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August 1st, 2011, 01:39 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7114.0.html
Nickname: miguel28
Projet name: Super Smash Bros Crash! DS (Demo10)
From: Mexico
Division: Retro GAME
Platform: NDS
Original enter: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: YES
Project description:
It is a remake of the great Super Smash Bros. I did for the DS. The project is a demo, but has 29 characters, 29 stages, 2 CPUs, good music and sounds that accompany us throughout the game and 5 game modes(Free Battle for time, Free Battle for stocks, Classic Mode, Allstars Mode, Stadium ) and new background animatios. You can take pictures of the battle and saved in BMP format pictures in the folder Photos inside the folder SSBDS, and can be viewed later in the vault menu.
You can create Custom Stages with the stages builder, and can be played later.
Characters:
•Diddy Kong (Super Mario)
Fox (Star Fox Adventures)
Ichigo (Bleach, anime)
Link (The Legend of Zelda)
Luigi (Super Mario)
Mario (Super Mario)
Pikachu (Pokémon)
Sanji (One Piece, anime)
Yoshi (Super Mario)
Sonic (Sonic the Hedgehog)
Capitán Falcom (F-Zero)
Toon Link (The Legend of Zelda)
Sasuke (Naruto, manga y anime)
Kirby (Saga Kirby)
Peach (Super Mario)
Falco (Star Fox Adventures)
Marth (Fire Emblem)
Marco (Metal Slug)
Meta Knight (Kirby Adventures)
Young Link (The Legend of Zelda)
Zelda
Ness
Megaman
Lucario
Shadow
Sora
Ice Climbers
Ike
Pit
•
Stages:
* Princess Peach Castle (Super Mario)
* Hyrule Temple (The Legend of Zelda)
* Yoshi Story (Super Mario)
* Metal Fight (Super Mario)
* Battlefield (Battlefield)
* Final Destination (Super Smash Bros.)
* Corneria (Star Fox)
* Pirate Ship (The Legend of Zelda)
* Jungle DK (Donkey Kong)
* Dream Land (Kirby Adventures)
* Safron City (Pokémon)
* Konoha (Naruto, manga y anime)
* Sociedad de Almas (Bleach, manga y anime)
* Sky (Princess Peach´s Castle)
* Dream Land
* Safron City
* Konoha
* Sociedad de Almas
* Hyrule Castle
* Going Merry(One piece)
* Mute City
* Green hill zone
* Castle Siege
* Onett
* Spear Pillar
* Dr. Willy Hideout
* Huecomundo
* Battlefield (melee)
* Mansion de Luigi
* Mission One (Metal Slug X)
* Twilight Town
* Great Bay
* Sky Kingdom
How to use:
First of all we installed in the Flash Card, putting the download folder at the root of the Micro SD.
Then select the only mode with the A, since the other so far do not work, only works in free battle. Then we will choose our character, for it must drag the red piece to our (below left) to a character, and repeat with the CPU. We pressed Start. We repeat the scenario, all this time there is no tab, just leave the pointer on the stage we want it and click Start again (the stage Preview does not work).
For those unfamiliar with the saga, it is not dead leave the opponent, but actually off the field. You only have to give a beating to come out or fall. The issue is that the more you hit, the farther you go to hit the second time, and so on. The as per cent of the upper display indicates this.
Controls:
* Pad Up: Jump.
* Pad Down: Crouch.
* Pad Right: Move to the right.
* Pad Left: Move left.
* A Button: Attack, when combined with the pad out separate attacks.
* B Button: Special Attack.
* Button Y: Final Smash (Only when you have caught).
* R Trigger: Protect Yourself.
* Start: Pause. In the pause menu, R + L + Start: End game.
Tested on flash cards and the following firmwares:
* Flash card SuperCard SD / MiniSD / MicroSD / CF with firmware 1.85 and( file dldi.scp )
* Flash card TTDS (Top Toy Ds) with firmware 1.17a12
* Flash card M3 DS Real with unknown firmware
* Flash card with firmware 1.45 M3i Zero
* Flash card DS ONE Super Card with unknown firmware
* Super Card DS Flash card with firmware ONEi EVOLUTION OS
* Flash card Acekard AKAI 2i with firmware 1.5.1
* Flash EZ Flash V card with firmware 2.0 RC10
* Flash card ITouchDS with firmware 3.3c
* Flash card R4 DS and R4i SDHC with firmware 1.24b
Download Link
http://www.mediafire.com/?s4o3mg9g8m5a85z
Blog
http://ssbcrashds.blogspot.es/
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August 1st, 2011, 01:44 Posted By: wraggster
Nintendo once again gives cover in the fight (endless?) Against linkers, with yet another firmware update for 3DS. Officially, it is supposed to improve system stability, but it is of course obvious unofficially, it is neither more nor less than blocking the use of linkers.
It is of course obvious that before updating your console 2.1.0-4, we must first think about updating your linkers (provided they have the appropriate update)! The early returns would suggest that Nintendo was not so bad this time, and that most linkers are still functioning properly ... to be confirmed.
http://mobiles.gx-mod.com/modules/ne...p?storyid=9644
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August 1st, 2011, 11:42 Posted By: wraggster
Nintendo has confirmed that developers for the 3DS and the Wii U will have the option to include paid item transactions in their games.
Speaking during a call with investors - reported by Andriasang - Satoru Iwata said that the system would be in place for 3DS developers by the end of the year.
However, while Iwata expressed interest in extending the life of a game through added stages, he questioned the value of the concept to Nintendo's products. He used unlocking keys and stat increases as examples of low quality paid items that would damage the company's relationship with its customers, even if they did boost profits in the near term.
Profits will be very much on the minds of Nintendo's investors following the release of a Q1 financial report that reduced the company's earnings forecast by 82 percent, resulting in a sharp decline in stock value and Iwata taking a 50 percent pay cut.
Iwata stated that growing Nintendo's digital business will be a key focus over the next three years. The company wishes to make the e-Shop into a larger presence in the habits of its consumers, and increase online transactions by 5 to 10 percent over current levels.
http://www.gamesindustry.biz/article...pport-paid-dlc
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August 1st, 2011, 11:42 Posted By: wraggster
Nintendo has confirmed that developers for the 3DS and the Wii U will have the option to include paid item transactions in their games.
Speaking during a call with investors - reported by Andriasang - Satoru Iwata said that the system would be in place for 3DS developers by the end of the year.
However, while Iwata expressed interest in extending the life of a game through added stages, he questioned the value of the concept to Nintendo's products. He used unlocking keys and stat increases as examples of low quality paid items that would damage the company's relationship with its customers, even if they did boost profits in the near term.
Profits will be very much on the minds of Nintendo's investors following the release of a Q1 financial report that reduced the company's earnings forecast by 82 percent, resulting in a sharp decline in stock value and Iwata taking a 50 percent pay cut.
Iwata stated that growing Nintendo's digital business will be a key focus over the next three years. The company wishes to make the e-Shop into a larger presence in the habits of its consumers, and increase online transactions by 5 to 10 percent over current levels.
http://www.gamesindustry.biz/article...pport-paid-dlc
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August 1st, 2011, 11:53 Posted By: wraggster
Nintendo boss Satoru Iwata has said that the company made the decision to cut the price of the Nintendo 3DS after reflecting on lessons it learned from the GameCube.
Judging from last week's surprising 3DS price announcement, we're guessing the lesson is: if people aren't buying it, do something quickly.
According to Iwata, the decision to cut price was agreed upon by the company's entire management. He went on to say that, given the runaway success of the Wii and DS, the company's financial position facilitated the price drop, Andriasang reports.
Nintendo's shares nosedived following the publication of the firm's first quarter financial results last week, dropping 12.2 percent Friday having earlier hit a six-year low.
Iwata later revealed he will be taking a 50 percent pay cut after saying he felt "heavily responsible" for disappointing early 3DS sales.
http://www.computerandvideogames.com...ice-cut-iwata/
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August 1st, 2011, 18:47 Posted By: wraggster
Nintendo needs to milk more out of its revenue-generating units -- er, that's us -- in order to reassure anxious investors. Hence Satoru Iwata's mention at a financial Q&A of plans to allow in-game premium DLC on 3DS titles by the end of this year. He said he was wary that the Nintendo brand could be damaged by low-quality DLC, but was nevertheless keen to offer 3DS customers a way to purchase extra levels or features that extend the life of a game. It's about time Nintendo spruced up its online offerings, but we'd rather spend our arcade money on this.
http://www.engadget.com/2011/08/01/n...ter-this-year/
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August 1st, 2011, 19:00 Posted By: wraggster
Classic Pac-Man headlines this Thursday's set of fresh eShop offerings.
The version on offer, released under the system's Virtual Console banner, is the monochrome Game Boy edition, originally launched in Europe in 1991.
Do you really need Pac-Man on your 3DS? This week? If so, the €4 (about £3.70) asking price might tempt you to take a nibble.
Wait a few more weeks though and you can get meaty full release Pac-Man & Galaga Dimensions. It's coming as a retail release for 3DS at the end of the month and features spruced-up versions of Pac-Man and Pac-Man Championship Edition (the DX version of which scored a rare 10/10 last year).
Also this week - arcade action in feline puzzler Go! Go! Kokopolo and dark survival fighting in The Lost Town: The Dust.
And finally, the Wii gets a look in with budget Nordcurrent racer Monochrome Racing.
Pac-Man (GB Virtual Console) - €4
Go! Go! Kokopolo (DSiWare) - €8, 800 Points
The Lost Town: The Dust (DSiWare) - €5, 500 DSi Points
My Australian Farm (DSiWare) - €2, 200 DSi Points
Monochrome Racing (WiiWare) - 500 Wii Points
http://www.eurogamer.net/articles/20...pdate-04-08-11
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August 1st, 2011, 22:17 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
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August 1st, 2011, 22:44 Posted By: wraggster
via http://gbatemp.net/t303140-build-your-adventure-v0-2
King Dodongo has updated Build Your Adventure to version 0.2. This DS homebrew game is a 3D jump'n'run that features a level editor for building your own custom courses. See the change log for what's new, and join in on the on-going discussion linked below to find out more about this project.
QUOTE(Change Log 07/28/11)
•Start screen
•Skybox
•Settings: (with save-function)
◦Background color
◦Grip-Space
◦Skybox on/off
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August 1st, 2011, 22:48 Posted By: wraggster
via http://gbatemp.net/t303136-mind-maze-v20110727-beta
Mind Maze, the collection of puzzle games for the DS made by nightFox, has been updated to beta version 20110727. See the release notes for what's new in this edition of this work-in-progress homebrew project.
QUOTE(Release Notes 07/27/11)
Finally i have ready a playable beta version of 4th mini-game.
4th Mini game - Cubes•The goal is simple, build any of the 4 images available, turning the cubes.
To do this, we will touch the desired cube and you have to turn right or left
with the stylus. You can rotate the cube faces as many as you like, but remember,
when we put back the cube, all surrounding cubes will turn a face in the opposite
direction. To insert the cube, simply will touch the screen briefly.
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August 1st, 2011, 23:01 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
This is mainly just a quick fix version, to fix some issues in the 0.20 version with a few more FPU opcodes implemented. The new FPU opcodes are fsincos, fptan, fprem, fyl2x, f2xm1 and fscale. The first three I have not tested properly yet, so those might have some bugs. The last three I have tested so they at least should work properly.
At least two new games seem to be runnable (or at least startable) in this version, Abuse and Comanche. Abuse needed just a few more FPU opcodes implemented to start running. Comanche however had some more problems:
It went into a weird 640x240 graphics mode. This turned out to actually be a 320x240 tweaked Mode-X, but the game went into this mode by first going into the VGA 640x480 16-color mode, and then just setting the bit in the mode register that selects between 256-color and 16-color modes. My graphics mode detection code did not check for this bit after the original mode change had occurred, so it stayed in 16-color mode and thus the graphics were completely corrrupt. I added a check for this bit into the 640x480 16-color mode handling, so now Comanche uses the correct graphics mode.
Comanche also took a very long time to start (while it started immediately in DOSBox) and ran very slowly. This was caused by a broken PC timer #2 handling in DS2x86. The normal interrupt timer #1 worked correctly, but the secondary timer (which is rarely used for other things besides the PC beeper sounds, which are not yet supported in DS2x86) only worked with the default 18.2Hz speed, all other speed options caused weird behaviour. I fixed that (for at least the most common timer modes), and now Comanche starts up properly. This might have caused weird slowdowns in some other games as well.
There were also some very rare opcodes missing and some VGA palette issues with Comanche, which I also fixed. The problem with the palette was caused by the game being in 16-color mode while it sets up the 256-color mode palette. Hopefully my change to this behaviour did not break any real 16-color games.
I also found that the old Wing Commander Armada CD-version game I have on my bookshelf is actually the DOS version, so I installed that using DOSBox and copied it to my SD card and tested running it in DS2x86. I got an error message "EMS driver is not VCPI compliant", so I will probably next add the VCPI features to the emulated EMS driver, if that turns out not to be a big issue. Even though the game recommends using a 486/33 machine, it has the option to only play the turn-based strategy parts of the game, which should work fine even on a slower machine.
The bigger issue I need to work on pretty soon is the virtual memory support. I need to figure out a way to implement this in such a way that it does not slow down all existing memory access. This is the most difficult part of implementing the virtual memory, and this is why I haven't implemented it yet. I do have some ideas, so I'll start experimenting with this issue in the near future.
My summer vacation ends today, so I will get back to the normal two-week release cycle, as I don't have all that much time to work on DS2x86 (or DSx86) during workdays. Thanks again for your continued interest in this project, and for the debug logs and other bug reports you have been sending!
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August 2nd, 2011, 00:27 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...1a4aa2c1581ee7
Awesomisoft offers version 0.5 of its PC utility " DS App Studio ", IDE supporting the development of homebrew for the Nintendo DS.
After fixing the bugs, I Have finally released the new beta of DS App Studio. You Can download it on the website at http://www.awsomisoft.com/ . Here are Things I Have added to this beta: Adding fonts A log of the compilation process When compiling, You Can Easily now see the warnings, or errors, That Were Made DURING the compiltion. Here are a Few Things I removed the software from: A Few buttons That Were one needed (Such as a duplicate of the Compilation button in the Project menu. And here are the Things I fixed in this beta: The makefile error during compilation with the exceptions Temp.NDS not existing. The NO $ GBA Being Able to emulator not find the compiled NDS When The compilation process succesful WAS. There Were A Few Things That Happened That minor I did not put in the list, intended THEY Were not really important. I Will Be Making a video tutorial soon of how to use some functions and features. Please post bugs and suggestions here. Thank you! Also, for 3D models, There Are A Few People Can 3D modeling Programs use to make 3D models for Their games and applications. Here They Are: Blender - A Highly advanced, purpose Somewhat diffecult to learn 3D modeling - http://www.blender.org/ - Free Anim8or - A very simple and easy-to-learn 3D modeling, But Is not very Powerful - http://www . anim8or.com / - Free AutoDesk 3ds Max - A very sophisticated, and I think easy to use software for 3D modeling - http://usa.autodesk.com/3ds-max/ - Free Trial Continuing on, all the 3D modelers Will Have To Be Able to export (or save) the models have the kinds of extensions below: . x .3 ds . obj The file size of the models are LIMITED to How Much Can Be THEY. I do not Have Accurate estimate year, Which I am still testing, order the biggest size Can Be THEY IS 10.4-12.04 KB. If people want to test this, They can. If the file size to big IS, Will Occur an error in the emulator. This Means the model (s ) used to Were large. If people test and get exact year (or close) size, PM me. For now, I Will Be making 3D models (using Blender) for people to use. Once I Have Made Enough of Them, I Will Be making a webpage on the website users Showing resources THEY Can Use To Make Their DS games and applications in App Studio. There Will Be Some That Are Public Domain resources, order the rest Will Be Under licensing. I May Events Some models sell (resources ) to get money to support the huge project. Thank you!
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August 2nd, 2011, 00:32 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...1a4aa2c1581ee7
tueidj offers version 1.01 of " Corsix-TH ", a port to Wii most excellent management game for PC in a hospital of the same name.
v1.01
- Many fixed-TH Corsix from SVN. Including (but not limited to) no more stuck or patients Handymen, variable speed Doctor, Doctor promotions Sometimes patients vomit / litter / Wet Themselves ...
- Rewrote the input handling to make proper use of all available SDL joystick (Including gamecube controllers )
- Reworked the video renderer slightly.
- Rewrote the audio renderer to use libaesnd; channels are No Longer reversed.
- Newest libogc (no more random crashes When using a real mouse).
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August 2nd, 2011, 00:37 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13675&f=19
Thanks to its community, the Lua interpreter for the Nintendo DS " Micro Lua DS "now in version 4.1.
=======================[[ MICROLUA 4.1 ]]===================== ==
................................................ .................
| | | |
| | By the MicroLua forum, from the original project by Risika | |
| | CHANGELOG file by Reylak | |
| | New features II-.... Improvements III-... Bugs New features | ----------------+ screen.drawTexturedQuad * Add () and screen.drawTexturedTriangle () * __ to draw textured Improvements | -----------------+ * Change the logo of the binaries. It Is now really cute * Change the transparency system. There are now the functions screen.getLayer * __ () to get the current layer and screen.getAlphaLevel * __ () to get the current blending ratio * __. For screen.setAlpha (), the layer argument Is Now Always __ * optionnal. * Improve the System.listDirectory () function. It now spells files and directories * __ alphabetically, and Give the size of the __ * Bug fixes | ---------------+ * Add Some functions to ease handling canvas objects * __ (Canvas.setObjOnTop () and Canvas.removeObj ()). * Fix BSoD When getting a pressing Start at startup. * Fix Some Image transformations not permanent Being with Canvas. * Transparency Levels are now Between 0 and 99 (as resets the 100 * __ transparency system). Canvas.getAttr * Fix () now only Which Requires Two arguments. * Fix Canvas.removeObj () now delete the right to object.
http://www.nintendomax.com/viewtopic.php?t=13675&f=19
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August 2nd, 2011, 00:40 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13666&f=19
Nobody offers version 1.2 and 1.3 of " Craft Mario "game where you build your level to make them walk, a project that was originally intended to be a level editor.
1.3: The last update Could have been good but Had a couple of errors. SEVERAL bug fixes. No jumpy camera movement there, it now moves Smoothly When You Reach has some height. Offset blocks on Both Have Been axis fixed now for perfect placement. After Dying and then falling to the ground and getting stuck has-been fixed. Moving objects past 256x192 aussi HAS-been fixed. Room Has No height limit now for No Reason. All help still made Enhance Other Areas as well. Keep the feedback coming and i can fix These Things again and add more stuff! 1.2: update posted everyone. I know I Said It Would take a lot longer, but i Shortened the update and then Tried Tackling The Whole thing in one sitting. Since this update WAS Shortened, Will include more updates next enemy color and characteristic variation, newer enemies, new backgrounds, big Mario and Luigi, power ups, warping pipes, and more! Check it out now! WAS Original post edited with the new version
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August 2nd, 2011, 12:30 Posted By: wraggster
Namco has said that Pac-Man & Galaga Dimensions save data can be deleted by holding ABXYLR on the 3DS.
Earlier this week, the game's QA lead had suggested game save data was permanent and couldn't be erased. "There is no way to erase the save from within the game itself without misusing the hardware, causing corruption," ShackNews was told.
Namco has now apologised for any confusion caused by the "miscommunication", Edge reports.
Capcom recently caused quite a stir with its decision to utilise a permanent save file system in Resident Evil: The Mercenaries 3D - so much so that it's unlikely to repeat the strategy with other games.
http://www.computerandvideogames.com...3ds-save-data/
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August 2nd, 2011, 12:33 Posted By: wraggster
Nintendo has revealed it will be adding GBA titles Super Mario Advance 4: Super Mario Bros. 3 and Kirby & the Amazing Mirror to the list of free games it will be offering as part of the 'Nintendo 3DS Ambassadors programme'.
The programme has been designed to compensate early 3DS adopters following an earlier than expected hardware price cut.
Nintendo is to offer 20 free downloadable games to early 3DS buyers in a bid to prevent them "regretting purchasing" the system.
Beginning September 1, eligible users will be able to download ten NES games for free including Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber and The Legend of Zelda. These will be released later in the year as paid downloadable games for other 3DS owners.
Ten exclusive Game Boy Advance Virtual Console games will also be offered. These will include Yoshi's Island: Super Mario Advance 3, Mario Kart: Super Circuit, Metroid Fusion, WarioWare, Inc.: Minigame Mania, Mario vs. Donkey Kong, and now Super Mario Advance 4: Super Mario Bros. 3 and Kirby & the Amazing Mirror. These games aren't planned for general release in the future.
http://www.computerandvideogames.com...ames-revealed/
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August 2nd, 2011, 12:35 Posted By: wraggster
Nintendo boss Satoru Iwata has said the firm acted early with its announcement of the drastic 3DS price cut because it needed to accelerate sales BEFORE the holiday shopping season.
"We feel that those who have experienced the system appreciate its attraction, but this appreciation has not necessarily been expanding at the speed which we had expected," he said. Nintendo, he added, hopes that dropping the price now, rather than waiting for the holiday season like normal, will hopefully accelerate sales enough to take full advantage of the key titles coming up (Super Mario 3D Land, Mario Kart 7).
"Without creating such a circumstance, we would not be able to realize explosive sales in the year-end sales season," he said. He's also hoping the move will coax in developers who are on the fence. "Software publishers are currently reviewing which development teams will work on which projects, and the results of which shall be launched next year and beyond. Removing their concerns on the sales of Nintendo 3DS hardware will be very critical for us to be able to enrich the applicable software in the years to come."
"Even though we understand this, for us to elevate Nintendo 3DS to be the platform that can sustain our business, we have concluded that we need to take the best possible measure we can take now, even at the cost of short-term profitability," said Iwata.
