance as N64 textures must be converted into an internal format only once.
3. Glitch64 (the glide wrapper)
- Removed user interface.
- Removed support for old cards. Your video card MUST support shaders.
- Removed obsolete options.
- Bugfixes and optimizations.
http://glide64.emuxhaven.net/
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August 21st, 2009, 01:34 Posted By: wraggster
smealum has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: Smealum and Lobo
Project name : DawnSeekers
From : France/USA
Division : NDS GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Dawnseekers
Dawnseekers is a full 3D first person shooter for the Nintendo DS coded by myself, smealum, and with graphics made by Lobo.
This is a demo featuring two maps, two weapons and 4 different enemy types. It features a somewhat advanced 3D engine which can not only render very big and detailed maps, but also multiple enemies on screen at once, with some lighting effects (in the demo though, i didn't have enough time to really get the lighting effects to work at their full potential again, sorry for the inconvenience). I wrote most of the code, with the exception of the base of my MD2 loader, which was first coded by the owner of tfc.duke.free.fr, then reused by Payk then finally reoptimized by myself (it can render up to four time faster now).
As far as gameplay goes, it's a rather classic FPS; the goal is to kill without getting killed and to get to the end of each level. There is a backstory that I wrote, but I didn't have time to implement the story telling elements into the demo unfortunately.
Here are the controls :
D-PAD / ABXY to move
R/L to shoot
Stylus to aim/change weapons (only the pistol and machine gun are available at the moment)
Select to open doors (this is very important)
Start to pause (less important. )
Since there are only two maps, there wasn't much of a point in having a saving system, so instead Play launches map1, and load launches map2. It's also possible to access map2 by completing map1, without having to use the menu.
That's probably about it. Both lobo and I have worked very hard for this to happen, so please enjoy.
NOTE : this game was developped with an M3 DS Simply. Unfortunately, I can not guarantee it will work on every other flashcard. This game doesn't save anything on your card, so there shouldn't be any problems, but if there are, it's your fault, not mine.
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August 21st, 2009, 01:45 Posted By: wraggster
leinad has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: leinad (a.k.a. n00bey)
Project name: Bouncy Marble
From: Germany
Division: NDS GAME
Original entry: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description: You are steering a marble with the goal to "climb" up an tower as high as possible
(Maybe some of you know Icy Tower, its ment to be a Remake of it)
Features:
- Its possible to save and view Replays of a game
- Online highscore list (TOP100) for all three categories.
- With every highscore entry, the replay file is also send. So you can watch replays of online-highscores
- In the background music from a selection of 50 .mods is played.
- Much eyecandy, lol
NOTE: In some earlier testing phase the music-player freezed from time to time. I dont know if the problem still exist, but just in case: By doubletapping a shoulderbutton (R or L) you switch to the next soundfile.
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August 21st, 2009, 12:59 Posted By: wraggster
Gemesis has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: GEMISIS and PrinceGohan
Project name : Alien Puzzle
From : USA
Division : NDS GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Alien Puzzle
An alien puzzle game, the goal is to get as many points as possible and get to the finish. The catch: you can't stop moving.
Installation
Place the data folder in the root directory of your flash card, then run the rom
Controls
Use the control pad to move. Press play to load the default levels, press start to load custom levels from the data/pgg/custom/levels folder.
Level Format
Example(Included with the game):
pgg.txt:
0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0
0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 0 0 0 0 0 0 0 0 0 0 1 2 0
1 0 3 1 0 0 1 1 1 1 1 0 0 1 2 0
1 32 0 2 1 1 0 2 2 2 0 0 0 1 2 0
1 0 0 0 1 1 2 0 0 0 0 0 0 1 2 0
1 0 0 0 1 1 2 0 4 0 0 0 0 1 0 0
1 2 5 1 0 1 2 0 0 0 0 0 0 1 2 0
1 1 1 0 0 1 2 0 2 2 1 0 0 1 2 0
1 0 0 0 0 1 2 0 0 2 1 0 0 1 2 0
1 0 0 0 0 1 0 2 2 2 1 0 0 0 0 0
1 0 0 0 0 0 1 1 1 1 1 3 3 1 2 0
How to make a level:
Put the corresponding numbers in the corresponding area and then save it to a .txt file in data/pgg/custom/levels and it will appear in the file browser. You can use notepad to make the levels, and maybe other text editors (haven't tried any others). Picture those numbers as the DS screen, with each number represent an 16X16 spot on the screen. The definition of each number is below.
Custom Level Number Definitions:
-1 represents the player's starting position
Limit per level: 1
0's represent blank spots
Limit per level: none
1's represent walls
Limit per level: 60
2's represent points
Limit per level: 60
3's represent bombs
Limit per level: 60
a 4 represents the 1st portal
Limit per level: 1
a 5 represents the 2nd portal
Limit per level: 1
a 32 represents the end of level teleporter
Limit per level: 1
List of stuff:
Points: the brown fossils, these give you points
Picture:
Bombs: the white bomb sprites, these will kill you
Picture:
Blue Polygons: these are teleporters, the one with the F is the end of level teleporter, the other two you can use to move. But only one works, and you have to figure out which one
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August 21st, 2009, 13:04 Posted By: wraggster
smealum has updated his entry into the Neoflash Summer 2009 coding comp:
Nickname: Smealum and Lobo
Project name : DawnSeekers
From : France/USA
Division : NDS GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Dawnseekers
Dawnseekers is a full 3D first person shooter for the Nintendo DS coded by myself, smealum, and with graphics made by Lobo.
This is a demo featuring two maps, two weapons and 4 different enemy types. It features a somewhat advanced 3D engine which can not only render very big and detailed maps, but also multiple enemies on screen at once, with some lighting effects (in the demo though, i didn't have enough time to really get the lighting effects to work at their full potential again, sorry for the inconvenience). I wrote most of the code, with the exception of the base of my MD2 loader, which was first coded by the owner of tfc.duke.free.fr, then reused by Payk then finally reoptimized by myself (it can render up to four time faster now).
As far as gameplay goes, it's a rather classic FPS; the goal is to kill without getting killed and to get to the end of each level. There is a backstory that I wrote, but I didn't have time to implement the story telling elements into the demo unfortunately.
Here are the controls :
D-PAD / ABXY to move
R/L to shoot
Stylus to aim/change weapons (only the pistol and machine gun are available at the moment)
Select to open doors (this is very important)
Start to pause (less important. )
Since there are only two maps, there wasn't much of a point in having a saving system, so instead Play launches map1, and load launches map2. It's also possible to access map2 by completing map1, without having to use the menu.
That's probably about it. Both lobo and I have worked very hard for this to happen, so please enjoy.
NOTE : this game was developped with an M3 DS Simply. Unfortunately, I can not guarantee it will work on every other flashcard. This game doesn't save anything on your card, so there shouldn't be any problems, but if there are, it's your fault, not mine.
Updated Text
An update ! I'm posting it here because I have the right to update as long as it's the 20th somewhere in the world, which it is right now. After that, no updates will be posted here.
Anyway, this update adds/changes :
- very big AI improvement (better animations, more coherent behaviour, harder to kill)
- blood stain is gone ! we replaced it with a directional damage indicator, as SwedishFish suggested. It's non-intruisive and gives you information on where the enemy shooting you is, that's better in every way !
- the player is no longer a midget, his height has been adjusted
- doors can now be opened by taping the little button in the lower right corner of the touch screen.
Since the AI is now smarter, I rebalanced the game; health packs now give 30 hp back, enemies only take 4hp away each time they hit you, and they shoot less often. However, they can now shoot while running or strafing, so beware !
Scientists on the other hand are still as scared when they see you, and still won't lift a finger even if you kill all their allies.
I think that's it. So everyone who has posted Dawnseekers on a news website, please also post the update, as the new features are important I think. The link hasn't changed, i've replaced the file.
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August 21st, 2009, 16:32 Posted By: wraggster
Nintendo is to begin a new DSiWare initiative to attract indie developers to the channel, in a move that sounds similar to Sony's just-announced PSP Minis incentive for the updated PSN.
Like Minis, Nintendo's new programme will make it easier for smaller developers to publish their own content through the company's existing DSiWare channel, according to a report by Pocket Gamer.
The current pricing structure for the channel will remain in place, with games costing 200, 500 or 900 Nintendo points (between USD 2 and USD 9). However, Nintendo will, to a degree, control the prices developers set for their games, by charging royalty rates according to the size of a game. The larger the game's file size, the higher the royalties devs will be charged; an attempt to encourage smaller, simpler titles to be sold at the lower price point.