The decision to slash the price of the 3DS less than six months into its lifetime wasn't part of Nintendo's original strategy, but Iwata said it would help retailers plan for the end-of-year sales period and encourage developers to stick with the platform. The company will now reportedly make a loss on every 3DS sold.
http://www.computerandvideogames.com...d-sales-iwata/
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August 2nd, 2011, 23:37 Posted By: wraggster
Nintendo's 3DS takes on Apple's iPad 2 in the 2011 T3 Gadget Awards' Commuter Gadget of the Year category.
The shortlist for the awards has been revealed and has Kinect, Move and Nintendo's handheld competing in the Gaming Gadget category.
Apple sees 15 nominations in T3's shortlist, but is trumped by 18 nods for Google and its Android operating system.
Samsung comes in third with eight spots on the shortlist, while Sony picks up six.
Apple's iPad 2 is up for six gongs, including overall Gadget of the Year, and faces off against Amazon's Kindle for Commuter Gadget of the Year.
Nintendo 3DS is in the running for four awards.
Luke Peters, Editor of T3, said of the shortlist: "This year's voting was incredibly tight in most categories. However, the T3 readers and judges are a discerning, knowledgeable bunch and have selected an excellent shortlist of products that span the entire consumer technology industry."
Winners of the T3 Gadget Awards 2011 will be revealed at the awards ceremony at Old Billingsgate, London on Monday 10 October 2011.
http://www.computerandvideogames.com...t-awards-2011/
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August 3rd, 2011, 00:06 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,13008.html
After starting this project in early 2010, it has finally come to its end. I’ve decided to work on it one last time and came up with the very final version 3-0. At first I was lacking some technical knowledge to fix certain things, but now I could go back to my previous problems and I could solve them all. In the global room net, that I didn’t do before, I’ve seen some empty space, so I’ve decided to expand the game further.
Two brand new big dungeons were added (tomb dungeon and ice dungeon), Ganon got his tower, one more big darkworld area was added. I could also add one more semi dungeon and expand the MoonPearl dungeon. Some other things were updated also: monologues, exits and entrances, indoor blocksets, village, overworld drawings. All dungeons were reviewed and updated. I’ve also updated the ending sequence. This is a lot of work, since I had to rewrite all dungeon names in hex.
All together working on this project was sometimes fun, sometimes tedious, because I was learning more and more, so I could update the game over and over. I’m just glad I can finally close the work on this game for good.
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August 3rd, 2011, 00:18 Posted By: wraggster
Take a tour of anywhere on earth without leaving your home. This virtual Segway tour uses the Wii Fit Balance Board and Google Earth to let the rider control a virtual tour by leaning in the direction they want to travel. It’s the product of a hackathon at SVI Hackspace, a new hackerspace in Stanford’s Huang Engineering Center.
The project was undertaken by four people who had just met for the first time that night. Seven hours later, they had a working system that combines a huge number of software packages; OS X, Osculator, Node.js, Socket.io, the Google Earth API, Monster Milk Truck, and Google 3D Warehouse. Most of those packages are used to get the board talking to the computer and then interpreting the data. Monster Milk Truck – which we had never heard of – is a plugin that lets you drive through Google Earth environments using button presses and arrows (which are simulated by the balance board data translations).
This is a nice complement to some of the other balance board hacks we’ve seen, like the one used to control World of Warcraft.
http://hackaday.com/2011/08/02/virtu...balance-board/
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August 3rd, 2011, 00:31 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17361.html
The NES emulator My Nes has been updated.
Quote:
System Requirements:
====================
* Works with Microsoft Windows® 98/2000/Millennium/XP/Vista and Seven.
* Processor: 1700 Mhz or higher (Intel or AMD)
* Memory: 256 Mb RAM or higher
* Microsoft .Net Framework 4
* SlimDX Runtime or SlimDX SDK for .NET 4.0 (March 2011) , please visit http://slimdx.org/ for more.
* Drivers: Please install the latest DirectX end-user redistributable package from Microsoft.
Version 2.6.186.0 :
==================
* Fixed SlimDX Audio frequency control.
* SlimDX Video mode improved to be faster.
* Added mapper # 185, 187, 188, 189, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249 and 251
http://sourceforge.net/projects/mynes/files/
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August 3rd, 2011, 01:18 Posted By: wraggster
via http://www.emucr.com/2011/07/ds2x86-v021-beta.html
DS2x86 v0.21 Beta is released. DS2x86 is a version of DSx86 for the SuperCard DSTwo flash cart. DSx86 is a PC emulator for Nintendo DS.
DS2x86 v0.21 Beta Changelog:
This version has the following improvements:
- Fixed a bug in 16-bit bit test opcodes (BT/BTS/BTR/BTC).
- Fixed returning to menu from the debugger using the X button.
- Implemented FPU opcodes fsincos, fptan, fprem, fyl2x, f2xm1 and fscale.
- Fixed PC timer 2 handling (Comanche)
- Improved graphics mode change detection (Comanche)
- Some other new opcodes and INT calls implemented.
http://www.mediafire.com/?c5yugkx68d5mpf8
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August 3rd, 2011, 01:19 Posted By: wraggster
via http://www.emucr.com/2011/07/desmume-svn-r4072.html
DeSmuME SVN r4072 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4072
rasterizer: tweak alpha blending edge cases. it seemed wrong. keep on the lookout for newly mis-blended things. also slightly tweak fat printf diagnostics
http://www.mediafire.com/?943a18a4wz81mbj
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August 3rd, 2011, 01:22 Posted By: wraggster
via http://www.emucr.com/2011/07/savegam...-svn-r110.html
SaveGame Manager GX SVN r110 is released. SaveGame Manager GX is a SaveGame & Mii Manager for the Wii with GUI based on LibWiiGui by Tantric,
Features:
SDHC and USB2 support
Protected save support
Mii Support
Multilanguage support with Custom Font
WiiTDB support
Display information about savegames/miis in a special windows
Extract, Install, Delete, Copy, Move fonctions are available
Online AutoUpdate
Widesreen support
ScreenSaver
SaveGame Manager GX SVN Changelog:
r110
* Added ListMode to NandMiiBrowser and NandSaveBrowser ( Issue 127 )
* Updated to newest ehcmodule by rodries (thx!)
* Added necessary source code to support both USB ports at once and copying
files from one to another (WORKS ONLY WITH HERMES). It is disabled right now
because of weird crash caused by the ehcimodule when copying from one usb port
to another which can corrupt partitions. Will be enabled when the issue is
resolved. Right now only usb port 0 is active.
* Added use of the internal Wii System Menu font (thx to giantpune and r-win)
* Changed default Font Scale to 0.95 to fit with the new font. If you disabled
the system font, you should set scale factor to 1.000
* Properly sync video after flush to avoid possible green flash
* Using new app_booter (see below)
* Moved argument command line also to mem2 to avoid overwrite of it
* Reload back to entry ios when starting homebrew instead of starting it in cIOS
* Converted every 4 spaces to a tab to make the source consistent on those
AppBooter changes:
* Reduced size of app_booter from 100KB to 1KB by striping libogc and using
parts of savezelda code by TT (thx!)
* Improved performance with the change above
* Added argument passing for elf files as well
* Clear bss located in mem1 when launching dols (thx oggzee)
Forwarder changes:
* Using new app_booter method
* Properly sync video after flush to avoid possible green flash
http://www.mediafire.com/?cw7nps455dwrdx0
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August 3rd, 2011, 15:53 Posted By: wraggster
Nintendo president Staoru Iwata has issued a personal letter of apology on the company's Japanese website.
The letter, translated by Giant Bomb, explains that while all hardware eventually drops in price, the degree and timing of the 3DS price-cut is "unprecedented" in the history of the company.
"We are all too keenly aware that those of you who supported us by purchasing the 3DS in the beginning may feel betrayed and criticise this decision," the letter reads.
"If the software creators and those on the retail side are not confident that the Nintendo 3DS is a worthy successor to the DS and will achieve a similarly broad base, it will be impossible for the 3DS to gain popularity, acquire a wide range of software, and eventually create the product cycle necessary for everyone to be satisfied with the system."
The price drop was prompted by disappointing sales of the system, and a drastic reduction in Nintendo's annual earnings forecast.
Iwata has already accepted responsibility for the company's declining performance, taking a 50 percent pay-cut. Nintendo's directors and executives also reduced their salaries by 20 to 30 percent.
"Those customers who purchased the 3DS at the very beginning are extremely important to us," the letter continues. "We know that there is nothing we can do to completely make up for the feeling that you are being punished for buying the system early."
In a concilliatory gesture, Nintendo has introduced the "Ambassador Programme", which gives 3DS owners 20 free downloadable games from the Nintendo eShop.
http://www.gamesindustry.biz/article...3ds-price-drop
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August 5th, 2011, 10:52 Posted By: wraggster
Could be very interesting for Homebrew devs out there:
id Software will release the source code for Doom 3 later this year.
Speaking at Quakecon 2011, id's technical director John Carmack revealed that parent company Zenimax was supportive of the move. He also challenged other developers to release their own source code, arguing that it helps the community.
The source code will be available after the launch of Rage, which hits shelves in October.
id's engine Id Tech Five will also go open source, but not until it's no longer used for official projects. Carmack speculated that this could be as long as ten years away.
Carmack refused to talk about id's next big project, Doom 4, but did reveal that there were already plans for Rage 2. He also described a browser-version of classic title Wolfenstein as “off the table.”
Quakecon is an annual gaming event held in Dallas, Texas, and and curated by id Software. The event will run until August 7.
http://www.gamesindustry.biz/article...-3-source-code
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August 5th, 2011, 10:56 Posted By: wraggster
Sales of Nintendo's glasses-free 3D handheld in Japan were halved last week, a predictable consequence of the system's imminent 40 per cent price cut. Andriasang reports that used sales, however, have doubled, as second-hand retailers slashed prices immediately following the announcement. It appears that gamers with an eye for a bargain have opted to purchase a 3DS used at a higher price than a new one will cost in a week's time, in order to get their hands on the 20 classic games offered to early adopters as part of the Ambassador programme.
http://www.next-gen.biz/news/used-3d...s-double-japan
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August 5th, 2011, 11:01 Posted By: wraggster
Post-purchase price drops are one of a number of curses that plague early adopters. Generally, however, such shifts take time, so Nintendo caught us all a bit by surprised when it announced that it will be cutting the cost of the 3DS from $249 to $169 in mid-August. The gaming giant was quick to mend fences, offering 20 free virtual console games to those who got burned by the discount. Nintendo's CEO Satoru Iwata followed up the announcement with a more formal apology to consumers, noting that they may well feel "betrayed" and "punished" for their early adoption. Iwata added that early buyers are still "important" to the company, and that the decision to drop the price was due to concerns on the part of retailers and designers that Nintendo hasn't released a worthy followup to the ultra-popular DS.
http://www.engadget.com/2011/08/04/n...drop-backlash/
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August 5th, 2011, 11:08 Posted By: wraggster
Have $1,929 Canadian dollars to spare? You can swap those loonies for 2,000 all-American greenbacks, or the current bid on a Nintendo 3DS Panda development model, rounding out its final 24 hours on eBay's Canadian auction site. This "like new" device won't be playing retail 3DS or DS cartridges, but it will grant you access to a variety of development functions. The $2,000 current bid is more than a hair higher than the dev hardware's unconfirmed original price of $324, but if you're desperate to rank among the few gamers that rock 3DS dev hardware, logic probably won't reign supreme when it comes time to hit that bid now button.
http://www.engadget.com/2011/08/04/n...eminds-us-how/
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August 7th, 2011, 22:51 Posted By: wraggster
Codemasters boss Rod Cousens has expressed doubts that Nintendo will launch Wii U at "a premium price point".
"I anticipate further price cuts on existing consoles prior to Christmas this year, and there's room for further price cuts next year. So Wii U needs to be very keenly priced," the exec told MCV.
"Pricing is critical in a very fragmented hardware space," he added. "So I am not sure they are going to be able to come out and hit a premium price point from the outset. But Nintendo is smart. It is always innovative. It has demonstrated its breakthrough ability in the past, so let's see if it can do it again. And the industry should cheer it on."
Nintendo said earlier this week that it doesn't plan to announce the Wii U price or release date until next year.
Following the console's announcement in June though, Nintendo CEO Satoru Iwata didn't beat around the bush when he said: "This is not going to be cheap."
Around the same time, Nintendo of America president Reggie Fils-Aime said the console will offer consumers "fantastic value" for money and be "competitively" priced with PS3 and Xbox 360.
http://www.computerandvideogames.com...u-price-point/
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August 7th, 2011, 22:56 Posted By: wraggster
Treyarch is developing the Wii version of Modern Warfare 3, which was confirmed for a 2011 release earlier this week.
Infinity Ward creative strategist Robert Bowling dropped the news on the latest One of Swords podcast (via Joystiq).
"The Wii has grown so much as a platform," he said. "The great thing is Treyarch proved that you can have an awesome experience on the Wii with Call of Duty. They'll actually be handling that for Modern Warfare 3."
Treyarch also developed the well-received Wii version of Black Ops and Modern Warfare Reflex, so the game's in safe hands.http://www.computerandvideogames.com/314372/treyarch-developing-modern-warfare-3-wii/
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August 7th, 2011, 23:09 Posted By: wraggster
Though entirely unintentional, Nintendo offered 3DS comparison shoppers a pretty striking choice for their pending handheld purchase: Either pay the full $250 and get20 free downloadable games, or grab the 3DS on August 12, after the price plummets to $170. Or, if Cheap Ass Gamer's unnamed source is on the level, you could just grab the free games and the discounted price by shopping at Walmart, which will purportedly drop the MSRP on the device on August 9, two days before the free game offer expires.
If Nintendo's offering free games as an act of contrition to early adopters, we wonder what it'll have to dish out if the full-price bonus is given to the partial-price crowd. We also wonder when this hypothetical chain of freebies will be broken! Probably when all Nintendo consoles are free, and come with twenty free games and, oh, here's some pie.http://www.joystiq.com/2011/08/05/rumor-walmart-dropping-3ds-price-early/
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August 8th, 2011, 16:44 Posted By: wraggster
Tumbling sales of the Nintendo 3DS in Japan have been shadowed by a surge in demand on the second hand market.
Andriasang reports that used sales of the device have doubled since the announcement of the price drop, which comes into effect this Friday.
According to Media Crate, Japanese retailers reacted quickly to the news, lowering the average price of ¥23,000 (£179/$295) by an average of ¥4,000 (£31/$51). Nikkei cited one retailer, Book Off, as selling the device at ¥14,000 (£109/$179), just under the new price of ¥15,000 (£117/$192) set by Nintendo.
Media Create posits that the surge in demand was partially caused by the Ambassador Programme, which rewards all 3DS owners with 20 free Virtual Console games.
During the week of July 25 to July 31, the 3DS sold 16,415 units at normal retail - half of the previous week's total - with 85 percent of those sales occurring before the price-drop announcement.
The new retail price for the 3DS will be $179.99 in the US. So far, no official price has been set for the UK and Europe.
http://www.gamesindustry.biz/article...ocket-in-japan
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August 8th, 2011, 16:48 Posted By: wraggster
A Tottenham police officer has claimed that the London riots that saw buildings burn across the capital over the weekend were inspired by Grand Theft Auto.
That's according to UK trade bible MCV, which reports that the officer suggested to media this morning that the game had acted as a "catalyst" for the events.
A member of the Evening Standard newspaper confirmed that the GTA quotes were to be included in an article in tonight's edition of the free paper. The source would not rule out, however, the possibility of alterations being made before the paper hits presses.
In the same report, an Enfield resident is also credited with saying that GTA contributed to the civil unrest.
The Rockstar gangster series has, of course, been dragged to centre stage by the UK press following violent outbreaks in the past.
While the Daily Star didn't blame the killing spree that Raoul Moat embarked upon last July on GTA but it did claim that a GTA edition based on the horrific events was planned.http://www.computerandvideogames.com/314617/gta-inspired-tottenham-brixton-riots-suggests-police-officer/
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August 8th, 2011, 16:51 Posted By: wraggster
Veteran Nintendo series Metroid celebrated its 25th Anniversary over the weekend.
The original Metroid launched for the NES on 6th August 1986 in Japan. 11 more games have followed, with the latest, Metroid: Other M, released on Wii last year.
Metroid stars space-suited Samus Aran, a bounty hunter whose face is usually kept hidden. Gamers were shocked at the end of the first game when she removed her helmet and turned out to be a woman.
The series started as a 2D third-person action-adventure, although the recent highly-praisedMetroid Prime Trilogy took the series into first-person. Throughout the games, Samus must frequently face the eponymous Metroids - energy-siphoning life forms with a penchant for sucking on heads.
Nintendo has yet to announce any Metroid-themed celebrations, despite it being one of the company's flagship franchises.
In comparison, fellow Nintendo series The Legend of Zelda's own 25th anniversary has been givenplenty of attention, with an international Zelda concert tour coming to London in October.
Metroid fans have taken it upon themselves to celebrate the milestone however, with Shinesparkerscreating a remixed 36-track soundtrack CD with Metroid tunes covered by folks such as the Video Game Music Choir, available to download free.
http://www.eurogamer.net/articles/20...th-anniversary
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August 8th, 2011, 22:44 Posted By: wraggster
Nintendo is continuing the Zelda 25th Anniversary celebrations with the launch of a dedicated new site.
It's got all the stuff you'd expect; a History of Zelda feature, videos, wallpapers, links to the most recent Zelda games and details on the Legend of Zelda 25th Anniversary Symphony Concert Tour which stops off in London to play at the Hammersmith Apollo on October 25.
Nintendo is also running a contest through the site that challenges fans to make a Zelda Flipnote animation with Flipnote Studio on DSi and DSi XL. Entries will be judged by Nintendo's Shigeru Miyamoto and Zelda producer Eiji Aonuma, along with Takahashi Tezuka who worked on A Link to the Past and Link's Awakening, and Yoshiaki Koizumi who worked on Ocarina of Time and Majora's Mask.
More details on how to enter and when the results will be drawn are on the Zelda 25th Anniversary site (through the link below).
[ Source: Zelda 25th Anniversary ]
http://www.computerandvideogames.com...e-art-contest/
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August 8th, 2011, 22:44 Posted By: wraggster
Nintendo is continuing the Zelda 25th Anniversary celebrations with the launch of a dedicated new site.
It's got all the stuff you'd expect; a History of Zelda feature, videos, wallpapers, links to the most recent Zelda games and details on the Legend of Zelda 25th Anniversary Symphony Concert Tour which stops off in London to play at the Hammersmith Apollo on October 25.
Nintendo is also running a contest through the site that challenges fans to make a Zelda Flipnote animation with Flipnote Studio on DSi and DSi XL. Entries will be judged by Nintendo's Shigeru Miyamoto and Zelda producer Eiji Aonuma, along with Takahashi Tezuka who worked on A Link to the Past and Link's Awakening, and Yoshiaki Koizumi who worked on Ocarina of Time and Majora's Mask.
More details on how to enter and when the results will be drawn are on the Zelda 25th Anniversary site (through the link below).
[ Source: Zelda 25th Anniversary ]
http://www.computerandvideogames.com...e-art-contest/
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August 8th, 2011, 22:44 Posted By: wraggster
Nintendo is continuing the Zelda 25th Anniversary celebrations with the launch of a dedicated new site.
It's got all the stuff you'd expect; a History of Zelda feature, videos, wallpapers, links to the most recent Zelda games and details on the Legend of Zelda 25th Anniversary Symphony Concert Tour which stops off in London to play at the Hammersmith Apollo on October 25.
Nintendo is also running a contest through the site that challenges fans to make a Zelda Flipnote animation with Flipnote Studio on DSi and DSi XL. Entries will be judged by Nintendo's Shigeru Miyamoto and Zelda producer Eiji Aonuma, along with Takahashi Tezuka who worked on A Link to the Past and Link's Awakening, and Yoshiaki Koizumi who worked on Ocarina of Time and Majora's Mask.
More details on how to enter and when the results will be drawn are on the Zelda 25th Anniversary site (through the link below).
[ Source: Zelda 25th Anniversary ]
http://www.computerandvideogames.com...e-art-contest/
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August 8th, 2011, 22:47 Posted By: wraggster
Nintendo needs to "change its business fundamentally", starting with dropping 3DS software prices to $25 (£15) or less.
That's according to M2 Research analyst Billy Pidgeon, who told IndustryGamers that selling heaps of hardware isn't enough. "Nintendo needs to change its business fundamentally ... Selling in hardware is important, but Nintendo must increase attach rates and third party opportunity dramatically," said Pidgeon.
He goes on: "Lower 3DS hardware prices only address part of the problem. It's more important to sell more software as packaged goods and paid digital downloads to each customer who buys a hardware unit."
Pidgeon adds: "I would like to see Nintendo cut the retail price of packaged software to a range of $20 to $25 for the 3DS. DS software should be $20 or less."
This comes after Nintendo recently announced a drastic 3DS price drop which will slash a third of its price barely six months into its lifecycle.http://www.computerandvideogames.com/314686/3ds-games-should-be-25-or-less/
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August 8th, 2011, 22:49 Posted By: wraggster
Things haven't gone entirely to plan with 3DS and Nintendo has acknowledged the 'huge challenges' it faces with its next hardware launch - Wii U.
In a chat with Wii Sports designer Katsuya Eguchi, our friends at Edge suggested Nintendo faces a similar struggle when it launches Wii U late next year.
"You're absolutely right, those are just some of the huge challenges ahead of us - getting people to really understand what Wii U can offer," acknowledged Eguchi.
"We have some experiences here right now - with Chase Mii and 'shield Pose' - and we have a great opportunity to give people time to play the games, so we'll take advantages of expos, conferences and in-store demos," he added.
"But we really want people to understand how the TV screen and controller screen interact and how that changes the experience. And we've come up with a variety of uses. But you're right, we can't explain them all, and I don't even think we've thought of them all. I'm sure there are many uses that haven't been thought of yet."
Nintendo won't announce the price and release date for Wii U until 2012, president Satoru Iwata has confirmed, admitting to worries that potential early adopters will hold off buying the console in response to the drastic 3DS price drop which slashed a third of its price barely six months into its lifecycle.http://www.computerandvideogames.com/314684/nintendo-facing-huge-challenge-communicating-wii-u-features/
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August 8th, 2011, 22:51 Posted By: wraggster
Activision's confirmed that a version of Modern Warfare 3 will be coming to DS courtesy of developer n-Space.
According to Activision social media manager Dan Amrich: "They've done the handheld editions of COD4:MW, Modern Warfare 2, Black Ops [pictured], and World at War, among many other DS games. So, the DS version is also in expert hands."
Last week, the publisher also announced plans to release the shooter on Wii. While the Xbox 360, PS3 and PC versions are being developed by series creator Infinity Ward, Black Ops maker Treyarch's responsible for the Wii version.
Activision CEO Bobby Kotick said this week that the level of consumer interest in Modern Warfare 3 ahead of its November launch is unlike anything he has seen in the company's 21-year history.http://www.computerandvideogames.com/314674/modern-warfare-3-confirmed-for-ds/
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August 8th, 2011, 22:59 Posted By: wraggster
Spooky Game Boy title Avenging Spirit headlines this week's Nintendo eShop update.
Originally released in 1992, the black and white classic sees the title's main character shot to death at the start of the game.
Players must then play as his ghost, able to inhabit other characters and creatures to avenge your untimely end and, naturally, save your girlfriend.
It's a portable version of the full-colour arcade 1991 original, which was ported to iOS earlier this year. It's out on the App store for $1.99 (£1.21). The 3DS version costs a little more - €3 (about £2.60).
Also in the eStore this week, touch-screen fishing challenges from Go Series Fishing Resort, and some card games.
eShop update - 11/08/11- Avenging Spirit (3DS Virtual Console) - €3
- Go Series Fishing Resort (DSiWare) - €2, 200 DSi Points
- Hearts Spades Euchre (DSiWare) - €5, 500 DSi Points
- Oscar's World Tour (DSiWare) - €5, 500 DSi Points
http://www.eurogamer.net/articles/20...pdate-11-08-11
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August 8th, 2011, 23:27 Posted By: wraggster
Accio Hacks v1.2 released by James0x57
Downloads codes from the WiiRD Code Database to the SD Card then allows you to select the codes you want to use. Finally, it creates a gct file that Gecko OS or Gecko OS Mod can apply to the game.
[h=2]Changelog[/h]August 4, 2011 - v1.2 Download Via Comments
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August 8th, 2011, 23:30 Posted By: wraggster
Genesis Plus GX 1.6.0 released by Eke-Eke
Genesis Plus GX is a Sega Genesis / Megadrive / Master System / Game Gear / SG-1000 emulator. This is a port of Charles MacDonald's Genesis Plus to the Wii, with a lot of improvements.
[h=3]1.6.0 (08/07/2011)[/h][h=4]Core/Sound[/h]- added YM2413 emulation in Master System compatibility mode.
- fixed SN76489 noise boost initialization.
- minor YM2612 core optimizations.
[h=4]Core/VDP[/h]- added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP.
- added support for all TMS9918 rendering modes.
- improved Mega Drive VDP timings accuracy in Master System Compatibility mode.
- fixed color palette initialization.
- fixed shifted sprites rendering in Mode 4.
- modified pixel rendering support (pixel depth is now forced at compilation time).
[h=4]Core/CPU[/h]- optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment
[h=4]Core/IO[/h]- added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers.
- added Terebi Oekaki tablet emulation.
- improved Mouse emulation (fixes mouse support in Cannon Fodder).
- improved Justifier emulation (fixes gun support in Lethal Enforcers 2).
- improved 6-Buttons control pad emulation (fixes Duke Nukem 3D)
- modified lightgun emulation to use common key inputs for all devices.
- 2-buttons controller is now picked by default for Master System games.
[h=4]Core/MD[/h]- added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs).
- added Game Toshokan in EEPROM database (verified on real cartridge).
- fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge).
- modified SRAM banswitch hardware emulation to be more compatible with some hacks.
[h=4]Core/MS[/h]- added Cyborg Z to Korean mapper database.
[h=4]Core/GG[/h]- added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95).
[h=4]Core/General[/h]- added support for .mdx ROM format.
- added Game Gear & SG-1000 ROM support.
- added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility.
- updated to new Genesis Plus license (see http://cgfm2.emuviews.com/)
- various code cleanup.
[h=4]Gamecube/Wii[/h]- IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...)
- added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games).
- improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes).
- improved gun cursor positioning accuracy.
- improved horizontal scaling & screenshots rendering in H32 mode.
- fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files.
- removed ARAM/injected ROM support (unused).
- removed WPAD_ and PAD_ update from VSYNC callback.
- increased GCC inlining limits for some speed improvment.
- compiled with devkitPPC r24 & libogc 1.8.7.
http://code.google.com/p/genplus-gx/
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August 8th, 2011, 23:30 Posted By: wraggster
Genesis Plus GX 1.6.0 released by Eke-Eke
Genesis Plus GX is a Sega Genesis / Megadrive / Master System / Game Gear / SG-1000 emulator. This is a port of Charles MacDonald's Genesis Plus to the Wii, with a lot of improvements.
[h=3]1.6.0 (08/07/2011)[/h][h=4]Core/Sound[/h]- added YM2413 emulation in Master System compatibility mode.
- fixed SN76489 noise boost initialization.
- minor YM2612 core optimizations.
[h=4]Core/VDP[/h]- added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP.
- added support for all TMS9918 rendering modes.
- improved Mega Drive VDP timings accuracy in Master System Compatibility mode.
- fixed color palette initialization.
- fixed shifted sprites rendering in Mode 4.
- modified pixel rendering support (pixel depth is now forced at compilation time).
[h=4]Core/CPU[/h]- optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment
[h=4]Core/IO[/h]- added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers.
- added Terebi Oekaki tablet emulation.
- improved Mouse emulation (fixes mouse support in Cannon Fodder).
- improved Justifier emulation (fixes gun support in Lethal Enforcers 2).
- improved 6-Buttons control pad emulation (fixes Duke Nukem 3D)
- modified lightgun emulation to use common key inputs for all devices.
- 2-buttons controller is now picked by default for Master System games.
[h=4]Core/MD[/h]- added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs).
- added Game Toshokan in EEPROM database (verified on real cartridge).
- fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge).
- modified SRAM banswitch hardware emulation to be more compatible with some hacks.
[h=4]Core/MS[/h]- added Cyborg Z to Korean mapper database.
[h=4]Core/GG[/h]- added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95).
[h=4]Core/General[/h]- added support for .mdx ROM format.
- added Game Gear & SG-1000 ROM support.
- added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility.
- updated to new Genesis Plus license (see http://cgfm2.emuviews.com/)
- various code cleanup.
[h=4]Gamecube/Wii[/h]- IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...)
- added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games).
- improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes).
- improved gun cursor positioning accuracy.
- improved horizontal scaling & screenshots rendering in H32 mode.
- fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files.
- removed ARAM/injected ROM support (unused).
- removed WPAD_ and PAD_ update from VSYNC callback.
- increased GCC inlining limits for some speed improvment.
- compiled with devkitPPC r24 & libogc 1.8.7.
http://code.google.com/p/genplus-gx/
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August 8th, 2011, 23:35 Posted By: wraggster
c64-network.org is a Commodore 64 emulator written by Christian Bauer (http://frodo.cebix.net). It was ported to the Wii by Simon Kagstrom, and many C64 games are fully playable on the Wii with it. So go ahead and beat your friends in International Karate, Boulder Dash or Bomb Jack. This version is not the same as Troy Davis implementation, but Troys work is available in a branch in the subversion tree.
The emulator works best in 480i and 480p mode. It runs perfectly fine in 576i mode as well, but does not utilize the full resolution. This is an SDL issue, and will not be fixed until SDL-Port supports it. The emulation itself is not perfect, so not all games will run under Frodo. Unfortunately, I cannot do very much about this since I haven't written the emulator - just ported it. If you have multiple versions of a game, try each of them as often at least one will work.
[h=3]v2.4 (C64-network.org)[/h][h=3]v2.3 (C64-network.org)[/h]- Added usb fat support
- Added wiimote rumble support
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August 8th, 2011, 23:39 Posted By: wraggster
Lifemiiwii is a 3D version of the Conway Game of life, designed by the britain mathematic John Horton Conway.
The game made its first public appearance in the October 1970 issue of Scientific American, in Martin Gardner's "Mathematical Games" column. From a theoretical point of view, it is interesting because it has the power of a universal Turing machine: that is, anything that can be computed algorithmically can be computed within Conway's Game of Life.[2][3] Gardner wrote:
The game made Conway instantly famous, but it also opened up a whole new field of mathematical research, the field of cellular automata ... Because of Life's analogies with the rise, fall and alterations of a society of living organisms, it belongs to a growing class of what are called 'simulation games' (games that resemble real life processes)
http://wiibrew.org/wiki/Lifemiiwii
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August 8th, 2011, 23:45 Posted By: wraggster
Get your hands on the newest release of the GoldenEye: X project! This update includes additional levels, the entire character roster, modified scenarios, improvements to weapons, and much more. The multiplayer (Virtual Reality) mode is bursting with content. For those with backup devices, you’ll be very pleased to know that this mod now runs on console. If you haven’t already played GE:X in the past, now is the perfect time to try it out for yourself. You can even play it online with your friends via Mupen64!
Also, check out the official GE:X YouTube Channel for trailers and gameplay videos…
http://www.youtube.com/user/GoldenEyeXN64
RHDN Project Page
Relevant Link: (http://www.goldeneyevaul....com/viewfile.php?id=202)
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August 9th, 2011, 00:18 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
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August 9th, 2011, 00:22 Posted By: wraggster
Every once in awhile a project comes along that makes us say, “this is why we want a 3D printer!”
[Skimbal] is pretty well known in 3D printing circles for the incredibly detailed designs he has put out in the past. This time around, his focus is on motoring, Mario Kart style.
His Turtle Shell Racers are ripped right out of the Mario Kart series of games, and are built in the form of the multi-colored turtle shells with which most of us have a love/hate relationship. Constructed atop cheap RC trucks, the Shell Racers require 20-some odd printed parts apiece, but looking at the final results we think the time and money spent would be well worth it.
After watching the videos below, we think you’ll agree that these things look like a blast to play with. The Shell Racers were actually so impressive that they managed to land [Skimbal] a permanent gig with MakerBot Industries.
If you want to try making a set of your own, there are extensively detailed build instructions and all the STL files you can shake a stick at over at Thingiverse.
http://hackaday.com/2011/08/08/3d-pr...-kart-to-life/
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August 9th, 2011, 12:08 Posted By: wraggster
It seems like I’ve been making this game forever. I’ve restarted making it completely from scratch on at least two occasions and I have certainly learned a lot in the process. But now more then ever I’m considering myself done with it. You shouldn’t expect any further updates. Here is version 1.0 of They Do Not Die.
What has changed:
You can now save your game.
You can obviously also load that game save and continue playing from where you left off.
Running consumes less energy.
shooting now consumes energy (just enough to stop it from regenerating).
Health regenerates at half speed when you aren’t full on energy.
I’ve removed the on screen frame rate counter.
The music no longer plays improperly slow in the Wii version.
The performance has improved in the Windows version.
Wii controls:
Nunchuck analog stick = Move
A button = Run
B button = Shoot
Windows controls:
WASD or arrow keys = Move
Shift = Run
Left mouse button = Shoot
Extra credits:
The background music is as always by RekcahDam.
Links:
Download the Wii version
Download the Windows version
Other notes:
I had planned to include user submitted levels. But with only one entry so far I’ve decided against it. If you want to play that one level then you can find it here. It is titled Zombie Death Maze and was made by Mr. Reaper.
You can also find Mr. Reaper’s reskin for the game here.
http://thatotherdev.com/2011/08/08/t...3-wii-windows/
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August 9th, 2011, 12:11 Posted By: wraggster
The return of the Nintendo Age ezine last month wasn’t a flash in the pan one-off, because here we have issue 2 of volume 5. Nintendo Age covers all things Nintendo and in this issue there is a look at the classic SNES RPG, Earthbound, along with other articles including From Cards to Carts, Hombrewing the Death of an Empire, accessory spotlight and more. The Nintendo Age eZine can be downloaded for free from the NAge website.
http://retroactionmagazine.com/retro...e-august-2011/
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August 9th, 2011, 12:15 Posted By: wraggster
via http://www.neoflash.com/forum/index.....html#msg51423
Nickname: dieudunet
Projet name: MegaFamilyBros
From: Paris,France
Division: Retro GAME
Platform: SNES
Original enter: YES
Support Motion: NO
Project description:
This game was designed to be Action/Jumping game (some mix between Mario and Megaman).It is my first project in ASM, the main goal was to analyse exactly how people develop game in the old (but beautifull) times.
All Sprites and tiles sheets have been ripped from existing games (i'm not a graphics designer ), the same for music.
I know there is still some little bug, the game is playable
Gameplay :
The goal is easy. Avoid dying and kill the boss. There is 3 differents level, but only 1 boss.
The level 0 is easy
The level 1 is more difficult
The level 2 is really, really more difficult
You can kill foe using Jump (A) or Shoot (B)
Each Shoot cost 1 money (everythings has a price)
You can exchange Gold for Heart (10 gold needed) or sacrifice Heart for Gold (10 gold earned),it 's up to you to decide.
As I have only show this game to my children, I will be very happy to see your remarks about the game/gameplay/glitch
Feel free to give your opinion but keep in mind than doing a full game in ASM on SNES was really a huge work.
The Source Code will be release on http://dieudunet.free.fr at the end of august.
Thank you
PS : The game was tested on all emulator, run well. and tested on Meo Myth cart on the real SNES Hardware, works perfectly (push the Low Rom option).
SMC download : http://dieudunet.free.fr/media/blogs/DdnBlog/megafamilybros.zip
Youtube Video :
Technical Reference : http://dieudunet.free.fr/media/blogs/DdnBlog/documentationdraft.zip
ScreenShot :
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August 9th, 2011, 12:45 Posted By: wraggster
via http://gbatemp.net/t304232-sheep-goes-left-ds-test
Jayenkai, the coder behind such DS classics as JNKPlat, NeoPlatDS, and Munky Blocks DS, as well as AGameAWeek.com, brings us Sheep Goes Left, a new NDS Homebrew port. The game currently consists of 40 levels, 3 lives per world, and lots of spikes! The developer is considering leaving this as a DS BETA unless the community asks for a finished product. Give it a try and then tell him how much you want a finished game via the on-going discussion link below.
Pros
Its kinda working, and considering this is only day 2 of development, its come out ok.. (Day 1 was 2 weeks ago, mind!!)
Cons
Its kinda not all working yet!
The slow objects are broken due to me tweaking the game to fit the DS. For the most part this is completely unnoticable, but due to the way I got everything timed nicely, it basically means Im going to have to rebuild/test Every Single Level.. GRrrrr.r..!!!!
The backgrounds arent in. The world 1 one is, but none of the others are. This means that once you hit Worlds 7 and 8, you inexplicably slide over grass for no reason. ! Its meant to be the Ice world, but it isnt!
The Flame sprites, Coaster sprites, and more arent in.. The coaster is now a crapload of spikes, and .. well, I just took out everything after world 8 to save me having to fix the flame! Lazy Jay!
The Music isnt in. .. Id have to turn the whole lot into Mods, and Im REALLY not looking forward to doing that!!
No saves. Theres only 8 worlds to play through, so keep your DS powered until youre done!!!! (If you make it beyond world 8, strange things will begin to occur!!! It may be playable, but isnt tested, so will probably kill you fairly quickly!)
No Scores. um.. *shrugs* Just couldnt be arsed
Features
Spikes
Lots of Spikes
LOADS of Spikes!!
3 lives per world (back to level one of the world if you lose all lives)
Sheep
40 levels!
Reasons
People can buy the iOS edition, so if they want it fully working and complete RIGHT NOW, there it be. Its in the AppStore, costs you $2, comes with 200 levels and even has a nice big proper soundtrack for the entire game.
Ive spent about 10 hours or so converting this over to DS, but if I want to move forward from this point, its going to take me AGES to get it all done!!!
This is the As quick as I can, lets see how it goes edition, and considering the amount of work Ive realised itll need, Ive decided to stop here for now.
If theres enough interest, (as in PEOPLE ACTUALLY REPLY AND SAY YES PLEASE, as opposed to leaving this an empty thread), then Ill settle into the long haul, and make a proper kick-ass game out of it all.
But if the game falls flat (like it inexplicably has on the iPhings) then.. well.. no harm done.. 10 hours hasnt killed me.
So, do what you can
Drum up support.
Let me know if you want more, and, hey, if youve got friends with iPhings, (who hasnt!?) tell them about it too, so I can get me sum munies!!!
Enjoy what there is, and reply! For gods sake, reply!!!!
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August 9th, 2011, 12:48 Posted By: wraggster
via http://gbatemp.net/t304231-savegame-manager-gx-r111
dj_skual has updated SaveGame Manager GX, the save-game and Mii installer/extractor, to revision 111. See the change log below for what's new in this and recent versions, and visit the project's page for more information about this Wii application.
- Fixed a crash if browsing a folder with file with no extension
- Fixed Theme Downloader to download themes
- Removed AppBooter sources, you can find those on WiiXplorer repository
- changes from R110
- Added ListMode to NandMiiBrowser and NandSaveBrowser (Issue 127)
- Updated to newest ehcmodule by rodries (thx!)
- Added necessary source code to support both USB ports at once and copying files from one to another (WORKS ONLY WITH HERMES). It is disabled right now because of weird crash caused by the ehcimodule when copying from one usb port to another which can corrupt partitions. Will be enabled when the issue is resolved. Right now only usb port 0 is active.
- Added use of the internal Wii System Menu font (thx to giantpune and r-win)
- Changed default Font Scale to 0.95 to fit with the new font. If you disabled the system font, you should set scale factor to 1.000
- Properly sync video after flush to avoid possible green flash
- Using new app_booter (see below)
- Moved argument command line also to mem2 to avoid overwrite of it
- Reload back to entry ios when starting homebrew instead of starting it in cIOS
- Converted every 4 spaces to a tab to make the source consistent on those
AppBooter changes:
- Reduced size of app_booter from 100KB to 1KB by striping libogc and using parts of savezelda code by TT (thx!)
- Improved performance with the change above
- Added argument passing for elf files as well
- Clear bss located in mem1 when launching dols (thx oggzee)
Forwarder changes:
- Using new app_booter method
- Properly sync video after flush to avoid possible green flash
- changes from R109
- Improved FileBrowser speed up when open a folder containing lot of save files
- Added new DeviceBrowser Layout (Choose List or Icon display in taskbar)
- Added savetypes icons in the listbrowser
- Fixed code dump on reload font (Issue 124)
Branches:
- Updated libfat to 1.0.10
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August 9th, 2011, 12:53 Posted By: wraggster
via http://gbatemp.net/t304226-wiitriis-v1-01
Wilco2009 has updated Wiitriis to version 1.01. This Wii homebrew is based on quite a famous block puzzle game originally designed by Alexey Pajitnov. The game features two modes of game play, including a battle mode where all of your completed lines are sent to your opponents side. For more information, check out the project page linked below.
QUOTE(Change Log 08/07/11)- Fixed a bug when send a line to a not playing player in battle mode.
- Fixed music overlapping blind sound.
- Dropping speed increases more rapidly.
- Pause added.
changes from version 1.0 (08/01/11)
- Version presented at first for the Scenery Beta 2011.
- Multilingual version: Spanish, English and Italian.
- Configurable language changing files translate.txt and flag.png replacing Italian (use translate (English).txt as reference).
- Piece and blind textures changed.
- Used Bitmap fonts instead True Type to improve speed.
- Flash added when one or more lines are completed.
- Auto Key repeat for lateral movement.
- Little pause after drop a piece.
- Piece colour are the same than original Tetris.
Download http://wiibrew.org/wiki/Wiitriis
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August 9th, 2011, 12:58 Posted By: wraggster
via http://gbatemp.net/t303833-3ds-save-de-encrypter-v1-4
3DS Save De/Encrypter is a Windows application for decrypting and encrypting 3DS save files. In addition this tool can also create a reset save file for restoring 1-save game carts back to factory defaults. Hardware such as the NDS Adaptor Plus with version 3.02 software is required to grab the save file from the 3DS game cart. For more information on this project and to get involved with the discussion, check the link below.
QUOTE(Change Log)- Decryption now places "FF" into decrypted file incase of CRC checksum miscalculations while attempting to calculate checksums. So now removed the need for backwards compatibility with 3DS SaveTool by crediar as it's no longer required.
- Some people have said they needed a file to get the application running so added COMCTL32.OCX to archive for those people that need it.
- Added an icon for aesthetics.
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August 9th, 2011, 13:02 Posted By: wraggster
via http://gbatemp.net/t303813-without-escape-v1-1
Without Escape is a Spanish language point-and-click "escape the room" type adventure game. The game has support for other languages and the developer is looking for someone to translate the script into English.