DSiWare support to date has been patchy, with few third-parties creating notable titles for download on the system.
At Gamescom this week, Sony announced its own new initiative targeted at attracting new talent to the PSP in the form of PSP Minis - digital games limited to a size of 100MB - which the company says will enable new developers to work with the system.
15 of these Minis games are due to launch on PSN on October 1, while 50 more are planned before the year's end.
http://www.gamesindustry.biz/article...ware-incentive
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August 22nd, 2009, 02:00 Posted By: wraggster
News from Bushing
Most of you probably remember our infamous attempt to open a line of communication with Nintendo. We chose that bug because a previous attempt at communication had failed — we had thought that them fixing the strncmp bug in the System Menu’s IOS could cause the system menu to brick when it tried to load the banner for the Homebrew Channel. I emailed them about that in March, 2008 (right after IOS37 was released), and never got a response. Thinking maybe I’d failed to find the right email address, we tried again with another bug. We chose that bug because
We could position it as a piracy-related concern, and Nintendo has some channels for reporting piracy
We didn’t really care if they fixed the bug, since it wasn’t really that useful for legitimate homebrew
There was probably not much they could do to fix it, anyway, since it was more of a design flaw
The bug (as we intended to report it) wasn’t so much that you could poke a register to enable DVD video mode:
#define HW_DIFLAGS 0x0d800180
set32(HW_DIFLAGS, 0x200000);… it was that you could just set a bit in the TMD (in the “access rights” field) and it would let you send DVD video commands. You didn’t even need to patch IOS! If you set that bit in your TMD, when your title gets launched, ES reads the “access rights” field (offset 0×1d8) and checks a couple of bits. If bit 1 is set, it opens /dev/di and calls ioctl 0×8E, which in turns calls syscall 0×50, which does the above register poke. This seems to set some state in the DI controller chunk of the Starlet that allows DVD video commands to go through. This is how DVDX works — that bit is set in the TMD for DVDX and that makes the magic happen.
All of this is more or less academic, because if you can forge a signature to modify the TMD, then you can just patch the content of IOS — and that’s what most people (everyone else) did. We think our approach is cleaner, but oh well.
http://hackmii.com/2009/08/of-tmds-and-hardware/
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August 22nd, 2009, 02:08 Posted By: wraggster
Profetylen has released Achtung Wii Kurve v1.1
Achtung Wii Kurve is a clone of the computer game Achtung Die Kurve (http://en.wikipedia.org/wiki/Achtung_die_kurve). It differs in that it has a lot of customization- and control options and actually includes music, sounds and an AI. The game supports up to 12 players.
The objective of the game is to survive as long as you can by making sure your curve doesn't hit a wall or another curve. As you move you leave a trace behind you which noone can pass through except at tiny holes that regularly appears in the curve.
The controls are displayed in the game.
Release log
v1.0 - 29 June 2009
Initial Release
v1.1 - 21 August 2009
Added support for the balance board (untested, but hopefully works)
Rewrote the menu
Added option to save the preferences (provided that the folder Achtung_Wii_Kurve lies in the root of your SD card)
Added option to remove borders like in Snake 2
Fixed so that the passing-through bug occurs more seldom
Fixed a bug in the AI (which makes it much less willing to kamikaze)
Changed the logo
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August 22nd, 2009, 02:14 Posted By: wraggster
Freezy has released Chunk Munch v0.6
A simple yet addictive game, just point and click on two or more connected and identical 'chunks' to 'munch' them up.
This game supports users creating their own look for the game, see the Skinning support for more info, or just take a look at the examples shipped with the game.
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August 22nd, 2009, 02:18 Posted By: wraggster
denisgeorge666, Altarfinch have updated their Worms clone for the Wii.
Quote:
- Bonuses caught are placed in the slot of the player
- Adding the B button icon (to the home page)
- Bug-bonus not retained resolved - use instant bonus (hearts, potions ...)
- Gauge fury is tinged with red and gradually turn into fury mode
- When a missile is outside the screen, we know its direction and angle
- When a missile is outside the screen, we know its direction and angle
- When a missile is out of the screen it appears in a tooltip giving the direction of the munition.
- Crossfade -apparition/disparition transparent bubble followed by a bullet
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August 22nd, 2009, 02:23 Posted By: wraggster
news via wiiaddict
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August 22nd, 2009, 12:29 Posted By: wraggster
It took the Big N right around a year to actually ship its Wii MotionPlus dongle after first showing it off at E3 2008, and now we're curious to know if you think the wait was worth it. We've already spilled our deepest, darkest thoughts on the $20 add-on accessory, but now that Wii Sports Resort is out (and still firmly lodged within your Wii's optical drive), we just can't wait another second to hear from end users. Are you pleased with the additional sensing capabilities? Has it enhanced your gameplay as you thought it would? What aspects would you like to see changed? You just paid a Jackson for a brick that attaches to your perfectly functional Wiimote -- don't miss your chance to pick it apart.
http://www.engadget.com/2009/08/22/h...onplus-add-on/
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August 22nd, 2009, 12:30 Posted By: wraggster
Readers, don't act like you're appalled that this mod consists entirely of an old iPod shuffle shoved into the battery compartment of a Wiimote game controller. If anything, you should be amused that this mod consists entirely of an old iPod shuffle KIRF shoved into the battery compartment of a Wiimote game controller. See for yourself after the break.
http://www.engadget.com/2009/08/21/w...calls-it-a-da/
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August 22nd, 2009, 12:48 Posted By: wraggster
News via http://emu-russia.net/en/
SNES emulator has been updated recently. Changes:
- Optimized S-PPU emulation, provides a ~10-15% speedup in normal games;
- Cleaned up cheat editor user interface;
- Added save state and export data path selections;
- Added workaround for a strange issue that caused PAL games to run at 60 fps sometimes;
- Fixed sprite caching issue; fixes SD F-1 Grand Prix;
- Fixed PPUcounter reset issue; fixes Bishoujo Janshi Suchie-Pai [Jonas Quinn];
- Fixed scaling on scanline, Scale2x, LQ2x and HQ2x on hires and interlace screens;
- Fixed sizeof(bool) serialization issue for PowerPC architecture [Richard Bannister];
- Fixed cheat code sort ordering;
- Fixed a bug with centering in fullscreen mode;
- Fixed an audio pitch bug when changing frequency;
- Fixed a volume adjust bug when frequency was exactly 32000hz;
- Fixed X-video RGB rendering bugs [thanks to tukuyomi for testing];
- Fixed a file open dialog issue on Linux when using QGtkStyle [jensbw];
- Fixed a memory corruption issue involving QApplication::main() [giovannibajo];
- Added a preliminary debugger (disabled in binary releases due to associated speed hit);
- Added S-CPU and S-SMP stepping and tracing support;
- Added read/write/execute breakpoint support;
- Added memory editor (currently it can only view memory);
- Various code cleanup work, as usual (note: the debugger code is messy, as it is in-progress).
http://byuu.org/
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August 22nd, 2009, 13:18 Posted By: wraggster
Profetylen has released Achtung Wii Kurve v1.1a
Achtung Wii Kurve is a clone of the computer game Achtung Die Kurve (http://en.wikipedia.org/wiki/Achtung_die_kurve). It differs in that it has a lot of customization- and control options and actually includes music, sounds and an AI. The game supports up to 12 players.
The objective of the game is to survive as long as you can by making sure your curve doesn't hit a wall or another curve. As you move you leave a trace behind you which noone can pass through except at tiny holes that regularly appears in the curve.
The controls are displayed in the game.
v1.1a - 22 August 2009
Fixed a bug that made curves die when travelling in certain directions (approximately 75 % of the directions)
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August 22nd, 2009, 13:20 Posted By: wraggster
News from the GC Linux team (on their version of Linux for the Wii)
Look mommy, no wires!
Look mommy, no wires! The third preview version of the 'mini' kernel now (finally!) includes initial support for the Nintendo Wii WLAN daughter card. A small article about how to setup a wifi connection under Debian (whiite) is also available. Thanks to those who didn't let this feature fall into oblivion... Enjoy! ;-P
Details --> http://www.gc-linux.org/wiki/Main_Page
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August 22nd, 2009, 13:29 Posted By: wraggster
News/release from HvE
This is my first game to be posted here and my first post at this community.
It's a clone of a mini-game from Big Brain Academy for the Wii.
There are 100 levels and the difficulty is increasing every fifth level.