QUOTE(Change Log)- Fixed graphic glitches when running on actual hardware
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August 9th, 2011, 13:04 Posted By: wraggster
via http://forum.gbadev.org/viewtopic.ph...6d72c0556c9fd4
I released a new version of my midi controller for the DS two months ago. It brings some major new features :
- Synchronization to the DAW tempo
- Loop recording/playing (only 1 bar loops synced with the tempo for the moment)
- Midi parameters customization (CC number, midi channel)
- Saving of the configuration
- Midi feedback from the DAW (move a parameter in the DAW, it will be moved on the DS too)
- 4x Kaoss-pad like X-Y touch control
- 3x 16 sliders
- MPC-style pads with velocity with arpegiator synced with the tempo
- Mixer control (8x sliders, 8x mute buttons)
More informations, videos, downloads :
http://midicontrolds.blogspot.com
A video :
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August 9th, 2011, 13:11 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
My summer vacation ended by the previous weekend, so this week I have not had all that much time to work on DS2x86. I spent an hour or so every weekday debugging some problem games, though. I first decided to finally try and find the keyboard problem in Frontier, where the keys seem to get stuck when in the star map, so that you can't properly move around in the map. I debugged the keyboard interrupt routine that the game uses, and found out that it uses separate maps for each normal and each extended key that is either down or up. When the problem occurred, I noticed that the non-extended cursor key was down in the map, while the extended cursor key was up. After checking my keyboard emulation routines, I realized that my key repeat feature always repeats only the non-extended versions of the keys!
What this problem meant for Frontier, was that my keyboard emulation routine first sent an enhanced cursor key down code, and if you kept the key pressed, it began sending the non-enhanced cursor key down codes. When you then lifted your finger from the key, my routine sent the enhanced cursor key up code, but never an up code for the non-enhanced key. Thus, the non-enhanced key stayed down, and Frontier did not actually make a difference between enhanced and non-enhanced cursor keys when looking for keys that were down. This was relatively simple to fix, by always repeating the same key, be it enhanced or not, that was pressed. After this change the Frontier star map began to scroll properly when using the cursor keys, but there is still a problem when using mouse. I need to still work on the mouse problem, I'll see if I can fix it also before releasing the next version.
Next I looked into the weird 360x480 graphics mode problem in Albion. This graphics mode turned out to actually be the 360x240 mode (same as in Settlers, for example). I found out that there are actually two ways to make the VGA card display 240 instead of 480 rows, and I had only checked one of those ways in DS2x86. So, I added a check for the other method as well, and Albion began to look correct.
I had heard reports that the Tap functionality in the TouchPad Mouse (TPM) emulation is broken in DS2x86. I used Albion to test this, but did not find anything wrong with the functionality. There are some difficulties in the key and touchpad reading in general in DS2x86, but that is mostly due to the DSTwo SDK. Besides that, the TPMTap=TRUE setting in the INI file seems to work fine.
I did however notice that the TPM handling did not work very well in Albion, it looked like the horizontal movement of the mouse pointer was about twice that of the distance I moved the stylus, and the vertical movement was about four times that. So, I decided to finally enhance the TPM functionality by adding X and Y scaling factors to the configuration. So, in the next version you can use TPMXScale and TPMYScale game-specific INI file keys to select the mouse movement scaling factor when using touchpad mouse. For example, in Albion you could use this:
[MAIN] ; For Albion!TPMXScale=0.50TPMYScale=0.25The scaling factor should be a floating point number, where 1.00 is the normal default scaling. Note, though, that Albion is a bad example in a sense that it uses the mouse buttons to make the character walk, so using the D-Pad mouse might be easier. After those changes I started making some changes to the code that would allow me to support Paging (as in Virtual Memory) in the future. There are several games that want to turn paging on (including the Wing Commander Armada I tested last weekend), so I want to start working on this feature soon. The first change I made (which should not actually affect anything yet) was to change my memory mapping to use 4KB pages instead of 16KB pages. I had originally used 16KB pages, as that is the smallest granularity needed to support EMS memory. This was also enough to handle the special paging of the VGA memory (where the 64KB memory block at address 0xA0000 is actually accessing 256KB of VRAM). However, to support real paging each page should be 4KB in size. I had used a simple look-up table that had 1024 entries (to access all 16MB of emulated memory with 16KB pages), so I increased the table to 4096 entries so that each page is 4KB, and adjusted all the routines that access this table to handle the new page size correctly.
After I got the code running properly with the 4KB page size, I again spent some time thinking about how to add the actual paging functionality without sacrificing the performance of games that do not use paging. When paging is not in use, I can simply look up the physical memory address from my one look-up table (or Translation Lookaside Buffer, TLB), which is reasonably fast. However, when paging is enabled, the physical memory lookup is much more complex, as the following image (from Wikipedia) illustrates:
The linear address (which without paging I can simply shift right 12 bit positions to get the mapping table index, and then add the mapping table value to the remaining bits to get the correct physical RAM address) is split into three fields, where the top 10 bits index the Page Directory table, the next 10 bits the Page Table, and the remaining 12 bits the byte within the page. The CPU register CR3 gives the starting physical address of the Page Directory table, which in turn gives the starting physical address of the Page Table used for the middle 10 bits of the linear address. Each of the page entries contain the 20 highest bits of the physical address, while the low 12 bits contain all sorts of bookkeeping bits, telling if the page has been accessed, is it present in memory, is it dirty (that is, it has been written into), etc. Quite a complex (read: slow) system.
The biggest problem I have been having with this is to figure out a way to make the memory access behave differently when paging is in use. Until now all the linear page lookup code has been inlined into all the opcode handlers, so there is no subroutine that I could change to work differently. And, since my primary goal was to not make the non-paging code any slower, adding a subroutine was out of the question.
The current solution I am working with, is a bit of a brute force method: If I increase my linear page mapping table to have 1048576 entries (to map the whole 4GB of virtual RAM), I can then precalculate all the needed physical page addresses and use the exact same code I use without paging to look up the physical address also when paging is in use! This however means that the linear page mapping table will take a whopping 4MB of RAM! I checked how much memory I currently use, and noticed that my code takes about 4MB, and the emulated RAM takes 16MB. Then there is the allocated EMS memory of 4MB, plus some stack area etc. So, slightly over 24MB of the 32MB of RAM is in use. Increasing the page table to 4MB will still leave a few megabytes free, so it should actually fit. And of course only a small part of the 4MB mapping table is actually accessed, even though it needs to contain the whole 4GB address range. The game can use whatever virtual addresses it wants, as the paging tables then map these to the existing RAM.
I am thinking of using a similar system to what DOSBox uses when paging is turned on: All the lookup-up table values are cleared, so that whenever a new page is accessed it is forced to go though an initialization routine. This initialization routine then checks and fills the bookkeeping bits of the page, and in my case it can also fill the linear look-up table with the proper physical address. I already have code in (almost) all the look-up table access routines to jump to a different handler when EGA or Mode-X RAM is accessed. I just need to add a new case into this opcode-specific jump table so that in the future it selects between RAM, EGA, Mode-X and unitialized page handling routines. This should not make the code any slower, but it does make it somewhat bigger.
There are currently around 500 different locations where this inline code is used, and I'll need to generate handling code for the uninitialized page situation to all of those locations. This will obviously not be done by the next version yet, but this is what I plan to work on from now on. I'll also try to fix some bugs in the code and release new versions, but there will probably not be any other new features until I get this paging system done.
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August 9th, 2011, 13:13 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11123
DS-Scene member MJaoune has created a DS version of the popular iDevice app Pocket God. The game is quite fun and has lots of things to do, so make sure to check this out if you feel like punishing poor Pygmies for no reason whatsoever!
Changelog v0.9 (05/08/11) |
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- Fixed the gravity serious glitch. (Actually recoded the whole gravity code)
- Added some limitations for the Pygmies' locations.
- Top Screen coloring on every time of the day.
- Fixed the lightning sound. (It was really loud)
- Made the lightning disappear when the Pygmie dies.
- Font and GUI Modifications.
- Made the VRAM flexible.
- Fixed known glitches.
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What is currently available in the game: |
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- Rain (Only in Storm Weather Mode)
- Lightning (Only in Storm Weather Mode)
- Change weathers and day times
- Tornado (Will be improved)
- Much more
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Download |
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August 9th, 2011, 22:39 Posted By: wraggster
Speaking to Industry Gamers, the newly promoted chief operating officer of Electronic Arts Peter Moore praised the "huge commitment" Nintendo had shown the publisher with its online strategy for Wii U. "[Online] is critically important to us, and we are relieved that they have made a huge commitment that they have presented to us," he said. "Online certainly was not a factor with the Wii, as you know; although they had capabilities, it just wasn't there at the level that both Xbox Live and PlayStation had. But I think Nintendo totally gets that multiplayer, building community, co-op play, having the ability to bring games that are deeper - all of these things are now very important.
http://www.next-gen.biz/news/eas-moo...nline-strategy
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August 9th, 2011, 23:26 Posted By: wraggster
Nintendo UK has formed a new partnership with UK Wi-Fi provide The Cloud, allowing 3DS users to access 5,000 hotspots for free.
"The Cloud partnership represents another exciting step that will continue to expand its appeal and encourage owners to take their Nintendo 3DS systems with them wherever they go, offering different and unique experiences everyday," said Nintendo UK marketing director Dawn Paine.
From today the access points allow 3DS owners to access content via the Nintedo SpotPass service, access the Nintendo eSHop or just browse the internet.
"Nintendo is a fantastic addition to our list of strategic partners and site owners who are making the most of Wi-Fi’s potential to give their customers a better entertainment experience," added Steve Nicholson, The Cloud's managing director.
"If gamers are going to play outside of their home, it’s essential they have a fast and reliable internet connection. This is what Wi-Fi offers compared to a technology such as 3G, which struggles to handle really rich, data-hungry video content."
http://www.gamesindustry.biz/article...with-the-cloud
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August 9th, 2011, 23:39 Posted By: wraggster
Wal-Mart isn't waiting for the official date to cut its 3DS prices. It's cutting them NOW.
It's being reported on Cheap Ass Gamer (thnaks IndustryGamers) that Wal-Mart stores across the States have already stuck $169.99 price tags to its 3DS hardware shelves - a full three days before the official price cut date announced by Nintendo.
The best thing is that qualification for Nintendo's 3DS Ambassador program -designed to compensate early adopters who paid full-price - is still open until August 12, meaning you can get your cheaper 3DS AND still get the 20 free games promised.
3DS' RRP will drop from $249 to $169.99 in the US on August 12. A cut to the European trade price will come on the same day. Nintendo is yet to confirm the exact drop for the EU, but has told CVG that it will be "around a third".
Australia will also benefit on August 12, with 3DS dipping from $350 to $250. Meanwhile, Japan will see a price drop on August 11 - to 15,000, down from 25,000.
The 3DS Ambassador Programme is open to anyone who owns a 3DS system and uses a wireless broadband internet signal to connect to the Nintendo eShop at least once before August 12.http://www.computerandvideogames.com/314824/3ds-price-drop-arrives-early-in-us/
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August 10th, 2011, 00:26 Posted By: wraggster
Up until now the only way to liberate your Wii console and enable the use of homebrew with System Menu 4.3 was to use a gamedisc based exploit such as “BatHaxx”, “Return of the Jodi” and others.Today we are announcing a project that changes this completely and removes the requirement for an exploitable game.
In memory of BannerBomb, we present you with LetterBomb , a brand new System Menu exploit that will allow you to enable homebrew with the push of an envelope (no stamp licking involved)
This exploit reuses (and abuses) some of some Nintendo’s Wii Messageboard functionality.
You will need:- A Wii running System Menu 4.3 (E/U/J/K)
- A SD(HC) card with some free space
- Your Wii’s WiFi MAC Address (available from your Wii’s system settings). This is needed because the Wii will only accept messages addressed to its specific MAC address.
- A few minutes of your time
For this very special occasion we have created an easy-peasy webpage that takes away some of the pain that is usually involved with getting homebrew onto your system:
[h=2]http://please.hackmii.com[/h]This webpage will ask you for some necessary information (such as your System Menu region and MAC address), and will then return a nicely packaged ZIP file that is ready for extraction to the root of your SD card. Simple eh?
All that is missing from that point is a boot.elf/boot.dol file (that you will need to place in the root of your card), and you should be good to go. For your convenience we have an option to prepackage and bundle the HackMii Installer boot.elf (this is enabled by default).
So, how do I do this?
Simple…. once you’ve unzipped the file to your SD card (and inserted it) just navigate to the “messageboard” on your Wii and in the default view you should browse to “yesterday” (the place where you usually see yesterday’s messages) – sometimes this may be “today” or “two days ago” (this depends on the timezone you are in).
From this view you will be presented with a small envelope (that should obviously stand out against the rest of your plain old boring ones), click it, kick back, twiddle your thumbs (the Brits among you, go and make a cup of tea) cross your fingers and hope it worked.
DISCLAIMER: We are aware of a similar exploit by giantpune (good work!), but as of today this has not been released. In anticipation of its release we decided to reverse engineer, hack and implement something ourselves.
http://hackmii.com/2011/08/letterbomb/
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August 10th, 2011, 00:38 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17397.html
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Changelog: 0.28 - in this release I have implemented a "Timeline" bar. In the lower left corner there is now a bar with which you can go "back in time" up to a maximum of 60 seconds. Each tick corresponds to 5 seconds. If you don´t want to use the mouse you can also use the keyboard. Pressing CTRL will pause the emulator and, while keeping CTRL pressed, you can move the bar with the left and right buttons.
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August 10th, 2011, 00:46 Posted By: wraggster
via http://www.aep-emu.de
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
04/08 - DSP Emulator 0.11b4 Released - Windows binary and source available, last update before 0.12.
- Big source changes, code cleaning on all arcade drivers.
- At last ´Galaga´ works and updated Galaxian driver fixing many bugs.
- Added drivers for ´Scramble , ´Super Cobra´, ´Amidar´ and ´Pengo´.
- Small updates in Coleco, NES and Amstrad drivers.
- Big update on Spectrum side, many bug fixes and a new snapshot/tape load window.
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August 10th, 2011, 00:48 Posted By: wraggster
via http://www.aep-emu.de
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.3.0-RC1
- Fix an issue where a client couldn´t find the server to launch it; the client now looks in the directory it was installed into. GNA#18406
- For security reasons, in non-debug builds, the client no longer searches for a server to launch in directories relative to the current working directory. GNAPATCH#2827
- Some fixes which may improve the reliability of the modpack installer. GNA#18354, GNAPATCH#2812
- The civ2 ruleset now uses a restricted set of 25 nations, to better resemble the original rules. Loading civ2 savegames from older versions of Freeciv may cause nations to be reassigned; it will not be possible to load a civ2 savegame with more than 23 (non-barbarian) players. GNA#18419
- In the Windows builds, a packaging issue prevented most of the on-line help from being localized, and caused it to be badly formatted in English. GNA#18396
- A couple of strings in the research report were not marked for localization. GNA#18433
- Some server settings´ parameters were not being localized in the Gtk client. GNA#18396
- Fixed corrupted display with many tilesets in the Xaw client. GNA#18376
- 2.3.0-RC1 was erroneously built as a beta release. GNAPATCH#2828
- Typo fixes in developer documentation. GNA#18334
- New Scottish Gaelic localization (not yet complete). GNAPATCH#2814
- Updates to Spanish, Polish, Catalan, French, and British English translations.
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August 10th, 2011, 00:53 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...9cdcea4675ed40
Filou HB performs " + or - DS "game more or less on Nintendo DS.
This game has a very simple principle: There must be a number randomly generated by the console and try to find it in as few strokes as possible.
It probably will undergo some improvements over time and now in version 0.2,0.5 ... but for now it remains as is.
Download Via Comments
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August 10th, 2011, 01:20 Posted By: wraggster
via http://www.emucr.com/2011/08/news-ga...-20110808.html
GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- Adding hacks for Game & Watch Gallery 2 CGB running mode even with the header correctly.
- Update XAudioJS.
- Optimization of CPU instructions 0xFFXX reduced when writing.
- Remove the trash.
- Remove obsolete entry in the manifest.
- Reverse playback of the gyroscope as it should be.
- Launch of UpdateCore in the path of the loop of the interpreter. Optimization of the TIMA clock
http://www.grantgalitz.org/gameboy/
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August 11th, 2011, 00:23 Posted By: wraggster
Better dust off your finest pair of shades, because this Flame Red Nintendo 3DS is on its way to the States. The console, which launched earlier this summer in Japan as the Red Flare, will hit stores next month (alongside the new Star Fox 64 3D game), joining a 3DS lineup that already features Cosmo Black and Aqua Blue. The company will also be releasing two new games this winter -- Super Mario 3D Land in November and Mario Kart 7 in December -- in the hopes of rectifying its disappointing Q2 earnings report with a strong holiday campaign. Only time will tell whether or not it has any effect on Nintendo's bottom line, but if you're interested in adding a touch of Santa-like cheer to your yuletide gaming season, you can grab a Flame Red console on September 9th, for $170. Find more information in the full PR, after the break.
http://www.engadget.com/2011/08/10/nintendo-to-release-flame-red-3ds-console-next-month-sunglasses/
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August 11th, 2011, 00:26 Posted By: wraggster
This week’s $80 price 3DS price cut, the upcoming release of a ‘Flame Red’ hardware colour, and an improved software line-up will be key to driving sales of the portable and retaining support for the platform, according to Nintendo of America president Reggie Fils-Aime. “This is a momentum business and when you don't have the momentum it creates a tough situation whether it's with retailers or with third-party publishers who become a bit more reluctant to support a platform,” he told USA Today. The executive also said The Legend of Zelda: Ocarina of Time 3D, released in June, "is selling exceptionally well now. It's driving hardware. We've seen similar results from Japan with the launch of Star Fox.” The company has “high expectations” for October’s Pokemon Rumble Blast, November’s Super Mario 3D Land and December’s Mario Kart 7,” Fils-Aime added. “This is really about reinvigorating the Nintendo 3DS momentum and having that … power through all during the key holiday selling season."
http://www.next-gen.biz/news/nintend...atform-support
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August 11th, 2011, 00:32 Posted By: wraggster
The European 3DS price cut doesn't come into effect until Friday, but Gamestop.co.uk has already cut the price of the handheld to £134.97. This is a significant discount, and our first indication of the likely price of a UK 3DS after the price drop - there's no official RRP for the system, with Nintendo instead fixing a trade price, with the cost at tills up to retailers. Those thinking this might be a low-cost route to both a 3DS and the 20 classic games on offer through the Ambassador programme, however, should bear in mind that they have to connect to the eShop before 11pm tomorrow to qualify for the offer
http://www.next-gen.biz/news/gamesto...t-uk-3ds-price
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August 11th, 2011, 00:43 Posted By: wraggster
Target has dropped the price of the Nintendo 3DS to $170, a response likely initiated by yesterday's opening shot from Walmart. A Target employee tells Joystiq, "There is a message board out to every store that the price changes are active today. Price changes must be activated by corporate."
Officially, the Nintendo 3DS drop is to occur on August 12, reducing the current $250 asking price by thirty percent. Nintendo still has its early adopter bonus going until August 11, meaning if you grab one of these reduced 3DS units, you're still good to get the 20 free downloadable games once you register.
Now, we wait and see if every other retailer jumps into the price cut pool before Walmart and Target siphon all the sales.
http://www.joystiq.com/2011/08/10/ta...those-20-free/
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August 11th, 2011, 01:11 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime has admitted that 3DS needed better first-party games at launch, and that the delayed release of the eShop was also a mistake.
"We needed to have key franchises and stronger first-party titles," he told USA Today. He reiterated the firm's high expectations for Pokémon Rumble Blast, Mario Kart 7 and Super Mario 3D Land, but admitted: "Certainly, we needed to have stronger support at the launch from a first-party perspective and maybe have some of these key first-party titles earlier in the launch window in order to get the system selling stronger at the start and, ongoing, drive momentum."
He said the delayed release of the online eShop also contributed to the 3DS' early-life stumble. "We've seen very positive reaction to the digital offerings but it needed to be much sooner in the launch window. As a result that created a situation where the momentum wasn't sustained. And that's why we have now had to go back and reduce the price and reduce the price by a large amount in order to make sure we have stronger momentum beginning on Friday and powering through," said Fils-Aime.
"It's a situation where we weren't able to sustain those first few strong positive weeks. This is a momentum business and when you don't have the momentum it creates a tough situation whether it's with retailers or with third-party publishers who become a bit more reluctant to support a platform."
In response to disappointing sales, 3DS' RRP will officially drop from $249 to $169.99 in the US on August 12. A cut to the European trade price will come on the same day, but GameStop UK is already offering Nintendo's portable for just £134.97 with free shipping.
Nintendo today confirmed US release dates for its two big-hitters: Super Mario 3D Land will arrive first on November 13, followed by Mario Kart 7 on December 4.
http://www.computerandvideogames.com...mits-nintendo/
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August 11th, 2011, 01:19 Posted By: wraggster
Nintendo of America has reportedly confirmed US release dates for 3DS titles Super Mario 3D Land and Mario Kart 7.
The games will launch on November 13 and December 4 respectively, according to MTV Multiplayer, while Pokemon Rumble Blast will hit the portable on October 24.
We've sent Nintendo a mail to see if we can get some UK release dates.
If you haven't already, check out CVG's latestSuper Mario 3D Land preview, and our most recent Mario Kart 7 preview.
http://www.computerandvideogames.com/314947/super-mario-3d-land-mario-kart-7-release-dates-revealed/
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August 11th, 2011, 11:48 Posted By: wraggster
UK retailers, lead by supermarkets, are to mirror the forthcoming official 3DS price cuts by slashing the price of the hardware, undercutting the predicted RRP of £140 which will come into force tomorrow.
Beginning tomorrow, Tesco will be retailing 3DS units at £115, with Morrison's selling at £120 and £25 for all games (via Eurogamer. GameStop are offering free delivery with a £135 3DS.
Nintendo announced the price cut last month, alongside disappointing financial results and low sales figures for the machine.
At the time of the cuts, Nintendo of Europe made clear that prices to UK retailers would be dropping, although it would be up to individual companies to decide how much of that saving was passed on to consumer.
"Nintendo of Europe will be reducing the European trade price of Nintendo 3DS to retailers by around a third from 12th August 2011, as part of a global trade price reduction initiative. "The ultimate price to consumers is, of course, determined by retailers, however we look forward to consumers benefiting from much lower retail prices very soon."