Controls
[Stylus]: Touch the cages
[L, R or A]: Speed up/Slow down
[Start]: Switch if [L, R or A] speeds up or slows down the speed
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August 22nd, 2009, 13:37 Posted By: wraggster
Soulanger has posted an entry into the Neoflash Summer 2009 Coding Contest:
Nickname: Soulanger
Project name : A Tint of MENUdo - Doodle
From : Philippines
Division : NDS APP
Original entry : YES
Support Motion : YES
In last NEO Compo this project have won in the top 10 : NO
Quote
A tint of MENUdo - Doodle
NeoFlash 2009 Release
------------
Basically, a slopily trimmed, standalone demo of an internal app of an incoming OS. I did not had enough time to polish this demo.
This should not be confused as the final product.
Motion: Hold A to use while waving in the air. To use your motion kit as a stylus.
------------
Created by: Soulanger
This is completely different with UApaint.
If you want a complete and very handy drawing app, and was not satisfied with this demo, UApaint is what I recommend.
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August 22nd, 2009, 13:39 Posted By: wraggster
Soulanger has posted an entry into the Neoflash Summer 2009 Coding Contest:
Nickname: Soulanger
Project name : MENUdo Player - A Tint of MENUdo
From : Philippines
Division : NDS APP
Original entry : YES(?)
Support Motion : YES
In last NEO Compo this project have won in the top 10 : NO
Quote
A tint of MENUdo - Player
NeoFlash 2009 Release
------------
Basically, a slopily trimmed, standalone demo of an internal app of an incoming OS. I did not had enough time to polish this demo.
This should not be confused as the final product.
Controls:
Slide stylus / Tap Dpad to change action.
Double Tap / Press A to execute action.
Tap / Slide Left or Right to jump to songs or visualizers.
Features:
Visualizers
etc
------------
Created by: Soulanger
Preinstalled with songs by: HtheB.
Only supports:
Quote
669 (Composer 669, Unis 669)
AMF (DSMI Advanced Module Format)
AMF (ASYLUM Music Format V1.0)
APUN (APlayer)
DSM (DSIK internal format)
FAR (Farandole Composer)
GDM (General DigiMusic)
GT2 (Graoumf tracker)
IT (Impulse Tracker)
IMF (Imago Orpheus)
MOD (15 and 31 instruments)
MED (OctaMED)
MTM (MultiTracker Module editor)
OKT (Amiga Oktalyzer)
S3M (Scream Tracker)
STM (Scream Tracker)
STX (Scream Tracker Music Interface Kit)
ULT (Ultra Tracker)
UNI (MikMod's Internal Format)
XM (FastTracker)
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August 23rd, 2009, 01:51 Posted By: wraggster
Freezy has released Chunk Munch v0.6c
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August 23rd, 2009, 05:48 Posted By: guilhoboy
I've created a homebrew that turns Nintendo DS into a Chess Clock, for those who play chess in chess boards.
The basic use:
- press left, right, up or down to stop left clock and start right clock
- press A, B, X or Y to stop right clock and and start left clock
- set up, abort and continue are on the touch screen
More details on my webpage:
http://guilherme.pense.com.br/nds/
As I can't attach the files, I will only link them here.
English Version: http://guilherme.pense.com.br/nds/ChessClock.nds
Portuguese Version: http://guilherme.pense.com.br/nds/relogioxadrez.nds
Use:
- The bottom screen shows and sets the init time and the increment that is added to each player's time everytime he ends his turn.
- Press Up, Down, Left or Right to stop the left clock and start the right clock.
- Press A, B, X or Y to stop the right clock and start the left clock.
- When both clocks are stopped, press Up, Down, Left, Right, A, B, X or Y to start the left or the right clock, setting the init time to the clocks.
- When the clocks are running, you can't change the values of Init Time or Increment.
- Both clocks will stop when one of them reachs 00:00:00.
- Press "Abort" to stop both clocks anytime you need it.
- Press "Continue" to continue the clocks's work right when they were stopped.
- If, after aborting the clocks, you change the values of Init time or Increment, you cannot continue.
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August 23rd, 2009, 13:25 Posted By: DesertDog
This is Multiple:Option's second DS homebrew project this month and an entry into the openXile Craptastic Coding Competition.
Nintendo Adventure Books: Monster Mix-Up DS is a digital version of the gamebook of the same name written by Bill McCoy and published by Archway Paperbacks in 1991. It is best described by the book's introduction:
"Dear Game Player: You are about to guide me through a great adventure. As you read this book, you will help me decide where to go and what to do. Whether I succeed or fail is up to you. At the end of every chapter, you will make choices that determine what happens next. Special puzzles will help you decide what I should do—if you can solve them. The chapters in this book are in a special order. Sometimes you must go backward in order to go forward, if you know what I mean. [...] Good Luck! Driplessly yours, Mario."
Homepage and download:
http://multiple-option.blogspot.com/...er-mix-up.html
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August 24th, 2009, 18:50 Posted By: wraggster
If you've got a spare PC and 17-inch monitor, why not fashion your own NES bartop cabinet?
Step-by-step instructions are available over at Instructables, but the end product is a tabletop Nintendo emulator with both USB ports and authentic NES plugs. Plus, since it's PC-based as opposed to NES-based, the whole thing can function as a standard computer as well.
But what would you prefer—a sleekly integrated screen with a tiny emulator PC, or a chunky, nostalgic cabinet like this one? For some reason (probably that I'm old enough to have thrown more than one birthday party in an arcade), I'd take the chunky cabinet. Then I'd kick myself as I remembered that my apartment has no space for the thing.
http://gizmodo.com/5344265/build-you...op-nes-cabinet
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August 24th, 2009, 20:27 Posted By: argor
from Richard42 Developers, users, and fans:
After a great deal of work, late nights, and accompanying marital tension, I have finally finished the initial draft of the Mupen64Plus v2.0 API. It can be viewed on the developers' wiki:
Mupen64Plus v2.0 Core API v1.0 - EmuWiki
I'm pretty excited about this, because while the re-architectured emulator won't look a lot different from the user's perspective, there will be a lot of improvements "under the hood". The big high-level changes are in splitting the monolithic Mupen64Plus application into separate Core and GUI/Front-End parts, and going from a single integrated release to a bunch of smaller projects which can be independently developed and released. Some of the benefits of the new architecture are:
- Faster releases, more development
- simpler and less problem-prone installation and configuration on Unix
- inclusion in more Linux distributions
- simplified makefiles on Linux/OSX
- clean, native MSVC build for Win32
- better handling of log/debugging text output
- better error handling
- improved video plugins, based off of newer sources
Mostly I'm optimistic that the resulting Mupen64Plus projects will attract more developers and improve at a faster pace after the 2.0 release. Now comes the fun part, writing the code and implementing all of the changes.
So I would like to request help from anyone interested, willing, and qualified. There's lots of work to be done, and it starts with reviewing the API at the link above. Get on the IRC channel or drop us a line at the Mupen64Plus Google Group to voice your comments. I would particularly like to hear if anyone finds a current feature of the GUIs which can't be implemented with the new API, or any future features that might be added which would require an extension of the API.
While the API is under review, I'll be setting up new source code repositories hosted by Mercurial, a Python-based distributed source code control system. When the API review wraps up, we'll jump into the code. I plan to maintain ownership of the Core library and the new Console front-end and spend most of my time on these projects. I would to hear from developers who are able to contribute their effort on the following tasks:
1. Leadership of the GTK GUI front-end. If someone doesn't step up to fill this role, the GTK GUI may die and we will only have a Qt GUI.
2. Leadership of the plugins. I can manage the smaller plugins myself for a while, but the video plugins are big and complex. Anyone willing to take over development and releases of any plugins should contact me. I can provide SVN or Mercurial source code repositories, or you can host it yourself.
3. Windows developers. I would like to have good Win32 C developers who can help port and maintain the plugins. In particular the video plugins will take some effort to assimilate properly into Windows.
4. Porting plugins to the new architecture.
5. Front-end developers. Anyone willing to help out improving or porting the GTK or Qt Front-ends is welcome.
Anyone who's willing to step up, be a hero, and make a name for yourself in the N64 emulator world, now's your chance. The more developers we have, the quicker we'll get it done, so let's get started!