Early adopters of the hardware were 'compensated' by Nintendo with 20 free download games, old NES and GBA titles available from Nintendo's e-shop.
Following the announcement, Nintendo president Satoru Iwata issued a letter of apology to consumers via the Nintendo of Japan blog, having already accepted responsibility for the hardware's poor start and volunteering for a 50 per cent pay cut.
http://www.gamesindustry.biz/article...3ds-price-cuts
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August 11th, 2011, 23:42 Posted By: wraggster
In an industry obsessed with polygon counts and frame rates, Nintendo's Wii console and DS handheld were the proverbial knives at a gunfight. They were grossly underpowered compared to the competition, meaning Nintendo could sell them at a profit from day one. Their innovative control methods ensured they still sold like hotcakes. An animated GIF of Nintendo's Shigeru Miyamoto and Satoru Iwata holding a DS that printed money became the go to picture to run alongside quarterly announcements of Nintendo's gargantuan profits. If a disheveled man emerged from a time-traveling Delorian with tales of a near-future Nintendo struggling to sell its latest handheld, I'd have been more surprised about the Nintendo thing. Sowhat on earth happened?
http://apple.slashdot.org/story/11/0...t-Its-Own-Game
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August 11th, 2011, 23:42 Posted By: wraggster
In an industry obsessed with polygon counts and frame rates, Nintendo's Wii console and DS handheld were the proverbial knives at a gunfight. They were grossly underpowered compared to the competition, meaning Nintendo could sell them at a profit from day one. Their innovative control methods ensured they still sold like hotcakes. An animated GIF of Nintendo's Shigeru Miyamoto and Satoru Iwata holding a DS that printed money became the go to picture to run alongside quarterly announcements of Nintendo's gargantuan profits. If a disheveled man emerged from a time-traveling Delorian with tales of a near-future Nintendo struggling to sell its latest handheld, I'd have been more surprised about the Nintendo thing. Sowhat on earth happened?
http://apple.slashdot.org/story/11/0...t-Its-Own-Game
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August 11th, 2011, 23:55 Posted By: wraggster
"It doesn't take much raw power to play Nintendo or SNES games on a modern PC; emulators could do it in the 1990s with a mere 25MHz of processing power. But emulating those old consoles accurately — well, that's another challenge entirely; accurate emulators may need up to 3GHz of power to faithfully recreate aging tech. ... As an example, compare the spinning triforce animation from the opening to Legend of Zelda on the ZSNES and bsnes emulators. On the former, the triforces will complete their rotations far too soon as a result of the CPU running well over 40 percent faster than a real SNES. These are little details, but if you have an eye for accuracy, they can be maddening. ... The primary demands of an emulator are the amount of times per second one processor must synchronize with another. An emulator is an inherently serial process. Attempting to rely on today's multi-core processors leads to all kinds of timing problems. Take the analogy of an assembly line: one person unloads the boxes, another person scans them, another opens them, another starts putting the item together, etc. Synchronization is the equivalent of stalling out and clearing the entire assembly line, then starting over on a new product. It's an incredible hit to throughput. It completely negates the benefits of pipelining and out-of-order execution. The more you have to synchronize, the faster your assembly line has to move to keep up.
http://games.slashdot.org/story/11/0...-SNES-Emulator
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August 12th, 2011, 00:00 Posted By: wraggster
A friendly reminder to 3DS owners interested in the 20 free games included in the Ambassador programme, Nintendo's compensation to early adopters for the global price drop: you need to connect your 3DS to the eShop before 11.59pm CET tonight - 10.59pm UK time - to be eligible. There are ten NES games on offer, though the only ones confirmed so far are Super Mario Bros, Donkey Kong Jr, Balloon Fight, Ice Climber and The Legend Of Zelda. We know seven of the ten GBA games: Yoshi's Island, Mario Kart: Super Circuit, Metroid Fusion, WarioWare, Mario Vs Donkey Kong, Super Mario Bros 3 and Kirby & The Amazing Mirror.
http://www.next-gen.biz/news/3ds-amb...xpires-tonight
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August 12th, 2011, 00:09 Posted By: wraggster
Nintendo's US downloads update list is in, and it's one for retro gamers this week.
Classic Super Nintendo platformer Super Adventure Island II has arrived on the Wii Virtual Console, while the 3DS Game Boy VC sees the arrival of Avenging Spirit, which tells the story of a ghost who can take control of other characters in an effort to save his kidnapped girlfriend.
Here's the full list:
Nintendo eShop and Nintendo DSiWare
Go! Go! Kokopolo - Take control of hyperactive wildcat Kokopolo in a fast, frantic, action-packed caper set across 80 stages of pure arcade mayhem. Hunt down those responsible for disturbing your afternoon slumber. (For Nintendo 3DS / Nintendo DSi)
Nintendo eShop
Avenging Spirit - This classic action game introduced a unique system for possessing and controlling other characters. Help a heroic ghost rescue his girlfriend from her kidnappers so he can finally rest in peace. (For Nintendo 3DS)
Nintendo Video
Next Level: Hugs! - Everyday activities are boring. Let us show you how to take it to the next level. This latest offering for the Nintendo Video service becomes available today at 3 p.m. Pacific time. (For Nintendo 3DS)
Glee 3D Trailer - A new offering from the Nintendo Video service invites viewers to experience the multi-generational musical fun of Glee in a whole new way. Check it out and embrace your inner Gleek. (For Nintendo 3DS)
Also new this week:
My Asian Farm (Nintendo eShop / Nintendo DSiWare)
Kyotokei (WiiWare)
Super Adventure Island II (Virtual Console for Wii)
Crazy Hamster (Nintendo eShop / Nintendo DSiWare)
http://www.computerandvideogames.com...ndo-downloads/
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August 12th, 2011, 00:09 Posted By: wraggster
Nintendo's US downloads update list is in, and it's one for retro gamers this week.
Classic Super Nintendo platformer Super Adventure Island II has arrived on the Wii Virtual Console, while the 3DS Game Boy VC sees the arrival of Avenging Spirit, which tells the story of a ghost who can take control of other characters in an effort to save his kidnapped girlfriend.
Here's the full list:
Nintendo eShop and Nintendo DSiWare
Go! Go! Kokopolo - Take control of hyperactive wildcat Kokopolo in a fast, frantic, action-packed caper set across 80 stages of pure arcade mayhem. Hunt down those responsible for disturbing your afternoon slumber. (For Nintendo 3DS / Nintendo DSi)
Nintendo eShop
Avenging Spirit - This classic action game introduced a unique system for possessing and controlling other characters. Help a heroic ghost rescue his girlfriend from her kidnappers so he can finally rest in peace. (For Nintendo 3DS)
Nintendo Video
Next Level: Hugs! - Everyday activities are boring. Let us show you how to take it to the next level. This latest offering for the Nintendo Video service becomes available today at 3 p.m. Pacific time. (For Nintendo 3DS)
Glee 3D Trailer - A new offering from the Nintendo Video service invites viewers to experience the multi-generational musical fun of Glee in a whole new way. Check it out and embrace your inner Gleek. (For Nintendo 3DS)
Also new this week:
My Asian Farm (Nintendo eShop / Nintendo DSiWare)
Kyotokei (WiiWare)
Super Adventure Island II (Virtual Console for Wii)
Crazy Hamster (Nintendo eShop / Nintendo DSiWare)
http://www.computerandvideogames.com...ndo-downloads/
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August 12th, 2011, 00:14 Posted By: wraggster
Nintendo is officially dropping the Nintendo 3DS price tomorrow, but many retailers across the UK have gone early with mass price reductions.
Having sold just 700,000 units in the three months ending June 30. Nintendo was left with little choice but to take action and duly announced plans to slash the 3DS price by a third.
If you've always wanted a 3DS but have been holding out, now's your time to strike. But before you sprint to the nearest electronics store, you might fancy a look at who's selling it the cheapest.
Play's current cheapest offer is still a whopping £196.99, placing it marginally behind Zavvi's £196.85.
GameGears is offering a price of 194.99, followed closely by HMV, which currently has the 3DS at £189.99, the next cheapest being Dixons at £169.99.
GameStop started offering 3DS at under £135 earlier this week, and from tomorrow you're going to see some similarly competitive deals.
Game is offering bundles with Zelda: Ocarina of Time strapped to the console for £159.99 in store and £154.99 online with free delivery. The console alone is priced at 149.99.
Also coming down from the £190 region tomorrow is Gamestation. It brings the same deals to the table as Game with Zelda bundles at £159.99 in store and £154.99 online.
3DS consoles are listed on Amazon UK at £155.00. However, a source at the giant web retailer claimed that this figure may soon see a 25-30 percent reduction.
If you're really serious about finding the best bargain, you might want to check in-store at the following retailers. Seen advertised in papers today, Morrison's has cut the price to £120.00. You'd be forgiven for imagining it was an unbeatable price but, coming in at £115.00, Tesco currently has the lowest priced systems anywhere.
But wait, there's more. Curry's and PC World will price-match any of the above stores located within a 30 mile radius with a further 10 percent discount on top! That means that if there's a Tesco near your local Curry's - and let's face it, there probably is - you'll be able to pick up a 3DS console for just over £100.
http://www.computerandvideogames.com...eres-cheapest/
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August 12th, 2011, 00:28 Posted By: wraggster
UK Club Nintendo members will soon be given the chance to win free tickets to London's Zelda Symphony tour, Nintendo has told Eurogamer.
The London concert is the only fixture of the Zelda 25th Anniversary Symphony tour planned for Europe. It will feature a live orchestra performing music from throughout the Legend of Zelda series.
"UK Club Nintendo members will soon be able to receive information regarding a special chance to win free tickets to the London performance," Nintendo told Eurogamer today. "More details on this will be released soon."
Normally tickets prices for the event start at £38.50. The most expensive seats cost £110.50 and include the chance to meet members of the orchestra after the show.
Nintendo's competition is a consolation for UK fans yet to buy tickets, and it comes as the company cleared up confusion over a previous offer that listed Zelda tickets at a cheaper price for all UK Club Nintendo members.
Nintendo fans were offered a 15 per cent discount on tickets when purchased with a special Club Nintendo code, but this code was exclusive to US Club Nintendo fans. This was an error and has now been amended, Nintendo clarified to Eurogamer today.
Gamers were previously able to select the discounted tickets, which had the cheaper prices visible, although were then unable to complete their purchases due to Nintendo not having issued the necessary code to redeem the offer.
US Club Nintendo members are currently being offered that same 15 per cent discount when buying tickets for the tour's Los Angeles leg. Gamers simply enter the word "Zelda" to unlock the cheaper price.
But this promotion is only for American gamers, Nintendo has now clarified: "This is a special offer only available to US Club Nintendo members and as such has been removed. We would like to apologise for any confusion caused," Nintendo explained.
Tickets for the Zelda 25th Anniversary tour are currently still available via Ticketmaster.
http://www.eurogamer.net/articles/20...tour-confusion
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August 12th, 2011, 00:28 Posted By: wraggster
UK Club Nintendo members will soon be given the chance to win free tickets to London's Zelda Symphony tour, Nintendo has told Eurogamer.
The London concert is the only fixture of the Zelda 25th Anniversary Symphony tour planned for Europe. It will feature a live orchestra performing music from throughout the Legend of Zelda series.
"UK Club Nintendo members will soon be able to receive information regarding a special chance to win free tickets to the London performance," Nintendo told Eurogamer today. "More details on this will be released soon."
Normally tickets prices for the event start at £38.50. The most expensive seats cost £110.50 and include the chance to meet members of the orchestra after the show.
Nintendo's competition is a consolation for UK fans yet to buy tickets, and it comes as the company cleared up confusion over a previous offer that listed Zelda tickets at a cheaper price for all UK Club Nintendo members.
Nintendo fans were offered a 15 per cent discount on tickets when purchased with a special Club Nintendo code, but this code was exclusive to US Club Nintendo fans. This was an error and has now been amended, Nintendo clarified to Eurogamer today.
Gamers were previously able to select the discounted tickets, which had the cheaper prices visible, although were then unable to complete their purchases due to Nintendo not having issued the necessary code to redeem the offer.
US Club Nintendo members are currently being offered that same 15 per cent discount when buying tickets for the tour's Los Angeles leg. Gamers simply enter the word "Zelda" to unlock the cheaper price.
But this promotion is only for American gamers, Nintendo has now clarified: "This is a special offer only available to US Club Nintendo members and as such has been removed. We would like to apologise for any confusion caused," Nintendo explained.
Tickets for the Zelda 25th Anniversary tour are currently still available via Ticketmaster.
http://www.eurogamer.net/articles/20...tour-confusion
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August 13th, 2011, 22:54 Posted By: wraggster
A poster on gaming forum NeoGaf spotted a filing at the US Patent And Trademark Office, submitted in February but only published last week, which reveals new details about the Wii U's tablet controller. Like the Wii remote, it has a microphone, speaker, and built-in flash memory, and also sports an IR port and magnetometer, which is also found in PlayStation Move and is used for calibration
http://www.next-gen.biz/news/patent-...i-u-controller
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August 13th, 2011, 22:57 Posted By: wraggster
Bloomberg reports that Japanese analysts and investors are beginning to call on Nintendo to move or buy into the smartphone market, though only one - Tetsuro Li, of Commons Asset Management - is a confirmed holder of Nintendo stock. "Nintendo should aggressively make acquisitions or increase return to its shareholders," he said. "It's management's task to consider how to make use of the cash." Securities firm MF Global FXA went further, telling investors to "sell the stock, because a management once feted for creative thinking have just shown how behind the times they are."
http://www.next-gen.biz/news/nintend...ve-smartphones
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August 13th, 2011, 23:09 Posted By: wraggster
Nintendo of Europe has detailed the features 3DS Ambassadors can look forward to finding in the crop of free NES and GBA Virtual Console games that they'll be gifted next month.
The first batch of NES games will be available to Ambassadors from September 1 and have been described as "priority delivery" versions of the games.
This means the games will include a basic electronic manual detailing controls, alternating multiplayer allowing two people take turns on one system, and a VC Suspend function that saves the game when the home button is pressed so it can be resumed later.
These games will be released officially on the eShop at a later date with new features. Amassadors will be able to update their titles for free.
The new features will include a 'complete' electronic manual detailing all gameplay features and modes, simultaneous multiplayer on multiple systems in games that support it such as Ice Climbers, and a Restore Point function.
Ten Game Boy Advance games will be made available later in the year and will be exclusive to Ambassadors. Unlike the other games there won't be Suspend or Restore Point functionality, however any game with a game save feature will work as normal and the 3DS won't go into sleep mode when closed.
Nintendo will be releasing a firmware update later in the year to allow the transfer of the NES and GBA games to a different Nintendo 3DS.
The Nintendo 3DS price cut is now in effect in the UK, with many retailers having chopped around a third off the previous asking price.http://www.computerandvideogames.com/315216/3ds-free-ambassador-game-features-detailed/
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August 13th, 2011, 23:12 Posted By: wraggster
The Nintendo 3DS price cut is now in effect in the UK, with many retailers having chopped around a third off the previous £230 asking price.
A number of retailers jumped the gun yesterday by pre-emptively dropping their prices and kicking off another price war in the process.
The 3DS is available at Morisson's for £120, while Tesco has dropped it down to £115, which is currently the lowest price around.
Curry's and PC World have said they will price-match any store located within a 30 mile radius by cutting a further 10 percent off the price. Which means you'll be able to pick up a 3DS for around £100 at any Curry's or PC world with a Tesco nearby.
Earlier today Amazon dropped its price to match Tesco. We expect others will now likely follow.
As ever, if you spot anywhere selling Nintendo 3DS hardware for less than the above listings, let us know in the comments below.
http://www.computerandvideogames.com...beat-pound115/
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August 14th, 2011, 18:32 Posted By: wraggster
Wii U tablet schematics found in a new Nintendo patent have confirmed several features for the company's upcoming console.
Diagrams of how the touch-screen controller will work (first spotted by NeoGAF) include descriptions of a magnetometer and flash memory.
Mentions of the handheld's microphone, speaker and camera functions in turn confirm yet more features.
Flash memory is similarly to be expected. The Wii Remote contains a small amount, enough to transfer Mii characters from one Wii to another. How much will the Wii U tablet contain? Enough to save game progress? Enough to save a princess?
The magnetometer meanwhile is likely for motion control calibration. Sony uses the same technology in Move and Vita. It helps keep motion-sensing devices properly orientated, which should mean no more "place your controller on a flat surface" messages current Wii Motion Plus games often require.
Other components listed include the tablet's wireless and IR communication modules - for communication with the Wii U base unit, but probably also the Nintendo 3DS.
There's no new information on the Wii U's mysterious central console unit, said to have at least as much horsepower as Sony's PlayStation 3 and Microsoft's Xbox 360.
Stuffed to the gills with features, how high will the Wii U controller push the console's overall cost? Don't expect to find out before 2012. Nintendo has said it will keep schtum on Wii U price and launch details until next year.
http://www.eurogamer.net/articles/20...tablet-details
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August 14th, 2011, 18:36 Posted By: wraggster
Playing games online can be a mixed bag of fantastic and horrible experiences, depending on what you're playing. If you're lucky, the game you're interested in has an active, helpful community of friendly people, eager to help new players become members of the neighborhood. If you're unlucky, however, your online gaming experience may take a decidedly different, far less enjoyable form.
Nintendo, seemingly aware of the perils of interpersonal interaction online, have filed a patent for a "Massively Single-Playing Online Game," which aims to provide all of the benefits of a persistant online world, without any of the drawbacks associated with other people. The general idea is that a player's actions will affect various gameplay mechanics for all other players, much like in traditional MMOs, however the players will never actually interact with each other. A player may build themselves a house in a persistant world, for instance, and while other players can find the house, they cannot find its creator.
The Big N also gave economic examples, wherein a player's actions may increase or decrease the scarcity/value of an item for all players across the board. NPC interaction was also pointed to as a way for players to communicate with each other indirectly, with computer-controlled characters acting as messengers.
It's important to remember that technology companies like Nintendo file patent applications on a fairly regular basis, and that this application's existence doesn't necessarily mean that we'll be seeing this kind of gameplay implemented into anything anytime soon. It's also important to remember that a Pokemon game using this technology would be off the chain.http://www.joystiq.com/2011/08/13/nintendo-files-patent-for-massively-single-playing-online-games/
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August 14th, 2011, 18:36 Posted By: wraggster
Playing games online can be a mixed bag of fantastic and horrible experiences, depending on what you're playing. If you're lucky, the game you're interested in has an active, helpful community of friendly people, eager to help new players become members of the neighborhood. If you're unlucky, however, your online gaming experience may take a decidedly different, far less enjoyable form.
Nintendo, seemingly aware of the perils of interpersonal interaction online, have filed a patent for a "Massively Single-Playing Online Game," which aims to provide all of the benefits of a persistant online world, without any of the drawbacks associated with other people. The general idea is that a player's actions will affect various gameplay mechanics for all other players, much like in traditional MMOs, however the players will never actually interact with each other. A player may build themselves a house in a persistant world, for instance, and while other players can find the house, they cannot find its creator.
The Big N also gave economic examples, wherein a player's actions may increase or decrease the scarcity/value of an item for all players across the board. NPC interaction was also pointed to as a way for players to communicate with each other indirectly, with computer-controlled characters acting as messengers.
It's important to remember that technology companies like Nintendo file patent applications on a fairly regular basis, and that this application's existence doesn't necessarily mean that we'll be seeing this kind of gameplay implemented into anything anytime soon. It's also important to remember that a Pokemon game using this technology would be off the chain.http://www.joystiq.com/2011/08/13/nintendo-files-patent-for-massively-single-playing-online-games/
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August 14th, 2011, 18:56 Posted By: wraggster
Normally when we see an R/C transmitter used in a build we’re prepared for robots, quadcopters, or UAVs. [Alex] found a new use for his Futaba radio – hooking it up to his Super Nintendo.
We’ve seen a lot of builds using game controllers as interfaces to other hardware. The N64 media remote comes to mind, as does the NES iPod dock. Outside of a few builds to automatically win in-game currency for you, we haven’t seen much of anything to control a video game with additional electronics. [Alex]‘s build happily bucks that trend, and technically gives the SNES an analog controller.
The build uses an mBed microcontroller to capture the radio’s button and stick positions. This is sent through a two shift registers to produce the 16-bit packet required of the SNES controller protocol. [Alex] posted all the software for his build, and from the looks of it the code seems pretty portable. [Alex] says he’s working on getting his Sega Saturn running with his Futaba, so we can’t wait to see some Panzer Dragoon action. Check out [Alex] demoing his controller with Gradius III after the break.
Read the rest of this entry »
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August 15th, 2011, 15:32 Posted By: wraggster
Nintendo has released new digital titles for the 3DS and DSi. Here's what the latest update includes...
This week's big game is a remastered 3D version of Urban Champion. Here's what Nintendo's official description has to say about it:
"Force your opponents into submission and down open manholes, by blocking, punching and dodging your way through. Watch out for the angry neighbours, however, as they will try and drop flower pots right onto your head."
Here's the full update list:- 3D Classics Urban Champion: Nintendo 3DS - €5
- My Asian Farm: Nintendo 3DS, Nintendo DSi - €2/200 Points
- Moto eXtreme: Nintendo 3DS, Nintendo DSi - €8/800 Points
- Flight Control: Nintendo Wii - 500 Points
Last week's update included classic top-down shooter Xevious.http://www.computerandvideogames.com/315378/3ds-eu-eshop-update-urban-champion/
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August 15th, 2011, 22:37 Posted By: wraggster
Max & the Magic Marker, Press Play's indie platformer in which players control both a young boy and a free-floating marker that can draw platforms and objects, is headed to the DS after releases on WiiWare, PC, Mac, iPhone, iPad, and Windows Phone 7. Basically, if it's a game platform with some kind of pointing device, this game will eventually end up there.