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August 24th, 2009, 21:25 Posted By: wraggster
The NEO Summer Coding Compo 2009 have closed already, we have got 50 entries finally, good luck for all coders
more info: NEO Summer Coding Compo 2009
The PSP APP division, total 10 entries
[PSP APP] DayViewer Beta 4 NEO By: Total_Noob
[PSP APP] PSPconsole v1.7neo By: Hotter
[PSP APP] WebBroser WinSHELL By: trom_us
[PSP APP] Spirograph v0.1 By: Freshmilk
[PSP APP] PSPTweaker v2.0 By: ab5000
[PSP APP] PSPCleaner 1.4 Beta NEO By: Migueliziosop
[PSP APP] periodicpsp [v1.0] By: JamesC
[PSP APP] AVEC V2 - GPS Vector Map Viewer By: Art
[PSP APP] AlphaBase v1.0 By: DekraN
[PSP APP] PSN License Manager 0.40 NeoEdition By: Light_AleX
The PSP GAME division, total 11 entries
[PSP GAME] BoxDestroyer v2.3 By: walar
[PSP GAME] REminiscencePSP NeoFlash Edition By: Sektor
[PSP GAME] TibiaPSPv0.3 By: LuMa
[PSP GAME] Lakeside By: Kasumi
[PSP GAME] [WIP] Cubic Zombies By: A_Noob
[PSP GAME] ImpGAME v2.1 By: Gefa
[PSP GAME] DiggerPSP NeoFlash Edition By: Sektor
[PSP GAME] Portable Bubble v2.0.0 By: Gefa
[PSP GAME] Random Shooter - Space Shoot 'em up By: Zack
[PSP GAME] My Snake Pet By: leviadragon
[PSP GAME] a shooter By: sigutis
The NDS APP division, total 13 entries
[NDS APP] Japanese Hiragana & Katakana Review By: DesertDog
[NDS APP] A Tint of MENUdo - Player By: soulanger
[NDS APP] A Tint of MENUdo - Doodle By: soulanger
[NDS APP] WintenDoS By: darkyesus
[NDS APP] UA Paint v1.30c By: bassacegold
[NDS APP] SoundBoardDS By: BranMuffin
[NDS APP] MorseDS By: Aguilera_87
[NDS APP] Paint DS By: s_hansse
[NDS APP] SavSend By: leinad
[NDS APP] NdsMiiMaker By: Coin-Coin
[NDS APP] DsOS v0.6 neocompo edition By: Aurelio
[NDS APP] DSecure By: LucaFraga
[NDS APP] DSi4DS By: spinal
The NDS GAME division, total 16 entries
[NDS GAME] DawnSeekers [important update] By: smealum
[NDS GAME] Operation Libra By: B12Core
[NDS GAME] Alien Puzzle By: GEMISIS
[NDS GAME] Hangman By: Tassu
[NDS GAME] Stargrazer By: SwedishFish
[NDS GAME] Lights Off! By: arrpirate
[NDS GAME] TouchRight! - Featuring Terra the Pessimist! By: hillbilly -
[NDS GAME] Bouncy Marble V2 By: leinad
[NDS GAME] You Have To Burn The Rope DS By: LaPatateInc
[NDS GAME] Seek And Recharge By: samel
[NDS GAME] DSDice By: M. Lucanius
[NDS GAME] Five_Error By: Tiwaz
[NDS GAME] OMG WTF By: arrpirate
[NDS GAME] DronS V1.6 By: leinad
[NDS GAME] Around The Clock By: Gaz
[NDS GAME] Xplosive Combat By: fooshi
http://www.neoflash.com/go/index.php...d=308&Itemid=1
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August 25th, 2009, 01:45 Posted By: wraggster
Crazygoth has released Plusoumoins v0.5
Description: Find the mystery numbers with help to Wii
August 24th 2009,V0.5
Choose your language (French or English)
Save high score (chrono)
Source code improvement
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August 25th, 2009, 16:29 Posted By: wraggster
Nintendo has revealed that its latest flagship Wii title, Wii Sports Resort, has continued the trend for strong first-party showings by passing the 1 million copies sold mark in Europe.
That adds to similarly strong showings in Japan and the US, taking global sales past 3 million for the first month on sale.
The game, designed to show off the more accurate MotionPlus accessory, has also prompted sales of the Wii Remote attachment - alongside EA titles Tiger Woods and Grand Slam Tennis - to pass 936,000.
"The early sales figures represent a strong start for Wii Sports Resort, which is on its way to becoming another Nintendo title that sells steadily over an extended period of time as opposed to a single flash on its launch day," said Laurent Fischer, MD for Nintendo Europe's marketing and PR. "Combined with strong figures for Wii MotionPlus, the data suggests that more families and friends are playing together than ever before - which, for Nintendo, is a major objective."
Wii Sports Resort is the latest title from Nintendo to take its new enlarged fanbase by storm, with Wii Fit Plus and new Mario titles set for launch before the end of 2009.
http://www.gamesindustry.biz/article...lion-in-europe
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August 25th, 2009, 18:23 Posted By: wraggster
It's hard to imagine now, but if you can remember back to 2004, you'll remember that Nintendo were a joke. Dead last in the console market, a boy struggling to compete in a man's market. My, how things have changed.
Following the release of first the DS, and then the Wii, Nintendo are clearly the market leaders in both the handheld and home console markets. It's something we just accept these days, as though it's always been the case, but one look at these hardware sales graphs (courtesy of Nintendo) recording the last 5 years show exactly when Nintendo seized power.
Look at 2006-2008. It's like a retail blitzkrieg.
http://kotaku.com/5344880/charting-t...hardware-sales
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August 25th, 2009, 19:02 Posted By: wraggster
byuu has released a new version of its SNES emulator bsnes for Windows and Linux.
Quote:
bsnes v0.050
I always regret having to post new releases so quickly, but a semi-major bug crept into v049. I´d rather fix it now, before I start making major changes that will need testing again. The problem was that the S-PPU was not being synchronized as often as it should have been, resulting in titles such as F-Zero and Super Mario Kart showing flickering lines here and there. This release fixes that.
This release also adds savestate support for Mega Man X2 and Mega Man X3, which utilize the Cx4 coprocessor; and it fixes a bug where input was still accepted even when the main window was minimized.
Many thanks once again to tukuyomi for hosting this new release.
http://www.aep-emu.de/PNphpBB2-file-...c-t-13246.html
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August 25th, 2009, 19:04 Posted By: wraggster
News via http://www.pdroms.de/
5nake is based on the oldschool Snake games but with a few new features and modes.
The modes:
* Mission; where the snake must collect fruits, powerups and progress through a series of levels to unlock them.
* Practice; where you can play one of the levels from the main game with no limits.
* Survival; where you have a limited number of steps, collecting fruits gives you more steps.
There are a variety of powerups to help you on the way including: slow motion, don't grow, shrink, score multipliers and extra lives (Easy and Normal difficulty only).
The game includes a save feature that can keep track of high scores, custom levels, unlocked levels and unlocked goodies. (It can be disabled if it causes problems with your card or if you don't want to save your progress.)
There are a variety of graphical themes including unlockable ones and 3 difficulties to choose from, the game also feature a Level Editor so the player can create his own levels.
Programmed by "JustBurn" and "MattTS". Music and sound effects by "Kepler".
http://staff.emuboards.com/5nake/
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August 25th, 2009, 19:04 Posted By: wraggster
News via http://www.pdroms.de/
5nake is based on the oldschool Snake games but with a few new features and modes.
The modes:
* Mission; where the snake must collect fruits, powerups and progress through a series of levels to unlock them.
* Practice; where you can play one of the levels from the main game with no limits.
* Survival; where you have a limited number of steps, collecting fruits gives you more steps.
There are a variety of powerups to help you on the way including: slow motion, don't grow, shrink, score multipliers and extra lives (Easy and Normal difficulty only).
The game includes a save feature that can keep track of high scores, custom levels, unlocked levels and unlocked goodies. (It can be disabled if it causes problems with your card or if you don't want to save your progress.)
There are a variety of graphical themes including unlockable ones and 3 difficulties to choose from, the game also feature a Level Editor so the player can create his own levels.
Programmed by "JustBurn" and "MattTS". Music and sound effects by "Kepler".
http://staff.emuboards.com/5nake/
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August 25th, 2009, 19:10 Posted By: wraggster
Steaky1212 has released Liqwiid Wars v0.2.6
Using the Liquid Wars 5 algorithm as a basis for a Wii rewrite - a port would probably take the same amount of time as the code is messy and bloated.
I know the name is groan-worthy, but I figured if you can fit wii in the title somewhere why wouldn't you.
This has a planned first playable version release of 31st August 2009.
--UPDATE-- Pre-release of v0.2.6 available for download. The source is available for download now too. If you do make meaningful contributions to the code then please let me know, and I might add them to the general release.
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August 25th, 2009, 20:43 Posted By: Shrygue
via Eurogamer
Capcom has confirmed a 27th November date for Resident Evil: The Darkside Chronicles on Wii.
This is the on-rails shooter based around Resident Evil 2 that has two-player co-op as well as a new Evade system to avoid baddies with.
Capcom also points out that "this is the first time Nintendo has allowed a third-party publisher to bundle a game with its official Zapper in Europe".
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August 26th, 2009, 01:51 Posted By: wraggster
MediaMall is on the verge of announcing their Wii PlayOn beta, which has been in quiet testing for a while now. What this means to you: For about $40, you'll be able to stream Hulu and Netflix to your Wii.
PlayOn's been around on the Xbox and PS3 since last year, as well as on all kinds of DLNA-compliant TVs—it's essentially a super-compatible web interface for video services that don't work on certain platforms—and we knew it was headed Wii-ward from the start. This is a step, and a sign that the service will actually materialize sometime soon, but it probably won't include a specific, formal release date. [PlayOn]
-PlayOn support for Nintendo's Wii in Beta.
-This is the first time PlayOn is able to control the user interface (and we spent significant time designing it)
-It is available for a free 14-day full-featured trial at www.playon.tv; after that it is a one-time $39.99 fee to purchase a license
-It is the same software that supports the PS3 and XBOX360, so if you already have a license or active trial, it will work on your Wii as well
-PlayOn uses the "Internet Channel" on the Wii
-How it works: You can find the PlayOn Media Server(s) by opening the "Internet Channel" web browser on the Wii, pressing the "WWW" button, and entering the web address playon.tv — We recommend you add this page to your Wii Browser "Favorites" to make it easy to return to. To upgrade your Nintendo Wii with the "Internet Channel" web browser, visit http://www.nintendo.com/consumer/sys...#downloadOpera
-We are very proud to offer Wii support as it has been one of the most requested features from our users and shows our commitment to expanding consumer access to PlayOn
-PlayOn offers the broadest selection of premium content available from Internet – to – TV providers (Hulu, Netflix, CBS, ESPN, CNN, Amazon VOD, You Tube) and our selection of niche content is growing daily via our open plugin architecture:
o Academic Earth
o Adultswim
o Cartoon Network
o Channel9
o Crackle
o Food Network
o GameTrailers.com
o HGTV
o Local Files
o NBA
o NFL
o Southpark Studios
o Spike TV
o Podcasts (OPML Player) — with dozens of available feeds!
o International channels: Danish DR and Spanish TVE
- PlayOn works on a broad range of devices, including the Playstation3, XBOX360, Nintendo Wii, Digeo's Moxi HD DVR, Verismo's VuNow Device and many DLNA-compliant devices
- You can see video demos of playon for the PS3 and XBOX360 at http://www.themediamall.com/playon/lp200907 (sorry - the Wii one isn't ready yet since we are still in Beta and hope to get feedback on the UI before it is set in stone!)
http://gizmodo.com/5345357/playon-wi...lu-to-your-wii
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August 26th, 2009, 17:07 Posted By: wraggster
Wack0 has fixed Calthephenom's WiiRecipe, and released it as v0.2.
WiiRecipe is a simple application that prints ingredients for recipes to the screen when you press buttons. Currently it supports burritos and hamburgers, by pressing down or up on the wiimote.
26-Aug-09
Fixed the problems, it works now and actually prints newlines to the screen :P (Release by Wack0. Yes, I like using tona's functions.)
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August 26th, 2009, 17:25 Posted By: wraggster
News/release from eglomer
Description: Gravity, as a game, mixes ability and puzzle traits. Right now, only the ability part of the game is available.
The available modes are:
• Arcade:
o Survival: You must avoid all your enemies as long as possible. Available in easy, normal and hard levels.
o Impact: Destroy all your enemies in the shortest time crashing them against the panel blocks, but be careful, if you crash, you’ll be destroyed too. 20 levels available (5 easy, 5 normal, 5 hard and 5 extreme).
o Custom: Customize your own level game.
• Story (Coming soon): With this mode you’ll live a great adventure where you’ll have to use your Gravity to continue the story. You must beat down enemies, solve lots of puzzles and brain-teasers and prove you are the best.
You can also find, in the main menu, the “Ranking” (incomplete) section where you can check your best scores and share it with the world using your Nintendo DS Wifi connection.
Download Here
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August 26th, 2009, 19:08 Posted By: wraggster
AgentQ has released a new version of ScummVM for the Nintendo DS, heres the release info:
ScummVM 1.0.0 RC1 released for testing!
Please test this new beta version of ScummVM, and post your results here.
It would be good to know which games you have tested.
This will soon become the new stable version on the main ScummVM downloads page, so it's important to know of any bugs!
Please include which card reader you're using and the language your game
is running in.
Download here:
http://scummvm.drunkencoders.com/scu...0-0-rc1-ds.zip
ScummVM DS 1.0.0 RC1
- Fixed crash when returning to launcher from AGI games
ScummVM DS 1.0.0 beta1
- Gamma correction feature to make games more visible on the original DS
- Assorted bug fixes
Supported Games
Build A:
Manic Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck's Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Bear Stormin' (DOS version only)
Fatty Bear's Birthday Surprise (DOS version only)
Fatty Bear's Fun Pack (DOS version only)
Putt-Putt's Fun Pack (DOS version only)
Putt-Putt Goes to the Moon (DOS version only)
Putt-Putt Joins the Parade (DOS version only)
Build B:
Beneath a Steel Sky
Flight of the Amazon Queen
Build C:
Simon the Sorcerer 1/2
Elvira 1/2
Waxworks (Amiga version only)
Build D:
Sierra AGI games
Gobliiins 1 - 3
Bargon Attack
Ween: The Prophecy
Future Wars
Lost in Time
Build E:
Inherit the Earth
Build F:
Kyrandia 1
Build G:
Lure of the Temptress
Build H:
Nippon Safes
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August 26th, 2009, 22:09 Posted By: wraggster
New from Divineo USA
The Black Wii Fashion Travel bag will hold your Wii Console, sensor bar, 2 Wii remotes and 2 nunchuks. There are also compartments for all cables and game storage. Everything you'll need to take you Wii console and accessories on the road!
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August 27th, 2009, 22:29 Posted By: wraggster
Technik has released Revolution Engine v0.4a3
Revolution Engine is the very First homebrew 3D Game Engine for Wii. It is directly based on GX without any GL wrapper or anything similar. Natively designed for the Wii, this engine is probably capable of generating the best homebrew graphics ever seen on this game console.
Revolution Engine 0.4 alpha 3 Supports:
3D System
Triangle meshes, Quad meshes and mixed meshes Rendering
Advanced transparency
Custom file formats for 3D meshes
Vertex lighting, software based
Multiple cameras
Node Based
Material system
Textured objects
U V coordinates
Diffuse color
Diffuse maps
Specular color
Specular maps
Transparency
glossiness
Specularity
Mixed through TEV, Multiple TEV stages
Multiple shaders
2D system, GX based
Node Based
True type texts
Multiple Viewports
Solid panels
Image-based panels
IR pointers for up to 4 players
Buttons
Windows
Miscellaneous
Content Manager (Under construction)
Screenshot function
Download - http://www.revolutionengine.tk/
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August 27th, 2009, 22:32 Posted By: wraggster
flarup has released Sand Traps 1.0
Sand Traps is an original puzzle/platform game for Wii homebrew.
The objective of the game is to tilt the board using your wiimote, in order to guide the sand towards the green exit. In each level you need to save a certain percentage of the sand. If the sand 'falls out' of the board it is lost. If the sand touches the red stone it is also lost.
In some levels you can add new stone, and in some levels you can also remove it again so you can reuse it elsewhere.
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August 27th, 2009, 23:26 Posted By: wraggster
News from our pals over at Nintendomax:
This is now a week since nintendomax has stalled, therefore we owe you some explanations.
On August 21, 2009 in the morning, our accommodation was hung on a complaint of Tetris Holding LLC for this reason "we are hosting a homebrew that violates the copyright of the name Tetris. Notice that we did not see it coming because the mail box in question was not consulted by the team. The reasons TETRIS HOLDING LLC has protected his copyright is not challenged. We will remove from our database homebrew concerned.
We do everything to solve the problem, normally the release should not delay. We will later a backup on another server to no longer have the same worries in the future.
Moreover, it is returned to all the team is busy, it is certain that trime health and for my part I will be absent because I'm moving this weekend. Thus, it is likely, although our accommodation was restored in the coming days, as the revival of nintendomax drags another week or two.
@ Soon.
http://www.nintendomax.com/index.php...14&format=news
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August 28th, 2009, 21:52 Posted By: fatquack
This powerful application allows you to design and create your own games for one of the most popular consoles around - the Nintendo Wii. All that you need is a PC running windows with the latest version of the .NET framework, a Nintendo Wii and an SD card.