The DS version will be released as a retail cartridge in North America "Holiday 2011". The port is being published by Easy Interactive, who also re-released the WiiWare game as a Wii disc in Europe.
http://www.joystiq.com/2011/08/15/ma...-this-holiday/
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August 16th, 2011, 12:10 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date. You must not ask the Yabause Team about unofficial versions
Unofficial r2649 beta22 - Aug. 13, 2011
add timing parameters, divide number for clock and smpc other timing. ex., Rockman 8 (it seems to be called as Mega Man 8 in the other areas) works at the divide number for clock=7, but very very slow.
add "Remove Setting File", "Reset Settings" menus
some minor fixes and changes
Download via comments
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August 16th, 2011, 12:14 Posted By: wraggster
Engine02 is a script-driven, multiplatform 2D game engine with builds for DOS, Windows, Linux, Intel/PPC MacOSX, PSP, Wii, and GP2X Wiz.
Complete documentation for creating games is downloadable from within the interface in PC and Mac builds, and is also available on the website. A generic template from which to build new games is also available from the in-program downloads list, as well as an open example of fully-featured gameplay.
Games created or hosted by the author and his team are directly downloadable from inside the program. Updates for the program, or any installed game, can also be downloaded from the same interface when they become available.
What's New (v11.08.11)
View complete "What's New" document
Features
A new build is now available for the GP2X Wiz
New Script Commands (1440-1472, see index in "Functions" doc)
Manual opening/creation of and reading from or writing to data files, making possible demo recording/playback, game progress saving, custom data editing, etc
Load new Player Character data into any existing Player Character slot at any time during gameplay to allow many Character types in a single game without having to expend the RAM to store them all at once
Load a new set of Global Palette Colors from a PCX/TGA image file at any time during gameplay
(Re-)Obtain a Tile Map for a Tiled Level Object from anywhere on any existing Tile Plane at any time during gameplay
Save standard Level Layout and/or Tile Data to the files that were last loaded, or a new location specified by Script Text
The _SaveObjects Command now accepts a "Register" for the Text ID parameter
Modify or retrieve (for value testing) the contents of Game Text Strings, enabling visible entry and use of names, passwords, etc
The Tile Editor has been rearranged to make better use of available screen space, and updated for functionality
The tiny, hard-to-click arrows have been removed; click options are now activated by left- or right-clicking the option label or its displayed value
The entire 256-color palette is now available all at once
An option is now available to place a smaller, less-featured version of either the Tile Selector or Level Editor in the lower-right corner for more quickly selecting tiles from the list or the level layout, drawing to the level layout, and instantly viewing changes to the overall layout image while editing a tile
Palette entries can now be swapped within the editor for easily organizing colors in preparation for Palette Animation, or any other purpose
An "Alias" system has been added so that more-easily-memorizeable names can be used for Commands, Variables, settings, etc. in scripts instead of their internal ID numbers. Aliases for standard IDs are included and listed/used in the documentation, and users can modify them and/or add their own for game-specific IDs
Tile Animations can now be set up more quickly and easily by means of the new automatic Tile Animation frame insertion, which uses the Level Editor's Tile Plane section selection/copy feature
Shortcuts have been added to both the Tile Editor and Level Editor for filling either an entire Tile or all non-transparent pixels of a Tile with any of the four solidity types
Sprite Editor "Dumps" of Player Character Sprites will now save these changes directly to the selected Character's Character Def File by default. The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
Sprite Editor "Dumps" of Object Sprites will now save these changes directly to the appropriate Object Def File by default (depending on which set the currently-selected sprite set resides in). The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
When viewing Object Sprites in the Sprite Editor, the Status element that displays the currently-selected set number will now display the set's ID relative to the Object Def that loaded it, rather than its E02-internal ID (Ex: If there are 28 Game-global Object Sprite Sets, the final set's ID will be shown as "27G", while the first "Zone" set's ID will be shown as "0Z" rather than "28"). The same principle has also been applied to the "Ani ID" element
When viewing Player Character Sprites in the Sprite Editor, the Status element that displays the currently-selected "Animation Function" will now display the set's ID relative to the "Player Character Common Functions" list or the selected Player Character's "Character Specific Functions" list, rather than its E02-internal ID (Ex: If there are 33 Player Character Common Functions, the final Function will be shown as "32C", while the first Player Character's first "Character-Specific" Function ID will be shown as "0P" rather than "33"). Also, the selection will default to the Player Character's first "Character-Specific" Function, and "Character-Specific" Functions belonging to Player Characters other than the one that is currently selected will not be accessible
A new error message has been added to report when Sprite width and/or height are defined as 0 (or less) for both Player Character and Object Sprites, eliminating crashes due to such settings. Please use a 1x1 sprite that loads a single transparent pixel for "invisible" Sprites or Sprite Frames
Further optimizations have been made to level collision testing for both Players and Objects
Message system messages have been made easier to read; each string is now drawn with a background color rather than allowing the game/editor/interface screen to show through
On program startup, there is now a three-second delay on updates testing that provides time to cancel the connection attempt. Also, when pressing F8 to return to the main menu, the menu comes up immediately instead of again testing for updates first
The current FPS has been removed from the Level Editor's Status display, since the display toggled by F10 makes it redundant
Bugfixes
_???=TileInfo(???) commands were treating incoming position values as unsigned rather than signed, which caused negative values to read as extremely high positive values and fail to wrap around the level or looping section boundaries correctly, causing crashes due to out-of-bounds reads. This has been corrected; passing variables containing negative X and/or Y position values will now cause the position to be wrapped properly, eliminating the crash and returning the correct tile data
Sprite Editor "Dumps" would fail without displaying an error/warning if the "dump" folder didn't already exist in the currently-loaded game's Game Folder. These features now automatically create this folder when appropriate
"F" for vertically flipping a single Tile Frame in the Tile Editor wasn't working at all, and "M" for horizontally mirroring the current Tile Frame was only functioning on Frame 0 rather than the currently-selected Frame. Also, these features were not functioning correctly in the DOS build with a "vmode" setting greater than 2 (default is 3). These features now function the way they were intended
All TGA image dumps were output with a single incorrect byte setting in the header, causing them not to load properly or at all in the majority of image editors (except, conveniently, the one that was used for testing). This has been corrected, and TGA image dumps for screen shots, level maps, sprite editor dumps, etc. should now open properly in all editors that support 8bit indexed-color RLE-compressed TGA images
http://stealth.hapisan.com/E02/
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August 16th, 2011, 14:53 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3076
emu_kidid just put online a new version of its popular Gamecube loader to run games from an SD Gecko, or an HDD (connected using an adapter EXI - IDE). It can run on both Gamecube on Wii (with some adjustments at the cMios). Changelog (R62) - New patch "high level" (fixes Super Mario Sunshine and a few other games) - support (basic) of the Wode - integration of the pre-patch in swiss - consolidation of patches SD (SD & SDHC) - Using "RequestError (0xE0)" instead of "Seek to sector 0" for low-level patching - DVD after engine shutdown intialisation drive (for Qoob only) - MP3
Summary of the homebrew
and foremost, it is useful to clarify some important things to reframe the situation - this is a homebrew native GAMECUBE by definition backward compatible with the Wii with some modifications (installation of cMios wiigator 0.2 and using Wii Gamecube Homebrew Launcher 0.2.3 to run from Swiss-GC Homebrew Channel). Keep in mind that it was designed at first for the Gamecube. - GC as an application, none of the devices is accessible only Wii (SD slot, USB ports, etc). It is therefore necessary to use different "accessories" to enjoy: SDGecko and / or IDE / EXI (both can be purchased or manufactured home) Getting back in the thick of things, Swisscom GC is actually the successor SD-Boot (almost entirely rewritten), a loader capable of launching GC games in ISO / GCM from an SD card or HDD ** * via appropriate adapters (to plug in a memory card port GC). Here Currently supported features: - Load executable GC (. dol) from the following media: ** SD / SDHC ** / * DVD-R/HDD - Load game (s) ISO / GCM for the following media: hard Original / ** SD / SDHC ** / * DVD-R/HDD - Support multi-game compilations on DVD-R (Cobra / GCOS) - Supports multi-disc games from the following media: original disc / SD ** / ** SDHC / DVD-R/HDD * - Copy of original disc to SD ** / ** SDHC / HDD * - Region Free mode / Video mode forced 480p (WIP) - cheat engine for all games (making ** days via SD / SDHC ** / * HDD) Future Features (in order of priority): - Memory Card Manager - Support for USBGecko / SE - Dumpeur IPL / SRAM / DVD-ROM / RAM - IPL Configuration * features require a HDD -IDE adapter EXI or HDD Adapter house . ** SD features require SDGecko or an SD adapter home . The main advantage of this project (in addition to his exploits to launch games from an SD device on HDD or GC), for the budding DIY, is the possibility of self-assembly of the entire necessary modifications, as well as the SDGecko IDE-EXI. Most couch potatoes still have the option to purchase the modules already mounted. The whole is of course open source and you can find your happiness (binaries / sources) on the project's official GoogleCode. Please note that a number of homebrew already support the IDE module EXI-see list attached link: http://www.gc-forever.com/forums/viewtopic.php?f=23&t=331 WiiPower offers a very nice homebrew to launch swiss-GC from HBC (Wii): http://www.gc-forever.com/forums/viewtopic.php?f=6&t=371 Swiss-GC 0.1 R62 Official website: http://code.google.com/p/swiss -gc /
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August 16th, 2011, 15:02 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3077
Crediar , to whom we owe a multitude of excellent programs on Wii (preloader, sneek, various faults, etc..) offers us one last gift before his swan song, it was unfortunately no time to develop and having announced his retirement from the stage homebrew wii a few days ago. It is therefore de Dios Mio Lite, a pseudo loader Gamecube on Wii, which, unlike Dios Mio (GC USB loader which will remain in the state of POC demonstration was made that it could never work properly due to the architecture of the Wii), will launch the games from the front SD slot of the wii. Why a "pseudo loader"? For the simple reason that only hack / patch the BC (file system required for running games on Wii GC) of the console and must be used in conjunction with SNEEK + DI (which allows to virtualize a Menu System complete and launch games from an SD card). DML is a kind of beautiful in Sneek + DI overlay to launch the games from Gamecube and it is unfortunately not designed (in the current situation of less) for use on a NAND "real". One would hope that third-party tools are developed in this sense, time will tell ... It is therefore the first and last version of DML, the author abandoned the project development and is not open-source . However, it seems to work great, to see the video below:
Installation (SNEEK + DI)
- Download MIOSv10 from official servers (NUS) and decrypt (Nus Downloader is perfect for this task)
- Copy the file "0000000c.app" obtained in the directory FixELF
- Use FixELF to create the patched with the following command: "FixELF 0000000c.app DML.elf 0000008.app"
- Navigating the NAND virtual directory "/ title/00000001/00000100/content /"
- Replace the file "00000008.app" original with the one generated FixELF (*)
- You can now choose from the Gamecube games menu SNEEK + ID (A GC or Wii disc MUST be in the drive) (*) The file "00000008.app" created by FixELF should normally be 214,840 bytes and have the following CRC32: 60C9BE58 ATTENTION: DML operates from R157 SNEEK but Gamecube games using streaming audio require mandatory SNEEK R168 (these games will work but will lack the audio tracks using the audio streaming ). crediar If you wish to support, you can download DML at the host that he has chosen here The file is still available directly on our servers for convenience. Dios Mio Lite (POC) Official site: http:/ / gbatemp.net/t304789-dios-mios-lite-proof-of-concept-release
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August 16th, 2011, 15:09 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3078
dragbe updates its installer dedicated to the new cIOS d2x. Various bug fixes and some interesting new features are emerging. changelog: - removal of d2x v3 - added patch to ES_Version AHBPROT (thank you R2-D2199) - fixed bug with AHBPROT in offline mode (thank you Davebaol) - new summary screen installation settings - new summary screen after installation - added an option to choose the revision of cIOS - to save the configuration module installation - module to load the installation configuration file (in the ciosconf.cfg directory of the installer) - module to save the NUS script to download the files needed for offline installation - fixed minor bugs - the argument
- Ios = XXXmeta.xml file is only active if AHBPROT is inactive d2x cIOS install 3.0 Official site: http://code.google.com/p/d2x-cios-installer/
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August 16th, 2011, 16:37 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
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August 16th, 2011, 16:44 Posted By: wraggster
via http://gbatemp.net/t305112-sandbox-engine-ds-dsi-v004-5
Sandbox Engine DS-DSi, the work in progress 3D game engine for the DS and DSi made by t377y000, has been updated to version 004.5. See the change log for more what's new, and for more information about this homebrew, join the on-going discussion linked below.
QUOTE(Change Log 08/14/11)
i added lots more in this version.•made lots of changes to the code, & bug fixes.
•actually added a basic GUI finally.
•there are 4 maps now, im adding more objects, cars, buildings, houses & maps, etc & looking for ways to make the maps bigger.
•the texture changing & ability to move the camera up & down has been removed in this release but will return next release.
(Edit: i saved the ability to pan camera up & down in this version.)
•i made some textures higher resolution like grass, & snow. more will have higher resolution in next version.
•the 1st map a small island with a house, the 2nd map a sandy beach, the 3rd map is just a small snowy island but there's a building with floors, & the 4th map is like an intersection, with some houses & the building & cars.
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August 16th, 2011, 16:47 Posted By: wraggster
via http://gbatemp.net/t305090-spike-dislike-ds-b01-1-0
spinal_cord brings us Spike DiSlike DS, a remake of Jayenkai's PC/iOS title, Super Spike Dislike. The game's object is to bounce and maneuver your ball through an obstacle course of spikes. Join the on-going discussion linked below to get the full story about this new homebrew project.
QUOTE(Release Notes 08/14/11)- If you haven't played the PC or iDevice versions of Spike Dislike, then you've missed out on one of the best indi games ever.
I took it upon myself to remake Jayenkai's 'Super Spike Dislike' for the DS, yes, he knows, no, he doesn't mind.
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August 16th, 2011, 16:49 Posted By: wraggster
via http://gbatemp.net/t304671-3ds-save-de-encrypter-v1-5a
3DS Save De/Encrypter is a Windows application for decrypting and encrypting 3DS save files. In addition this tool can also create a reset save file for restoring 1-save game carts back to factory defaults. Hardware such as the NDS Adaptor Plus with version 3.02 software is required to grab the save file from the 3DS game cart. For more information on this project and to get involved with the discussion, check the link below.
QUOTE(Change Log)- Checksum data for all checksums found so far, load decrypted save from Experimental menu.
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August 16th, 2011, 16:51 Posted By: wraggster
via http://gbatemp.net/t304766-dsdoom-v1-2-0
Wintermute has resurrected DSDoom.com to bring us an Update. DSDoom v1.2.0 offers DSi-Mode support and ARGV support for file loading. The update appears to be based on his last build (v1.1.0) and not the PWAD hack released by a different developer known as v1.1.2a. No word yet on when future updates will be released (if ever) and/or if the save/load freezing and corruption bugs will finally be addressed. For more information check the homepage and project post links below.
QUOTE(Change Log)- Rebuilt with latest libnds, dswifi and libfat
- Now loads files from same directory as nds file on argv supporting cards
- Runs in DSi mode with extra RAM and CPU speed.
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August 16th, 2011, 16:55 Posted By: wraggster
via http://gbatemp.net/t304775-space-pilot-v1-0
Space Pilot is your third person space shooter. In this game you play as a pilot who's goal is to shoot down all the other pilots. Currently there is only one style of gameplay that is endless. Also it is missing spaceship specifications (all ships work the same) and spaceship selection. I'll try adding bigger and better stuff later.
The current version is only single player. It's you against 3 other computerized AI pilots. The AI's aren't the best flyers but have dead on accuracy. Each AI bot has 5 functions ranging from locating the nearest enemy ship, following ships, shooting, evasion, as well as suicide collisions too and more! The game also has a mini map to reveal the location of other ships. On the bottom screen displayed is each player's name and stats (which glitch out some of the letters sometimes). To play aim/set angle of your ship using the stylus. Move forward by holding Up/X and backward with Down/B, and use the L and R buttons to fire. i know the current version is very glitchy and tons of other things need changing, but this is a quick demo i'm posting because i'm about to get real busy and not sure when i'll get enough time to work on it again, so i decided to post it anyways. Enjoy and leave feed back.
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August 16th, 2011, 16:58 Posted By: wraggster
via http://gbatemp.net/t304777-sword-master-v1-0
This game started development over 2 years ago, and has recently been updated. The game is a Samurai sword fighting game that requires both fighting and reflexes.
QUOTE(Information)- Four different game modes, three difficulty levels each.
- Ranking for each of the modes and levels.
- A beginning tutorial that will teach us to play and an extensive help section.
- Hours and hours of fun.
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August 16th, 2011, 18:43 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Famicom Yarou 54 (Unl)[!]. Next. Quick note. Generic 45 mapper, now able to read whole PRG rom with my new equipment, so all games now working fine. You can try all galaxy of total rehacks of old known simple games.
- Garou Densetsu Special (Unl)[!]+ Garou Densetsu Special (Unl)[f1], Garou Densetsu Special (Unl)[a1][!]. Old known goodnes' dump of this game was overdumped and was originated from multigame cart, so there is fonts and 6-in-1 menu data left inside. One more time Pongbashi provided me with a original cartridge with unhacked game. Additionally, I found another version of original game on another hardware mapper. Both carts are copy protected. "(Unl)[!]" version (exactly it's hacked version now present in goodnes) protected with 3-in-1 mapper hardware, know as mapper 116 (also "AV Pretty Girl Fighting" uses it).
"(Unl)[a1][!]" version based on another protected hardware, known as mapper 187 with just a little difference. One of these carts are earlier version of others, both contains a lot of source codes and another garbage data insode ROM as padding. Both wokring on latest fceumm version.
In addition, "(Unl)[f1]" is fixed version from goodnes, with removed menus, and oversized PRG rom. Working fine on any emus too.
- Somari (SOMARI-W)(Unl)[!]+ Somari (SOMARI-P)(Unl)[!], Kart Fighter (SOMARI-W)(Unl)[!].
The rest of previously dumped but unemulated carts now known to be the same 116 mapper hardware carts (SOMARI Huang-1 hardware). So, they are now works fine as well as "Garou..." and "AV Girl". There are at least two versions of each cart should exist. So called SOMARI P and SOMARI W versions, difference in dip switches on GAL chip on each PCB. Not known for sure what the difference, but data inside them for sure different.
Now confirmed two "Somari" versions: P and W. For the rest of the games ("Garou" and "Kart") are W only dumps known. "AV Girl" still unconfirmed wether it W or P.
News source: http://cah4e3.shedevr.org.ru
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August 16th, 2011, 18:50 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
- This release has the beginnings of PlayStation 1 emulation, however it's not particularly usable at the moment, though it can play PSF(PSF1) files reasonably well. If compiling from source, you'll have to enable it manually by passing "--enable-psx" to the configure script; but, the code may take an excessively-long time to compile, and PS1 emulation doesn't support big-endian systems currently.
- This release supports custom palettes for GameBoy(mono/color) games, but per-game custom palettes are currently broken with GB mono/color games. This issue should be resolved in the next WIP release.
File: Download
News source: http://forum.fobby.net
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August 16th, 2011, 18:54 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- rewrote S-DD1 module to decompress individual bytes at a time;
- simplified SPC7110 deinterleaving code;
- OBC1 should not clear RAM on reset [Jonas Quinn];
- fixed enum-cast compilation errors with the latest GCC 4.6.x releases;
- added bsnes logo to about screen;
- make phoenix=gtk will now build the GTK+ port on Linux;
- added settings.startFullScreen to the config file for front-end users;
- added advanced settings option to disable window compositor (only works on Windows and Xfce);
- merged settings windows into the panel approach used by bsnes/Qt in the past;
- fixed a crashing bug on input settings window;
- fixed GTK+ auto-geometry sizing;
- added screenshot capture capability;
- added exit emulator hotkey (defaults to being unmapped);
- Xorg keyboard polling now uses cached Display variable [Bisqwit];
- cheat code database updated [mightymo].
File: Download
News source: http://byuu.org
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August 16th, 2011, 18:58 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
DSx86 is a PC emulator for Nintendo DS. It's purpose is to allow you to run old DOS games on your Nintendo DS game console. There are two versions of DSx86, the original DSx86.nds for all common flash carts, and a new version called DS2x86.plg for the SuperCard DSTwo flash cart. The difference is in the CPU and memory emulation available (and since DS2x86 is much newer, it is still missing some features that are supported in the original DSx86). Also, the original DSx86 can be run on a Nintendo DSi in a DSi mode, if you have a suitable flash cart (like the CycloDS iEvolution). This mode gives more CPU speed and more memory available to DSx86.
[h=3]Changes in both DSx86 and DS2x86[/h]
I implemented a couple of fixes that affect both DSx86 and DS2x86, as the fixes were implemented into the C language code that is very similar in both. I will perhaps at some point attempt to combine the C codes for real (using ifdefs), but for now they are separate files with mostly similar content. Anyways, the changes that affect both programs are: - New TPMXScale and TPMYScale ini file parameters. These can be used to adjust the TouchPad Mouse scaling for each game. The default values (when the parameters have not been given in the INI file) are 1.0 for both. You need to experiment with different values to find the best scaling factor for each game. Note that changing these might still not make the TPM work in a certain game, as the game might not use the mouse in a way that is compatible with the touchpad mouse emulation. These new parameters should help in some games, though.
- The key repeat function in the keyboard emulation was fixed so that it repeats the actual key that was pressed, not just the non-enhanced version of the key. This will help with the stuck cursor key problem in Frontier.
- The graphics mode detection code has been enhanced, so that both methods of entering 240-row Mode-X graphics modes (either 320x240 or 360x240 as in Albion) will be detected, and the correct graphics mode initiated.
[h=3]Changes specific to DSx86[/h]DSx86 has been built with libNDS 1.5.3, which should allow write access to the SD card when using Sudokuhax. I have no way of testing this feature, so it might work, not work, or corrupt your SD card completely! Please use caution and back up your SD card before using this version with Sudokuhax!