No code is required is make great 2d games. The software is based on YoYo Games' Game Maker.
Wii Game Studio
Please register to the forums and let me know what you think.
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August 28th, 2009, 21:53 Posted By: wraggster
Asda and Sainsbury’s lower Nintendo’s consoles to under £150
Supermarket giants Sainsbury’s and Asda has slashed the price of Nintendo Wii to below £150, MCV can reveal.
Asda is selling the console, Wii Remote, Nunchuk and Wii Sports for £145 in store, while Sainsbury’s is selling the same set for £149.97, although Sainsbury’s offer can also be found online.
This bank holiday weekend is set to be a lucrative weekend for the hardware market, following PS3 and Xbox price drops. This Wii promotion is certain to benefit the market even further.
Other promotions running over the Bank Holiday weekend includes Xbox Elite, Bioshock and a HDMI cable for £179.95 at Zavvi.
http://www.mcvuk.com/news/35610/Wii-...t-supermarkets
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August 28th, 2009, 22:14 Posted By: wraggster
The Mega Man NES cartridge you see here is actually a...
...500 GB hard drive. That's according to a Russian Doll's worth of links that point to a company called seller on tech crafts site Etsy which sells hard drives that masquerade as NES cartridges. And they won't just do fake Mega Man cartridges for your $149. Any game's possible.
http://kotaku.com/5347299/no-amount-...cartridge-play
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August 28th, 2009, 22:41 Posted By: wraggster
New from Divineo China
Make your Wii shooting games more fun! Simply install your Wiimote and turn your games into a true shoot-‘em-up action adventure! Easy. Comfort. Realistic!
A semi-automatic pistol functions by using the energy from the recoil of a single round of ammunition to extract and eject a fire. Reload from a magazine into the chamber for the next shoot.
Are you ready to fire?
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August 28th, 2009, 22:44 Posted By: wraggster
[Jose Torres] sent in his latest attempt at creating a custom Gameboy game cartridge. We’ve featured his projects before, and he’s come a lot closer over the last 2 years. He’s aiming to create an easy interface for homebrewers that doesn’t require any other special equipment. In this revision, he’s using a PIC and a memory controller to interface between an SD card and the Gameboy. The cart also has USB support for uploading files to the SD card and reprogramming the PIC. Because it’s just USB mass storage, it will work on almost any modern OS. He’s currently testing the device, but hopes to be selling them soon for $40.
http://hackaday.com/2009/08/28/usb-gameboy-cart/
http://octopart.com/info/Xilinx/XC9572XL-10TQ100C
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August 28th, 2009, 22:58 Posted By: wraggster
Newly released today:
features
Professor Layton and the Diabolical Box features a riveting new mystery and more than 150 new brain teasers, riddles and logic puzzles to challenge and delight players.
Beyond the puzzles found in the game, players with a broadband Internet connection who connect their Nintendo DS and Nintendo DSi™ systems to Nintendo® Wi-Fi Connection will get access to downloadable bonus puzzles. A new puzzle will be available each week for 33 weeks after the game launches.
The new game includes a significantly greater amount of voice work and animated movie scenes compared to the original.
description
Puzzle master Professor Layton and his apprentice, Luke, have stumbled upon another mystery. It’s up to them to navigate their way through numerous puzzles to determine who – or what – caused the death of Professor Layton’s mentor, Dr. Schrader. Was it the mysterious Elysian Box, rumored to kill all who open it? Professor Layton and Luke find a clue that begins their adventure: a train ticket for the Molentary Express.
http://www.play-asia.com/SOap-23-83-...j-70-3f99.html
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August 28th, 2009, 22:59 Posted By: wraggster
Newly released today:
features
Premium three-game collection for the Wii console that bundles all three landmark Metroid Prime games onto one disc
Each game maintains its original storyline and settings
New Wii controls bring an entirely new level of immersion and freedom to these milestone games
Updated versions of Metroid Prime and Metroid Prime 2: Echoes
Three different sensitivity settings allow beginners to advanced gamers a chance to enjoy the games
description
All three games in the trilogy have been crafted into one unbelievable package, with a newly implemented exclusive title menu with direct access to any of the three titles. Not only that, but players can also earn awards by collecting tokens through their progress across the trilogy, making for an ideal award system. Both Metroid Prime and Metroid Prime 2: Echoes games have been updated with the refined control system of Metroid Prime 3: Corruption. Moving is done with the Control Stick and the Nunchuck controller, while the Wii Remote controller controls the Arm Cannon's crosshairs, allowing the player to smoothly and more accurately aim by pointing at the screen. The camera will move where the player points, making for more intuitive control, and allowing players to look around and attack while moving. Three different sensitivity settings allow everyone from beginners to FPS veterans to find a response speed to their liking. In addition to the new control, the Nintendo GameCube games have new features and improvements such as 16x9 wide-screen presentation, and improved HUD system to accommodate the new pointer control, some graphic improvements, and newly added new difficulty levels.
http://www.play-asia.com/SOap-23-83-...j-70-3eu6.html
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August 28th, 2009, 23:13 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13270.html
Snes9x GTK/X11 is a port of Snes9x v1.51 to the GTK by BearOso.
Quote:
Changes for version 75
* Fixed screensaver disable option so it doesn´t send a fake keypress when Snes9x isn´t focused.
* Changed resolution setting to store width and height instead of a screen´s mode index.
* Fixed a bug where the PortAudio driver wouldn´t output sound at 44100hz.
* Allowed changing the behavior of the ESC key so it exits Snes9x.
Changes for version 74
* Fixed a couple thread deadlocking problems in the audio mixer that could result in no sound.
* Removed the powerof2 function to fix compile problems on OpenBSD.
* Changed fullscreen mode to issue a raise signal to the window manager after remapping.
Changes for version 73
* Fixed a compile error when XRandR support isn´t being built.
* Included Tukuyomi´s updated French localization.
Changes for version 72
* Added a new regular-interval audio mixer to significantly improve sound quality.
* Added a new SDL audio output driver.
Changes for version 71
* Refactored video driver initialization code.
* Removed dependency on gtkglext for OpenGL output.
* Allowed theme icon to be used for window mini-icon.
http://www.snes9x.com/phpbb2/viewtopic.php?p=22874
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August 28th, 2009, 23:30 Posted By: wraggster
Timbr has released BlueMSX-Wii v1.0 :
BlueMSX-wii is an MSX 1/MSX 2/MSX 2+/Turbo R emulator for the Nintendo Wii.
This emulator is based on blueMSX, ported to run on the Nintendo Wii. The emulator will be feature complete, which means that everything works (audio, controllers, keyboard). A nice GUI is featured to choose the games/applications you wish to play.
News
28-08-2009: New features / bug fixes since release-candidate:
Updated to BlueMSX V2.8.2.
Added full support for GameCube controller.
Fixed problems with 'save state'. Also improved speed of saving a lot.
Allow empty screenshot elements in gamelist.xml files (did crash before).
Missing 'Screenshots' sub directories are now automatically created (on generating screenshot).
Solved showing wrong day of state files.
Embedded game pack will only be installed when no game pack is already installed.
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August 28th, 2009, 23:32 Posted By: wraggster
WiiCrazy/I.R.on has updated Crazy Intro to v0.8
Crazy intro is an autoboot homebrew to use along with Preloader.
You can use Crazy intro to customize the opening of your wii. You can display your selected picture and play the music of your choice at each start of your wii. Also you can assign your frequently used channels to the directional buttons on the wiimote. You can use B button to quickly access homebrew channel.
Changes
0.8 - 28/08/2009 - http://www.tepetaklak.com/data/CrazyIntrov0.8.rar
Visual settings and button configurations separated. Now you can build & share themes. Each theme has their own folder under crazyintro folder in the sd card. You can select the theme used by editing the crazyintro.xml configuration file. You should use folder name of the theme. Now crazyintro.xml file only contains stuff like shortcuts & selected theme and so on.
All wiimote buttons are now configurable. You can even control what to launch with A and B buttons. Also +, -, 1, 2 buttons are configurable.
You can create complicated shortcuts. Say you don't want your kids messing with the dangerous applications, you can create hidden shortcuts to those applications. They can be a hidden channel or a dol/elf on the sd card. For ex: pressing HOME followed by Left, A, Right, A would take you to any title deleter.
Autoboot function for mp3 playing themes. Boots your chosen shortcut, be it homebrew channel, system menu or any title on your wii... (of course when music stops)
Experimental dol/elf loading feature added, beware there are some compatibility issues in some applications at the moment.