This new libNDS version 1.5.3 had the same problem as the 1.5.0 version I had been using, where ARM7 (or at least the AdLib audio emulation) freezed after a few seconds of playing AdLib audio. In 1.5.0 I got everything to work when I disabled all references to the i2C code, commented out the secondary ARM7 IRQ table handling, and removed the whole i2c.c source module from the libnds7.a sources. I did the same thing with the 1.5.3 version sources and built the libraries again, and that seemed to help again. I don't know why the i2C code is incompatible with my AdLib emulation, but as long as this hack works it is not a big problem for me.
DSx86 also has much faster Smooth scaling routines in the 320x200 256-color modes (MCGA and Mode-X). The new code is courtesy of "sverx", who kindly spent some time looking at my scaling code and inventing various speed tricks that hadn't occurred to me. For example, the new code uses DTCM for the palette lookup table, instead of the actual (and slow) BG_PALETTE VRAM memory I had been using. The 75%/25% weighted average calculation is also much faster. The new smooth scaling code is still a lot slower than Zoom, Scale or Jitter modes, but it is noticeably faster than before. Thanks again to "sverx"!
[h=3]Changes specific to DS2x86[/h]There should be no other noticeable changes (besides the common enhancements mentioned above) in DS2x86, even though the program size has increased somewhat. The size increase is due to the new paging / virtual memory -enhanced opcode handlers. This work is still in progress and thus games that use virtual memory will still not work. The updated opcodes should work like before, and the slowdown caused by the new code should be very marginal, but let me know if you find something that worked before but does not work any more. There is a chance that I have broken something when doing the virtual memory support changes.
[h=3]Future work[/h]I plan to continue working on the virtual memory support for DS2x86. This will take a while yet, so I might not be able to make any other major enhancements to the next version. I don't know yet how long it will take to make the virtual memory working, I might still run into some major obstacles. Until now it has progressed reasonably well, many opcodes already support virtual memory.
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August 16th, 2011, 19:00 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11127
What started as a DS homebrew application has now turned into a licensed game.
Collecting Smiles, the company behind Colors!, have made the announcement of an official 3DS version available on the eShop. |
Colors! 3D will not only have the features from the original, like online uploading and to watch a time lapse of your drawing, now you can paint in 3D and collaborate in real time with up to four friends.
Official announcement |
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Friends: we are happy and excited to announce Colors! 3D, coming this Fall to the Nintendo 3DS eShop. For the first time, artists will be able to create and view their own 3D paintings! We promise that you will love what you can do.
Colors! 3D will also offer real-time collaborative painting for up to four people using local Wi-Fi. Collaborative painting lets you paint with your friends with all the same depth you have when painting solo – but with more fun!
Last but not least, the Colors! Gallery will be integrated into the application, making it easy to share your creations with the community and learn from your friends' techniques.
If you want to stay in the loop on the launch of Colors! 3D, sign up to our new mailing list at http://colors.collectingsmiles.com/c...ming_soon.php. And thank you all for your support! |
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August 16th, 2011, 21:37 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the frontend SSNES for the libsnes library has been released. libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form.
Quote:- Added -f/--fullscreen option. Allows straight-to-fullscreen without the video_fullscreen config.
- Fixed some endianness issues in OSS driver.
- Added DirectSound audio driver. It uses multithreading to avoid "ringing" effect when things undderun. Replaces SDL as the default audio driver in Windows. XAudio2 is still recommended to use, at least in Windows 7.
- Added CoreAudio driver to OSX (thanks to kode54). Replaces OpenAL as the default API.
- Added possibility to disable Aero compositor at will in Windows. Only useful in windowed mode if VSync is not working properly (tearing or stuttering), and might still not work. Use as a last resort if you really need to run windowed.
- Fixed bug where external plugin video driver was deinitialized before input driver, creating crashes in certain scenarios.
- Added possibility to record SNES video in hi-res, and also allows recording the video after CPU filtering if desired. These options are added to the GUI as well.
- Fixed windowing behavior on tiled WM that attempt to resize the SDL window due to tiling behavior (thanks to Wisp for beta testing).
- Updated audio DSP API to v3. Added an event pushing callback, which allows GUIs to run in same thread as SSNES (needed for some toolkits). (Check out Mudlords DSP pack for SSNES! )
- Fixed race condition in Jack driver which caused spurious crashes.
- Various bug fixes as usual.
Important note!
If you build libsnes yourself, do not use vanilla build of bsnes v080, as joypads will not work (input is never polled). Use v081 or C++98 port here.
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August 16th, 2011, 21:40 Posted By: wraggster
via http://www.aep-emu.de/
YoshiNES is a NES emulator written in Visual Basic and is based on basicNES.
Quote:
VERSION 0.3
The emulator continued. Why? I really had nothing to do and I like adding mappers ro the emulator to bring new resources and to make it more like Nestopia or VirtuaNES.
I´ll just stop with this emulator even when I run out with creativity and do not know what else to add, or when limitations do not let me go ahead.
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August 16th, 2011, 21:41 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated to version 0.0.36.
Quote:
0.038 (8/12/2011) - Added Action 52 mapper (228)
- Improved audio quality some more
- Made the screen repaint even when paused
- Behind the scenes changes to make things easier to port
- Some speed improvements as well
If there is a game that you want to play that´s broken or mapper unsupported, let me know!
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August 16th, 2011, 21:49 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
0.29 (bugfix release) - correct some bugs and redesigned the timeline in the windows version.
- In the linux version i dropped the dependency with some libraries (such as the libpng 1.4) and this should make the emulator also run correctly on distributions like Ubuntu.
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August 16th, 2011, 21:57 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...ae2ad48a022983
Trenton_net offers his own adaptation of Nyan Cat for the Nintendo DS, " Nyan Cat DS ".
Hey Everyone, Sorry to Be terribly annoying but i Had to create this as a challenge Someone Else. (^_^); PS: I Should Probably It Is Likely That mention this only works on No $ GBA or a real console.
Download via comments
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August 16th, 2011, 22:09 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...ae2ad48a022983
DuskWolf offers version 1.0 of " Minigames ", a compilation of mini-games (3 for now) for the Nintendo DS. Thurs coded lua, requires the latest version of the interpreter MicroLuaDS to operate.
Back after some time of absence ... Here are Minigames! For now three games: >> a hang (thank you papymouge keyboard) single player, multiplayer ... solo choice of language (English / French) ability to add words to the base Data >> morpion a better example of SDZ (thank you to the author) only 2 players (no AI yet) >> Skull Panic my old project I finally developed improved collisions, several Levels table of high scores
Download Via Comments
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August 16th, 2011, 22:18 Posted By: wraggster
Crysis developer Crytek has said that dedicated handheld games consoles are losing ground to multifunctional tablet devices in the portable space.
Speaking to GamesIndustry.biz, the developer of hardcore shooting games said that it has no immediate interest in Sony's PlayStation Vita, despite the team's willingness to adopt and experiment with new, high-end technology.
"While it's a nice achievement from Sony in the first step it's not something we would take into consideration in the short term," said Crytek managing director Avni Yerli.
Yesterday Heavy Iron Studios criticised handheld consoles, in particular the Vita, claiming that the audience no longer wants a single-function gaming portable when iOS and Android systems offer so much more functionality.
Yerli agreed that tablets offer more, stating: "I can see that the multifunctions that devices like tablets offer is a big advantage of them. And I think people want one mobile device that can do multiple things.
"Considering this, I think those handhelds are lacking in that area and they are losing ground, actually. I think they have to be more innovative."
Crytek is very open to new technology, said Yerli, so long as the team can get excited about what it offers or it fits into the overall philosophy of the Crytek business.
"In the first place anything new and exciting gets our attention, regardless of what it is. But then the second step is does it fit to what we want to do? Will our people like to work on this? It's all very important. The team must pick it up as well, or a dedicated team we think can pick it up. But ultimately it must make sense in the context of Crytek."
"And then sometimes we say 'OK, that's a nice piece of technology but it doesn't fit' so we leave it. It's a matter of whether it fits basically, with the strategy of Crytek."
Crytek is currently working on free-to-play game Warface with Tencent and Kinect exclusive Ryse.
http://www.gamesindustry.biz/article...und-to-tablets
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August 16th, 2011, 22:19 Posted By: wraggster
Nintendo has confirmed six titles for this year's Eurogamer Expo, taking place September 22-25 at Earls Court One in London.
As well as Wii title Legend of Zelda: Skyward Sword, the publisher will also be bringing 3DS games Mario Kart 7, Super Mario 3D Land, Metal Gear Solid: Snake Eater 3D, Resident Evil: Revelations and Kid Icarus: Uprising.
Nintendo is the latest company to add support to the consumer games show, which will host 30,000 attendees over the four days, with games from Sega, Sony, Ubisoft, Bethesda and THQ, amongst others.
The show will also host developer sessions from leading industry professionals, the Indie Games Arcade and the GamesIndustry.biz Career Fair, in associations with BAFTA, UKIE and TIGA.
More details can be found at the official website.
http://www.gamesindustry.biz/article...eurogamer-expo
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August 16th, 2011, 22:19 Posted By: wraggster
Nintendo has confirmed six titles for this year's Eurogamer Expo, taking place September 22-25 at Earls Court One in London.
As well as Wii title Legend of Zelda: Skyward Sword, the publisher will also be bringing 3DS games Mario Kart 7, Super Mario 3D Land, Metal Gear Solid: Snake Eater 3D, Resident Evil: Revelations and Kid Icarus: Uprising.
Nintendo is the latest company to add support to the consumer games show, which will host 30,000 attendees over the four days, with games from Sega, Sony, Ubisoft, Bethesda and THQ, amongst others.
The show will also host developer sessions from leading industry professionals, the Indie Games Arcade and the GamesIndustry.biz Career Fair, in associations with BAFTA, UKIE and TIGA.
More details can be found at the official website.
http://www.gamesindustry.biz/article...eurogamer-expo
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August 16th, 2011, 22:21 Posted By: wraggster
Nintendo's 3DS system sold 215,000 units in the week its price was cut in Japan, according to Famitsu publisher Enterbrain.
The price was cut in the region on August 11 from ¥25,000 to ¥15,000, giving the system its second highest week of sales since launch when it shifted over 371,000 units.
A separate report by Japanese paper Nikkei, states that the system sold 207,000 in the region during the week.
The following chart highlights sales for the 3DS in Japan.
http://www.gamesindustry.biz/article...wing-price-cut
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August 17th, 2011, 01:13 Posted By: wraggster
via http://www.emucr.com/2011/08/mupen64plus-20110814.html
Mupen64Plus 20110814 is released. Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus 20110814 Changelog:
- patch for openbsd support from 'ryan' on irc
Download: Here
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August 17th, 2011, 01:23 Posted By: wraggster
Faced with drooping sales and waning retail interest in its platforms, Nintendo's been exercising its price-cutting muscle with some regularity. Before the unexpected 3DS price cut, there was the$50 Wii price cut that also included a bundled copy of Mario Kart Wii and the Wii Wheel accessory. At the same time, Nintendo introduced the budget-priced Nintendo Selects game lineup and, on August 28, it's dropping four more games to the $19.99 price point.
Super Paper Mario, Mario Strikers Charged, Punch-Out!!, and Super Mario Galaxy join The Legend of Zelda: Twilight Princess, Animal Crossing: City Folk, Mario Super Sluggers, and Wii Sports in the bargain aisle. While it's hard to argue with the new, lower price, our secret, inner box-art snob wonders, "Is a measly $30 savings worth the shame of having that on the game shelf?" A look at the art for the latest Nintendo Selects selections is after the break.
http://www.joystiq.com/2011/08/16/ni...out/#continued
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August 17th, 2011, 16:51 Posted By: wraggster
It may be a while before we see the Wii U hit the market, but it looks like a refreshed version of its predecessor will be hitting the UK market just in time for the holiday shopping rush. According to the UK's Official Nintendo Magazine, the refreshed controller will sport a streamlined look and adjusted configuration, designed for horizontal orientation, rather than vertical. It will also be included in a "Family Edition" bundle scheduled for a holiday release, alongside a Wii Remote Plus, Nunchuk console, and editions of Wii Party and Wii Sports. The downside, however, is that the slimmed-down Wii won't be compatible with GameCube games or controllers, though it will reportedly be sold at a reduced, unspecified price. No word yet on whether Nintendo has a similar update in store for markets outside of the UK, but we'll let you know as soon as we find out.
http://www.engadget.com/2011/08/17/nintendo-to-release-streamlined-wii-in-the-uk-at-reduced-holid/
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August 17th, 2011, 16:56 Posted By: wraggster
Nintendo has just sent over its European release slate for the rest of 2011, and the big news is that Link's Wii swansong, The Legend Of Zelda: Skyward Sword, will be released in Europe on November 18. There's much vagueness elsewhere, with Nintendo still declining to narrow down release windows for Super Mario 3D Land, which is due in November, or Mario Kart 7 in December. Next up in the 3D Classics range is Twinbee, due on September 22, and Gamecube/GBA classic The Legend Of Zelda: Four Swords will be a free download from the eShop next month. Link's last Gamecube outing, Twilight Princess will, along with Super Mario Galaxy, be re-released on the Nintendo Selects budget label on September 16.
http://www.next-gen.biz/news/zelda-s...date-announced
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August 18th, 2011, 00:26 Posted By: wraggster
Nintendo has confirmed European releases for Japanese Wii RPGs Pandora's Tower and The Last Story.
Both games will be here next year.
Wii gamers have campaigned for Pandora's Tower and The Last Story to head West. This week's release of brilliant JRPG Xenoblade Chronicles was proof that such action could work.
Pandora's Tower is an action RPG developed by Ganbarion, maker of the One Piece games. The story revolves around players obtaining monster flesh from 13 towers to save a childhood friend.
The Last Story was created by Mistwalker, the studio founded by Final Fantasy creator Hironobu Sakaguchi. It follows an orphaned child who must become a mercenary to survive.
Nintendo is handling publishing duties for both in Europe.
There's still no word on a US release date for either The Last Story or Pandora's Tower - or, indeed, Xenoblade Chronicles. The trio of JRPGs were the targets of fan movement Operation Rainfall, whichspammed Nintendo for Western release dates. Nintendo of America has so far spurned fan advances.
Simon Parkin wrote Eurogamer's Xenoblade Chronicles review. He turned up a whopping great 9/10. "It's a game that invites us to reassess an entire genre, pointing to a bold future while nodding its respect towards the past," he wrote. "It's a towering triumph."
http://www.eurogamer.net/articles/20...pgs-for-europe
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August 19th, 2011, 01:21 Posted By: wraggster
Nintendo has released the list of its latest downloadable games available via WiiWare, DSiWare and the 3DS' eShop.
The highlight of the list - although not necessarily one of Nintendo's best NES games - is Urban Champion on 3D Classics. It's a simple fighting game in which two men try their best to punch each other down a manhole while avoiding the projectiles hurled by infuriated residents.
Here's the full list:
Nintendo Video
Jason Derulo, "It Girl" - Now until 3 p.m. Pacific time on Aug. 26, you can check out Jason Derulo's latest video in 3D. His new album, Future History, releases on Sept. 27 and features the smash hit "Don't Wanna Go Home." (For Nintendo 3DS)
Nintendo eShop
3D Classics: Urban Champion - The first fighting game released for the Nintendo Entertainment System is back for another round. Use a combination of punches to knock your opponent backward into an open manhole before time expires. (For Nintendo 3DS)
WiiWare
Flight Control - Take on the role of an air traffic controller at an increasingly busy airport. As more and more planes begin to arrive, you'll need nerves of steel and smart strategy to keep the chaos under control. (For Wii)
Nintendo eShop / Nintendo DSiWare
Zoonies - Escape from Makatu - Only you can help Leo the tiny lion find his way back to his friends and family. Clear a path for Leo as he tries to escape the evil shaman Makatu and the treacherous jungle. (For Nintendo 3DS / Nintendo DSi)
Also new this week:
Build-a-lot (Nintendo eShop / Nintendo DSiWare)
Blockado - Puzzle Island (Nintendo eShop / Nintendo DSiWare)
UYUYUI! (Nintendo Video) - available 3 p.m. PT on Aug. 20
Duel (Nintendo Video) - available 3 p.m. PT on Aug. 18
Hit the source link for more info, trailers and screenshots.
[ Source: Nintendo ]
http://www.computerandvideogames.com/316169/us-nintendo-downloads-urban-champion/
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August 19th, 2011, 01:21 Posted By: wraggster
Nintendo has released the list of its latest downloadable games available via WiiWare, DSiWare and the 3DS' eShop.
The highlight of the list - although not necessarily one of Nintendo's best NES games - is Urban Champion on 3D Classics. It's a simple fighting game in which two men try their best to punch each other down a manhole while avoiding the projectiles hurled by infuriated residents.
Here's the full list:
Nintendo Video
Jason Derulo, "It Girl" - Now until 3 p.m. Pacific time on Aug. 26, you can check out Jason Derulo's latest video in 3D. His new album, Future History, releases on Sept. 27 and features the smash hit "Don't Wanna Go Home." (For Nintendo 3DS)
Nintendo eShop
3D Classics: Urban Champion - The first fighting game released for the Nintendo Entertainment System is back for another round. Use a combination of punches to knock your opponent backward into an open manhole before time expires. (For Nintendo 3DS)
WiiWare
Flight Control - Take on the role of an air traffic controller at an increasingly busy airport. As more and more planes begin to arrive, you'll need nerves of steel and smart strategy to keep the chaos under control. (For Wii)
Nintendo eShop / Nintendo DSiWare
Zoonies - Escape from Makatu - Only you can help Leo the tiny lion find his way back to his friends and family. Clear a path for Leo as he tries to escape the evil shaman Makatu and the treacherous jungle. (For Nintendo 3DS / Nintendo DSi)
Also new this week:
Build-a-lot (Nintendo eShop / Nintendo DSiWare)
Blockado - Puzzle Island (Nintendo eShop / Nintendo DSiWare)
UYUYUI! (Nintendo Video) - available 3 p.m. PT on Aug. 20
Duel (Nintendo Video) - available 3 p.m. PT on Aug. 18
Hit the source link for more info, trailers and screenshots.
[ Source: Nintendo ]
http://www.computerandvideogames.com/316169/us-nintendo-downloads-urban-champion/
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August 19th, 2011, 22:53 Posted By: wraggster
Ubisoft has seen a marked improvement in sales of its 3DS software since the hardware price-cut.
Speaking to GamesIndustry.biz Germany, Ubisoft's European marketing and sales director Geoffrey Sardin reported an "eight-fold" increase in software sales in Europe.
"We are very pleased with the developement," Sardin noted.
Ralf Wirsing, managing director of Ubisoft Germany, was also pleased, attributing a 700 per cent spike in German software sales to the 3DS price-point of €159.
After the price cut of 3DS, our unit sales increased eight-fold in Europe. We are very pleased with the developement
Geoffrey Sardin, Ubisoft
However, a representative from another major third-party publisher - who wished to remain anonymous - was less enthusiastic, emphasising the importance of first-party titles like Mario Kart 7 and Super Mario 3D Land to the future of the platform.
"So far retail is not euphoric," he said. "The fact that 3DS-software is still treated with great caution in the initial and repeat orders, we see that retail waits for the commercial development."
"It will be important to watch 3DS when the big Nintendo-titles are out there on holiday season. If the machine does not sell then, it´s definitely dead."
Last week's UK sales chart showed only one 3DS game in the top 40, despite many retailers selling the 3DS at less than half of its launch price.
http://www.gamesindustry.biz/article...software-sales
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August 19th, 2011, 22:58 Posted By: wraggster
US retailer GameStop has reported that sales of the PlayStation 3 and Nintendo's 3DS have already jumped after both received recent price cuts.
While the 3DS price cut was larger than expected, president Tony Bartel told investors last night he's encouraged by the growth in hardware - sales of console in the second quarter were down, accounting for only 7.5 per cent of profits.
"We have seen a significant acceleration in the sale of PlayStation 3 and the 3DS," he said. "So we do expect for there to be an increase.
"Although these were not unexpected price decreases or price reductions that we had projected, obviously, the 3DS was somewhat larger than what we had anticipated. But we do see that will spark demand in the third and the fourth quarter."
"That is a good barometer for what is going to take place in terms of the installed base."
Nintendo dropped the price of the 3DS this last week with plenty of warning after poor sales, while Sony cut the RRP of the PlayStation 3 with immediate effect this week.
Another US retailer, Target, told our sister site IndustryGamers that it has also seen an "immediate lift"in sales.
http://www.gamesindustry.biz/article...-on-price-cuts
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August 19th, 2011, 23:43 Posted By: DesertDog
Multiple:Option's entry into this year's Neoflash Coding Competition 2011 (or rather, will be an entry as soon as I can log into Neoteam's website, which appears to be down atm), the U.S.A. Naturalization Civics Test for DS allows you practice and review multiple-choice questions about the American government, history, geography and more.
Features
- Fully-voiced questions from the official U.S.A. Naturalization test
- Up-to-date list of elected officials (as of August 2011)
- Bonus content including a Presidents Gallery and U.S. State Capitals quiz
- Music including "The Star-Spangled Banner" and "Hail to the Chief"
- Rumble Pak support
Download at the project page here:
http://www.multiple-option.com/2011/...st-for-ds.html
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August 22nd, 2011, 21:57 Posted By: wraggster
Nintendo has released new digital titles for the 3DS and DSi. Here's what the latest update has to offer...
This week's big game is Capcom's Gargoyle's Quest. Here's what Nintendo's official description has to say about it:
When the Destroyers, a large invading army, arrive from another dimension and completely overwhelm the creatures of the Ghoul Realm, it is up to you to rescue the kingdom from great peril in Gargoyle's Quest.