Code is now open source : http://code.google.com/p/crazyintro/
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August 30th, 2009, 11:20 Posted By: wraggster
Bushing posted this on the Hackmii website:
A few months back, we started getting reports of “unsoftmoddable Wiis”, aka “LU64+” (among other things). Normally, I wouldn’t care, but we discovered that our HackMii Installer would not work on any of those Wiis. I started making the claim that this was due to an innocuous hardware change, coinciding with the release of boot2v4, but I never really explained why. Here’s my explanation.
More --> http://hackmii.com/2009/08/timing-is...tmoddable-wii/
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August 30th, 2009, 11:40 Posted By: wraggster
News/release from hoitjuh55
Hi,
I made a simple analog clock app.
Hope you like it! Download it below.
Thnx
*PS: you better try it on real hardware, because in some emulators it won't work*
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August 31st, 2009, 17:01 Posted By: wraggster
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August 31st, 2009, 17:04 Posted By: wraggster
Newly released today
features
Test your fishing skills against your family and friends in Versus Mode, where up to 4 players can play!
Realistic stages, tons of fresh and saltwater fish, and loads of tackle options!
Put your angler skills to the ultimate test as you battle the rare Legendary Fish!
Catch and raise fish in your aquariums!
description
Reel Fishing: Angler’s Dream is a fishing game like no other! Immerse yourself in the sights, sounds, and even feel of fishing as you experience the most realistic fishing game ever!
Reel Fishing: Angler’s Dream offers beautiful, picturesque fishing locales, from calm, tranquil lakes to the beaches of tropical paradises. You'll feel like you're really in nature as you listen to the gentle lapping of waves, the call of distant birds, and the splash of hungry fish ready to be hooked. You'll battle more than forty different types of fresh and saltwater fish in your quest to become a master angler. Each fish looks, moves, and fights just like the real thing; they'll flee, dive, and jump out of the water in an effort to dislodge your hook or break your line. Using the Wii™ Remote and Nunchuk™, you'll believe you're really fishing as you cast, reel, and move your rod.
When you're done fishing, head back to the lodge. There you can get expert tips and advice from the Fishing Master, raise and care for your most prized catches in the aquariums, check out the prizes and equipment that you've earned, and learn about the tough and wily Legendary Fish that you might one day catch.
Whether you are a casual angler or a seasoned veteran, Reel Fishing: Angler’s Dream is the next best thing to actually being there!
http://www.play-asia.com/SOap-23-83-...j-70-3dgf.html
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August 31st, 2009, 17:05 Posted By: wraggster
Newly released today
features
One of the first survival/horror games designed specifically for Wii, Cursed Mountain creates a terrifying setting in a stylized, atmospheric manner
With advanced graphics, Cursed Mountain places the player in a realistic Himalayan environment. Players will immerse themselves in the local Buddhist traditions and rituals. Everything in the game is based on real world facts and research…except of course for the outbreak of restless souls
As players ascend the mountain, they will clearly see the summit in the distance, a looming reminder of their final destination, and they can also look behind to see how far they’ve come
Designed to mimic the physical aspects of sacred prayer rituals, mantras, and gestures of Buddhism, combat is comprised of gestures that release the spirits from the curse. In addition, Cursed Mountain takes full advantage of Wii functionality, supporting the Wii Remote speaker, rumble and motion-sensitivity in a variety of triggered action events that mimic natural movements, such as climbing, running and balancing
Players investigate the disappearance of their brother who vanished while searching for an ancient relic in the Himalayas. Players climb to the top of Chomolonzo to discover the fate of their brother as well as to stop the curse that’s interrupting Samsara – the Buddhist concept of reincarnation
As players climb higher, the mountain itself becomes an enemy. Prone to the travails of altitude sickness and oxygen deprivation, players may not be able to tell the difference between real enemies and hallucinated ones
description
Standing in Lhando, the eerily deserted village at the base of the Sacred Mountain of the Himalayas, Chomolonzo, an icy chill hits your veins. The summit looming in the distance holds the answers to your brother’s disappearance, and you plan to bring him back – dead or alive. Cursed Mountain is a survival/horror game designed specifically for Wii. Players will take on the role of Eric Simmons as he tracks down his brother, who went missing on a trek into the Himalayas to find an ancient Buddhist artifact. A sensible man, when Eric first encounters the angry spirits of the dead, he dismisses them as hallucinations caused by altitude sickness. But as he ascends the mountain, it becomes clear that something is very wrong... A curse has been placed on the mountain; the dead spirits of the local monks and villagers are trapped in the realm of the afterlife or bardo, unable to reach Nirvana or start a new life cycle. Stuck in limbo, the restless spirits are very angry...
http://www.play-asia.com/SOap-23-83-...j-70-3dfr.html
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August 31st, 2009, 17:09 Posted By: wraggster
Newly released today
features
Set in the world of the recent DS hit Harvest Moon: Island of Happiness!
Continues the tale of the island and its residents with 12 playable characters, each with their own unique story!
A variety of modes including Story Mode, the brain-teasing Mission Mode, and the action excitement of Score Attack Mode!
Unlock character art, music, and some special surprises in your Collection Room!
Test your farming skills as you play with or against your family and friends in Multiplayer Mode!
description
Something strange is happening on Sunny Island! Crops are popping up everywhere and growing out of control! If something isn't done soon, the once-tranquil island will be buried in an avalanche of vegetables! It's up to you to solve the mystery of this produce predicament as you try to tame the crops and gather as many vegetables as you can!
http://www.play-asia.com/SOap-23-83-...j-70-3h96.html
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August 31st, 2009, 18:28 Posted By: wraggster
News via http://www.aep-emu.de/
The SNES emulator Snes9x v1.43 rerecording, which is based on SNES9x, has been updated. Thanks to Emu-France for the news.
Quote:
Snes9x 1.43+
Newest changes in 1.43+ v16 (svn r20):
* A lot of desync fixes. Older versions cannot read the new savestate.
Also, a new sync flag is added to SMV. Most SMV editors might not care
about the new flag byte. Be careful, or you might experience a desync.
* Improved Lua engine.
* Fixed noise generation.
* Added 4-point gaussian interpolation.
* Added lag counter and modified frame display around.
* Win32: Added several settings from snes9x.cfg to GUI.
* Win32: Redesigned menu overall and added some new settings.
* Win32: Merged OV2´s new sound code.
Newest changes in 1.43+ v15.3:
* Win32: Direct3D output (optional)
* Win32: Fullscreen mode respects refresh rate setting (d3d only)
* Win32: updated graphics option dialog, "local vid-mem" and
"test mode" in display settings have been disabled.
* Win32: ESC in fullscreen now exits fullscreen.
* Win32: new filter: blargg´s ntsc filter (three presets)
http://code.google.com/p/snes9x-rr/
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August 31st, 2009, 18:29 Posted By: wraggster
News via http://www.aep-emu.de/
JMEBoy is a Game Boy emulator available for mobile phones using J2ME. JSwingBoy runs on PCs.
Quote:
Changes history - JMEBoy v1.4:
1.4 (based on HG rev. 389)
- implemented emulator state transfer via Bluetooth (feature request ID 2806350)
- fixed the problem that saved games could not be loaded if the scaling was changed (bug ID 2840185)
Changes history - JSwingBoy v1.2.13:
1.2.13 (based on HG rev. 389)
- some changes to enable loading saved states from a mobile device that were transferred via Bluetooth
http://sourceforge.net/project/showf...roup_id=219240
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August 31st, 2009, 18:35 Posted By: wraggster
Nice Article from Hackmii member Bushing:
Manufacturers of consumer electronics are constantly revising their designs over the lifetime of each product, generally for four reasons:
Yield improvements — fix flaws that caused lots of warranty returns
Cost reduction — use cheaper or fewer parts, so that profit margin increases or the retail cost can be lowered (or both)
Part refresh — sometimes manufacturers stop making parts (for example, 64MB memory chips), so they’ll start using “better” chips because they are the only ones now available
Security — anti-modchip modifications
Most people only think about the last one, but the first three are far more common. I think Sony has most actively revised their designs — aren’t there something like 30+ revs of the PS1, 15+ revs of the PS2, and several of the PSP and PS3? Microsoft had 5 or 6 revs of the Xbox1, and 3 of the Xbox360. Nintendo has had relatively few — perhaps this is because they have never sold their consoles at a loss, so they have less incentive to retool their factories to bring their costs down. (It’s rather expensive to redesign a PCB and then retool your factories to make new ones, and you add some risk of creating new hardware problems and increasing your failure rate.)
Focussing back on our Wii, we can consider the following things as being more or less independent:
Updates to the disc drive
Updates to the “big chips” (Hollywood, Broadway)
Updates to the main PCB
We’ve seen several updates to the disc drive; these are so well-known that people even put up entire websites that track them! Off the top of my head, there was DMS/D2A, D2B (like D2A, but changed mask ROM on one of the chips — probably for reason #1), D2B with cut legs (reason #4), D2C (reason #4), D2C2 (reason #4), D2E (unknown — reason #1?), D2E + epoxy (reason #4), “D2nothing” (perhaps reason #2, but most likely reason #4). Clearly, these were mostly motivated by anti-piracy concerns.
We have also seen a few revisions to the Broadway and Hollywood chips. The oldest photo I can find online of these chips is this one, dated November 17, 2006:
Full article --> http://hackmii.com/2009/08/wii-hardware-a-history/
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August 31st, 2009, 18:39 Posted By: wraggster
Sven a member of Team Hackmii posted this on his site regarding DSI Hacking:
Lately I've been playing around with a new toy of mine - a Nintendo DSi. Since games are boring most of the time anyway I bought it with the intention of hacking it.
I tried to solder wires to my DSi's nand flash like scanlime did, blew a fuse and repaired it just to figure out that I somehow broke more stuff - it gets stuck at a "0000FEFE" error screen now
Since a SPI EEPROM on the wifi board is somehow invovled in the boot process I decided to dump it and compare it to others using a cheap FPGA board I bought and a FTDI chip.
However, FTDI's mac drivers seem to behave pretty odd for me (random kernel panics, the port suddenly disappears,...) and I'm apparently not the only one having these problems.
Luckily, there is libftdi which is a userspace library for various FTDI chips - this means no more kernel panics for me
Apparently there's also a python binding but I was unable to find it so I just decided to write my own. It was a nice project since I also learned how Python actually works and how you can write extensions for it. After a few hours of hacking my small wrapper was already working fine.
marcan was nice enough to host my git repository on his server - feel free to clone and test it.
I still want to write a PySerial wrapper class so that I don't have to rewrite my Python client. (This is also the reason why the wrapper registers pyftdi._core - I want to put the emulation class inside the pyftdi namespace).
Full article -> http://svenpeter.blogspot.com/2009/08/pyftdi.html
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August 31st, 2009, 18:41 Posted By: wraggster
Slappy has released Quadrax v0.3:
"Quadrax is logical game game where more than keen reactions you will need fast fingers and will have to use all your grey brain cells. :-)
Just only that way you can succeed in solving all the ninety levels, which the game has."
Version 0.3
Released: 30 August 2009
Less memory usage
+ Screenshots-taking is now possible (Nunchuk C button)
Screenshots are saved in apps/quadrax/screenshots as .bmp files
+ Added level number in HUD
- Max. unlocked level is sometimes not saving correctly (send me an email if this occurs)
+ Camera movement added (Nunchuk joystick)
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August 31st, 2009, 19:27 Posted By: wraggster
News via wiiaddict
Dimok just update the version of WiiXplorer. So it is a browser developed by Dimok Wii and R-Win. The interface uses the lib LibWiiGui created by Tantric and images Neorama. Biensur You can compile your own versions by visiting their website.
Quote
- Copy / move / delete files / folders on SMB / USB / SD.
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- Address bar with the path
- Boot files .dol / .elf via a double click
- New style / images Neorama
- Support files TXT/PNG/JPEG/MP3/OGG
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August 31st, 2009, 19:36 Posted By: wraggster
News via wiiaddict
StillAliveWii is a game developed by t4ils whose goal is to catch cakes
Quote
What's new?
Added:
- 2 player coop mode. Each player can shoot one portal and the 2nd player can join The Game at any time by pressing the home button
- You can download new maps directly onto the Wii (Thx Morukutsu)
- You can upload your created maps so that other people can play them.
- When watching a replay, the laundry (1) button Allows you to take control of it
- Particle effect when exiting a portal
Corrected:
- Smoother infra red cursor. No more problems in the top left corner of the screen
- 60Hz users: The screen is no longer cut, you can see all of The Game (Thx Morukutsu)
- Turrets: they stop aiming at you when they're dead (red line)
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August 31st, 2009, 20:33 Posted By: wraggster
News via dsscene
Nabli Ahmed (TSUKASA-SAMA) has released his first homebrew for the DS. ALPHABET ARABE O CLIC is an educational application (created with DS Game Maker) that can help you to learn the Arabic alphabet.
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August 31st, 2009, 20:42 Posted By: wraggster
Just found this over at playeradvance (so i hope its new :P)
News/release from Delca
WTN is a platform game, that's all.
This is my second project, but I'll try to wear a little farther than the first.
The hero, named Cube (because originally it was a cube, and I have not changed the name) can absorb certain items for use later as a key example.
How to play?
A - Jump.
B - "Draw" the object on which you are (key for now).
X maintained - Attack (as key) - Turning a door (still red square).
Start - Metter game paused.
Netherlands - Falling for a stable platform.
A + B + X + Y + L + R + Up + Down + Left + Right + Start + Select - Skip an idiot who pushes all the buttons on his DS.
History
30/08/2009 - First public release, still in beta.
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August 31st, 2009, 20:46 Posted By: wraggster
News/release from Dion:
While busy doing all kinds of stuff I somehow quite spontaneously decided to go back and polish Dojo Rumble some more. Previously soundless, it now not only features sound, but also some kickin' tunes, a few updated sprites and a new 'endless' mode. Also new is a small reward for finishing easy or badass mode: namely, a red outfit with matching rumbling-red shurikens.
If you are not familiar with any rumbling in the dojo:
Fight on both screens to kick the monsters out of the dojo before your master comes back. Use your shuriken and dashes to increase your chains and fill up your 'badassery meter'. When your chains go high enough you can activate 'rumble time', which allows you to chain even more precise.
Have a look-see:
Game by Dion Koster.
Music by András "slyspy" Kövér.
Various sound effects picked up from Freesound.org and by:
Syna Max
Mich3D
Schluppipuppie
Abyssmal
Feel free to comment!
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August 31st, 2009, 21:43 Posted By: wraggster
DCEmu Forum Member Predator messaged me with news of a DS Game not here on DCEmu and maybe not known to most Homebrew sites.
First off a looksy at the picture
Protista is an interactive toy where player-created creatures compete for supremacy of the Petri dish. Protista, an experiment in interactivity, challenges both the right and left sides of the brain. The creative side is unleashed to design and build an assortment of creatures in a full-featured creature editor. Protista tasks the analytic side to program the creatures with a graphical programming language. Then, the whole brain can sit back and watch its creations battle it out in a struggle of microscopic proportions. To Play Protista, you will need a DS and be able to download onto a chip!
Clark Morse - Physics, race mode, and battle mode
Corey Ross - Graphics, game framework, and creature editor
Jonathan Bryant - Input, menu framework, and AI editor
This was found at Digipen which seems to an excellent resource for PC Homebrew Games, theres over 200 to choose from, im off to check them all for more Console Homebrew Games.
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August 31st, 2009, 22:04 Posted By: wraggster
Nintendo's Masato Kuwahara, project lead on the Nintendo DSi hardware, revealed that games playable only on the latest revision Nintendo DS were in the works at this year's GDC. Those first DSi-only games will hit this fall, sources tell Kotaku.
Software that will only work on a Nintendo DSi will join titles playable on a Nintendo DS or DS Lite that also feature DSi-specific enhanced capabilities, like Ubisoft's Jam Sessions 2 and My Healthy Cooking Coach. Games and apps that will only be playable on a DSi will be visually distinct from past product, sources say.
Those DSi-only games will be packaged in all-white game cases, making them stand out from the standard dark gray cases of currently available Nintendo DS games. Those cases will sport a warning that the software is only compatible with the Nintendo DSi. DSi-only game cards themselves will use a similar white plastic, but it's unclear if those re-colored cards will have any difficulty fitting into a DS or DS Lite cartridge slot.
Another unknown is if DSi-only software will take advantage of the expanded tech specs unique to the Nintendo DSi.
It appears that, like Wii MotionPlus, that Nintendo will be letting third-party publishers take the lead in offering DSi-only software. Nintendo itself has offered plenty of downloadable DSiWare games that are system specific, but it has yet to announce any DSi-only retail games as part of its future lineup. Still a risky proposition, considering the comparatively smaller userbase of the DSi platform and the possibility for consumer confusion.
We contacted Nintendo for comment on the introduction of DSi-only games this year, but the company did not respond to requests before publishing.
http://kotaku.com/5349422/first-dsi+...-distinct-look
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