You play the character of Firebrand, a gargoyle warrior, and as the only fighter capable of standing up to this army, it's up to you to rediscover the legendary magic fire that once wiped out the Destroyers and repel the invaders once and for all.
Here's the full update list:- Gargoyle's Quest: Nintendo 3DS - €4
- Bridge: Nintendo 3DS - €5, 500 Points
- Aya and the Cubes of Light: Nintendo Wii - 1,000 Points
Last week's update included a remastered 3D version of Urban Champion.
http://www.computerandvideogames.com...rgoyles-quest/
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August 22nd, 2011, 22:03 Posted By: wraggster
Nintendo will give away Legend of Zelda: Four Swords free via the DSiWare store next month as part of the Legend of Zelda 25th year anniversary celebrations.
As detailed at E3, the DSiWare version will be a remake of the GBA Four Swords game that came on the same cart as Zelda: A Link to the Past. It's a four-player co-op game that sees Link split in four using the Four Sword and set out to rescue Princess Zelda once again.
Those who played the GBA original remember its mint co-op gameplay mechanics that forced players to work together in tandem to overcome puzzles and sweet boss fights.
Nintendo makes no mention of online play, so our guess is it'll support local wireless play only.
You will be able to download the game for free some time "in September" via the DSiWare store via a DSi or DSi XL, or from the eShop store via a 3DS.
Nintendo last week confirmed a Legend of Zelda: Skyward Sword release date for UK for November 18.
http://www.computerandvideogames.com...or-next-month/
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August 22nd, 2011, 23:17 Posted By: wraggster
Nintendo has confirmed that Super Mario Land: 2: 6 Golden Coins and Metroid 2: Return Of Samus will be released for 3DS via the eShop this year.
Super Mario Land 2 saw the debut of Mario evil alter-ego, Wario, who makes his first appearance as the main bad guy in this cool platformer.
Metroid 2 was notable for being eight times the size of the previous game - impressive for a handheld game released in 1993 - and sees Samus visit the Metroid home planet to destroy them before the Space Pirates attempt to harness their power.
Both games are slated for a Q4 2011 release, and will make nice additions to the 20 free games that 3DS ambassadors will receive before the year's out.
http://www.computerandvideogames.com...for-3ds-eshop/
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August 23rd, 2011, 11:01 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,13070.html
After two and a half months of caffiene-induced stupor and a bit of well-deserved remonstration by the RHDN Staff (who have been great, by the way), Final Fantasy VI: Stand Guard is ready to go.
This is a revision of Final Fantasy VI with fans of the 1994 SNES release in mind, polishing the story without making it unrecognizable. I also made three versions of the game, one Easy (where you get nifty equipment and everything’s where you think it is), one Normal (nearly identical to the original SNES release), and one Hard (where the encounter rate is maxed out, you start with terrible equipment and many of the rare items are removed).
The glory days of Square are now gone, and we may never get a decent version of the game from them, but luckily, we have the means to bring to the forefront the great work by their wonderful team of Hironobu Sakaguchi, Yoshinori Kitase, Yoshitaka Amano and Nobuo Uematsu. “Shosan!”
Special thanks goes out to Lenophis for his patient advice, and to Ted Woolsey for his original 30-day marathon translation session back in the day, without whom this would not have been possible.
Stand Guard!
RHDN Project Page
Relevant Link: (http://www.romhacking.net/hacks/794/)
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August 23rd, 2011, 11:06 Posted By: wraggster
ATLUS today released a new "Eighth Day" trailer for Shin Megami Tensei®: Devil Survivor™ Overclocked, an RPG/SRPG hybrid for Nintendo 3DS™ currently scheduled to release on August 23.
The "Eighth Day" trailer offers a glimpse into the all-new story chapter exclusive to Overclocked. The narrative expansion allows fans to spend more time with their favorite characters, as well as giving them an opportunity to see what happens after the events in Devil Survivorconcluded. The trailer also features extensive samples from Overclocked'ssizable voice-over offering, considered to be one of the largest voice tracks ever for a handheld title, not to mention one of the biggest ATLUS localizations to date.
Poised to be the first roleplaying game to arrive in North America for the recently launched handheld, Devil Survivor Overclocked offers the perfect blend of pure JRPG action, deep but accessible strategy, and a dark tale of survival in a city crippled by a supernatural lockdown. In a rare treat for North American gamers, Devil Survivor Overclocked releases in their region before any other, even Japan, giving them first access to the SMT series' debut on Nintendo 3DS.
SMT: Devil Survivor Overclocked is currently scheduled to launch for Nintendo 3DS on August 23, 2011. Visit the game's full website:http://www.atlus.com/devilsurvivor3ds
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August 23rd, 2011, 11:08 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=429&Itemid=1
Okay, I've bumped the current menu to v2.4b1. If you missed it, v2.3 added the save manager for saving save memory and save/restore of MemPak save memory. New to this version is running NES games - when you select an NES game from the SD card, the menu loads the Neon64 emulator, appends the game, recalculates the checksum, and starts the emulator. The current version of Neon64 is included with the archive and must be copied to the SD card; copy the neon64 directory from the archive to the /menu/n64 directory on the SD card.
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August 24th, 2011, 22:46 Posted By: wraggster
This afternoon the The Wall Street Journal has confirmed that Nintendo will hold a trade show focusing on the 3DS on September 13.
The event will only be open to media, investors and analysts, rather than the consumers who will attend the Tokyo Game Show.
ORIGINAL STORY
Nintendo has seen a sharp rise in share price after suggestions of a pre-TGS announcement on September 13.
A recent report by Bloomberg has revealed that the Japanese company's shares are at their highest price in three weeks.
The share price rose by 8.4 per cent to ¥13,100, the highest price since July 28.
"Yesterday's invitations from Nintendo for an event on September 13 seems like the main reason for today's jump," Yusuke Tsunoda, an analyst at Tokai Tokyo Securities Co, told Bloomberg.
There have also been rumours of a redesign for the 3DS console, but Nintendo is yet to comment on any of the above speculation.
In July Nintendo announced it was slashing the price of the 3DS handheld from ¥25,000 to ¥15,000 or from $249.99 to $169.99 in the US.
http://www.gamesindustry.biz/article...id-speculation
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August 24th, 2011, 23:23 Posted By: wraggster
It’s a weird world we live in where a person has to explicitly say they’re not commenting on a rival’s device before they’re able to comment on a rival’s device.
Nonetheless, SCEE’s senior studio director Mick Hocking did exactly that when asked about the early struggles of the 3DS.
“So I wouldn't comment directly on 3DS,” he told GameSpot before continuing to do so. “But I think what we've seen over the last 12 months is a strong correlation between good-quality 3D content and great response from our fan base.
“The opposite is also true. When people see 3D that doesn't work very well, or content that isn't very compelling, I think quite naturally they're not as interested in it.”
Indeed, Hocking argues that 3D and portable gaming simply aren’t good bedfellows – hence the decision not to include the tech in PlayStation Vita.
“At the time we were looking at Vita, there were several issues. One was the quality of the glasses-free 3D screens,” he added. “It can work very well on small screens, but to get the best effect, you need to keep your head very, very still.
“Now with a handheld gaming device and Vita having Sixaxis motion control in it, there may be gameplay where you're moving the Vita around. And if you're doing that and having glasses-free 3D, the two things don't sit very well together. We wanted to offer a really, really high-resolution OLED screen, and the best way to do that was in 2D. At least for the first one.”
http://www.mcvuk.com/news/read/sony-...ruggled/083650
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August 25th, 2011, 00:06 Posted By: wraggster
Not to be outdone by their North American counterparts, these German-speaking hackers have come up with a truly unique . Although modding one system may be OK for most, the builders of this console decided to combine three systems into one clear plastic box. A stripped down Xbox360, Playstation3, and Nintendo Wii were all put together to form this “Extrem” system.
The build style should be very appealing to those interested in video game hardware. Combining the look of a tower PC with a clear plastic allows one to see all components in action. Since the box is lit up with electroluminescent lighting, one is able to show off this system in the day or at night.
http://hackaday.com/2011/08/24/extre...ng/#more-53432
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August 25th, 2011, 00:18 Posted By: wraggster
Nintendo will host a 3DS-focused media event in Tokyo on September 13, Bloomberg Japan reports. That's two days before the start of the Tokyo Game Show, which Nintendo typically does not attend officially. The Nintendo event will not let consumers in, but will be open to investors and analysts.
Nintendo customarily has a fall event every year, like last year's "Nintendo Conference," in which new games are unveiled and plans for upcoming hardware are detailed. It would be easy to use this new event as evidence that Nintendo really is planning to announce that crazy stuff that's been rumored, but really, all we have is a rumor and a press event that happen to come up around the same time. It's safe to expect new game announcements, but it's still a stretch to think we'll see new hardware. Not impossible, but a stretch.http://www.joystiq.com/2011/08/23/nintendo-holding-3ds-event-in-tokyo-september-13/
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August 25th, 2011, 00:24 Posted By: wraggster
With the recent 3DS price cuts, Nintendo has already proven it'll take drastic steps to kickstart the portable. According to a recent report, the system could soon be revamped with a second analog stick, a lessened focus on 3D as a gimmick and perhaps a new name. That's according to a source speaking to French site 01net.
According to the report, second-stick functionality would come in the form of a $10 add-on peripheral that's currently in development. 01.net's source submits that the recent $80 drop serves a dual purpose of building interest in the system, but also cleaning out old stock. Now, assuming 01.net's report that the second stick is still at the R&D phase, it seems a bit early for a 3DS Uno fire sale, but we suppose stranger things have happened.
What's that? The whole thing sounds preposterous? Fair. But know that 01net recently reported accurately on the PS Vita and Wii U before they were public knowledge, so don't be too quick to dismiss it from consideration.http://www.joystiq.com/2011/08/23/rumor-3ds-hardware-redesign-in-the-cards/
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August 25th, 2011, 12:55 Posted By: wraggster
News via http://retroactionmagazine.com/retro...-in-the-works/
A brand new fanzine focused on Nintendo’s 8-bit gaming consoles is in the works. NES-Bit fanzine is the brainchild of NES-Bit‘s Lorfarius and will cover the NES, Game Boy and Game Boy SP. While there are several volunteers already onboard working on articles and reviews for inclusion in the first issue, NES-Bit are looking for more Nintendo 8-Bitters willing to help out with any articles of their own. For the forum post on the subject and some pretty impressive mock front covers, head over to the NES-Bit forums.
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August 25th, 2011, 13:11 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: Multiple:Option
Project name: U.S.A. Naturalization Civics Test
From: Australia
Division: Retro APP
Platform: DS
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Whether you're thinking about applying for U.S. citizenship, or just interested in American civics, the U.S.A. Naturalization Civics Test for DS is just for you. Study on the go. Practice and review multiple-choice questions about the American government, history, geography and more.
Features
* Fully-voiced questions from the official U.S.A. Naturalization test
* Up-to-date list of elected officials (as of August 2011)
* Bonus content including a Presidents Gallery and U.S. State Capitals quiz
* Music including "The Star-Spangled Banner" and "Hail to the Chief"
* Rumble Pak support
Tested working with Acekard 2, and NO$GBA
Download and more info:
http://www.multiple-option.com/2011/08/usa-naturalization-civics-test-for-ds.html
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August 25th, 2011, 13:13 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Hey... this is going to be my entry for the neoflash's retro competition 2011.
Intro
Myth64 player is a video player for the n64 myth flashcart.It uses a custom video format
and was made without using the official SDK.
Overview
The player fully utilizes the sd capabalities of the n64 myth flash cart (but at the same time its limited by the slow GBA SD interface) , which means
that you can simply convert all your videos , drag & drop them directly on your SDC , and then watch them on demand using the built in minimalistic
media browser.
At present , the player supports 2 surface resolution modes:
160x112 (uses static rdp instruction block) ( Display is set to 256x240 16bit )
128x128 (uses static rdp instruction block) ( Display is set to 256x240 16bit ) (default)
(And in case anyone asks , yes , fullscreen(up to 256x240 or 320x240) is possible with rdp and statically compiled instruction blocks, but without sd core upgrade we can't improve the frame quality(most of the time is spent on io code because there is no support from the hardware), so its going to look awful....)
The audio is clocked at 22050Mhz(can go up to 44100, but its locked from the encoder's side for the reason i meantioned already) and syncs well with the video layer.
Finally , as i mentioned already , the player includes a minimalistic media browser which allows you to browse your media directory and play your favorite
videos.
Downloads
Encoder + player + 1 sample video + neoflash intro video + usage guide:
mirror 1 : http://www.mediafire.com/?6uq7eunbvfbqzjw
mirror 2 : http://www.sendspace.com/file/5aapf6
Please make sure to read the "readme-player.txt" and "readme-encoder.txt" before using any of the software included in the archive.
Some thanks go to the following people :
ChillyWilly - myth hardware routines / sd init code (also tested the player and provided feedback).
Shaun Taylor - Libdragon author : http://www.dragonminded.com/n64dev/
Sanni - For testing the player on his ntsc-j console and providing instant feedback (he even recorded a quick video).
And some credits to :
"soundgator.com" - for the "dream harp" sound sample which is used for the neoflash intro video
"ECDT1089" for his Crash bandicoot 3 playthrough which is included as a demo video :
http://www.neoflash.com/forum/index....ic,7130.0.html
End
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August 25th, 2011, 13:17 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: SimplexProductions
Project name: TuneItDS
From: USA/Canada/China
Division: Application
Platform: Nintendo DS
Original entry: YES
Support Motion: YES
In last NEO Compo this project have won in the top 10: NO
Description
This application is intended for any full-time guitar users, whether they be casual players or performers, TuneItDS is an essential tool in tuning your guitar. Equipped with 14 different tuning styles and the interface you would find in a modn guitar tuner, you may use the device to freely tune your devices. After all, there's nothing more embarrassing than an unkept guitar!
How To Play
1. Download a copy of the ROM here.
2. Put the ROM onto your flash card via an SD card or external drive.
3. Load the ROM off the firmware.
Controls
Up/Down - Move the selected string
Left/Right - Change the tuning style
Touch screen - Select a specific string
TuneItDS supports DSMotion as well, so tilting your DS Forward/Backward/Left/Right emulates the effects of the Up/Down/Left/Right physical inputs, respectively.
Credits
Producer
Richard "zhangzi89" Zhang
Programmer
Daniel "x711Li" Li
Graphic Design
Jason "diSTurBedDeSIGNs" West
Thanks to:
Neoflash
devkitPro
PALib
http://www.neoflash.com/forum/index....ic,7137.0.html
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August 25th, 2011, 13:20 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: SimplexProductions
Project name: Wildlife Greenhouse
From: USA/Canada/China
Division: Application
Platform: Nintendo DS
Original entry: YES
Support Motion: YES
In last NEO Compo this project have won in the top 10: NO
Description
Wildlife Greenhouse is a guide for any enthusiastic camper who wishes to really dip their feet into the wild. You will find trivia facts throughout the guide on plants both common and mysterious to the average camper. Equipped with a variety of edible plants, this guide will help you differentiate from the nasty shrubery across the temperate habitat.
How To Play
1. Download a copy of the ROM here.
2. Put the ROM onto your flash card via an SD card or external drive.
3. Load the ROM off the firmware.
Controls
Left / Right - Navigates through the Guide
Select - Prompts the Help / Controls menu
Start - Returns to Main Menu
Motion - Tilting left will navigate the guide to the left, tilting right will navigate the guide to the right.
Credits
Producer
Richard "zhangzi89" Zhang
Programmer
Daniel "x711Li" Li
Graphic Design
Jason "diSTurBedDeSIGNs" West
Information
Wikipedia
Thanks to:
Neoflash
devkitPro
PALib
http://www.neoflash.com/forum/index....ic,7141.0.html
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August 25th, 2011, 13:24 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: x711Li
Project name: WhatTheHex
From: Canada
Division: Application
Platform: Nintendo DS
Original entry: YES
Support Motion: YES
In last NEO Compo this project have won in the top 10: NO
Description
WhatTheHexDS is a Nintendo DS application created for aspiring designers who may test their hexadecimal colour code proficiency by guessing the correct colour among a pool of colour squares, given a hexadecimal colour code. Using the three bytes in the colour code (#RRGGBB), one can guess the actual colour.
How To Play
1. Download a copy of the ROM here.
2. Put the ROM onto your flash card via an SD card or external drive.
3. Load the ROM off the firmware.
Controls
Left / Right - Adjusts difficulty of game
Touch screen - Select colour squares for testing
Motion - Tilting left/right has same effects as physical inputs
Credits
Programmer
Daniel "x711Li" Li
Application Designer
Andrew "yizzle" Yang
Thanks to:
Neoflash
devkitPro
PALib
http://www.neoflash.com/forum/index....ic,7138.0.html
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August 26th, 2011, 00:28 Posted By: wraggster
Reversmii updated to v1.0
A Wii implementation of Othello
[h=3]v1.0 25/08/2011[/h]- New graphics and themes, courtesy of SpriteAttack.
- More music.
- Tweaked the AI. It still sucks though
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August 26th, 2011, 00:46 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: smealum and lobo
Projet name: Arsenal
From: France
Division: Retro GAME
Platform: NDS
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Arsenal
Download link (v1.0 neo)
Offical website (leaderboards, mods)
Arsenal is a dual-screen 3D shoot em up game for the DS. I'm doing all the code and Lobo is doing all the graphics. The current music was taken from modarchive.org, and hopefully I'll manage to find something a little more fitting by the time the final version is released.
Here's Arsenal version 1.0 neo ! This is pretty much the final version of the game. I might update it some time in the future if stuff needs tweaking, but basically, that's it, I consider the game to be "pretty much done".
There's a ton of stuff that I've added since the last version (which was released exactly 6 months ago), so here's a feature list :
- full dual screen 3D bullet hell vertical shoot em up
- robust engines capable of managing hundreds of bullets (over 1000 in certain conditions)
- 7 levels, ranging from easy to insanely hard
- massive bosses
- different weapons, powerups
- varied backgrounds : space stations, planets, oil rigs...
- replay system (included are replay files for every level)
- highscore system with online leaderboards; upload your replays and share them with the world
- complete modding tools available : make your own levels and share them on the game's website
- download people's mods directly from the game's menu via wifi
Just to prove that I'm not kidding around when I say there are insanely hard levels :
Don't worry though, this is the fifth boss, and I made the first 3 levels to be easier, so the learning curve should be nice. Level4 gets a little more challenging of course, and then levels 5, 6 and 7 are a whole other world.
As previously mentioned, the game is not quite done yet, so I'll be tweaking a lot of stuff over the next few days. I'll probably be adding new content, in the form of "DLC", so keep an eye out.
I'll also be writing up a full manual for the game editor, which may seem really confusing at first.
Let me know what you think !
One thing I'll definitely be changing is the music, I didn't have enough time to find some that really fit the game.
Controls :
There are two control schemes for the game (you can select the one you want in the Options menu)
- Control scheme 1 : D-PAD to move, A/B to shoot, R to slow down and L to go faster
- Control scheme 2 : D-PAD to move, ABXY to move slower, R/L to shoot
- Autofire : allows you to shoot continuously without having to press the shooting button repeatedly
- Select toggles the hitbox
Here are a few videos : (though shot in an emulator, so a lot of effects don't look right :/)
The following videos are from old versions :
Special thanks :
- Lobo, of course
- dev-fr.org, especially ludo6431, eviltroopa and vloz
- romain, chervine !
- the guy who made bulletgba, that game is awesome and really helped me find interesting patterns to put in my game
- the people from modarchive.org
- the team maintaining libnds
- the creator of sfxr
- the creators of zlib
http://www.neoflash.com/forum/index....ic,7134.0.html
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August 26th, 2011, 00:50 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: NightFox
Project Name: Mind Maze
From: Spain
Division: GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Hi!
Another year, another NightFox & Co. project for the compo.
Mind Maze is a compendium of minigames in which intelligence and skill with the stylus are the basics to solve them.
This project, initially created using PALib, was abandoned early because of problems with this library, which forced the cancellation of the project and the creation NFlib on our part, which we use in all our projects since then.
- How to Play.
Main Menu.
At start, Mind Maze ask us to choice if we are right or left handed and give us the possibility to switch languages (English / Spanish).
In the Main Menu, we can move the icons with the stylus, moving them right and left. To select a minigame or option, we must tap the desired icon.
1st Mini Game - Slide Puzzle.
The objective of this minigame is to solve a sliding tile puzzles of 3x4 in the shortest time possible with the less amount of moves.
A better punctuation, gives you more credits to buy more puzzles.
The 2nd minigame - Couples.
This is a memory game. We will have to make 4 pairs per round, in a total of 4 rounds, leaving the "Jocker" card to the end of each round.
If we uncover before we lose all couples accumulated for that round and we will start again.
3rd Mini Game - Labyrinth.
In this game you have to guide the ball through a maze to the exit.
To move it, touch it with the stylus, without lifting it, move on direction that we want to move the ball. The ball will follow the stylus.
The more distant we are from the ball, we got more speed. If we lift the stylus or the ball touches a wall, it lose control and we expect to stop in order to control it again.
4th Mini game - Cubes
The goal is simple, build any of the 4 images available, turning the cubes. To do this, we will touch the desired cube and you have to turn right or left with the stylus. You can rotate the cube faces as many as you like, but remember, when we put back the cube, all surrounding cubes will turn a face in the opposite direction. To insert the cube, simply will touch the screen briefly.
Common Keys.
At any time you can press the buttons A, B, X and Y (skilled) or the arrow keys (left handed) to cancel or exit the current mini-game or menu in which we are.
You can download the lastest release, watch screenshots and videos from our official website:
http://www.nightfoxandco.com/index.php/workinprogress-en/mind-maze/?lang=en
And a video with the gameplay
Direct download of the current release (20110820): http://www.mediafire.com/?758jycr461c3777
And bonus content, de OST in MP3: http://www.mediafire.com/?gzyubfs388o50dd
Regards!
NightFox
Updates
------------
07 / 23 / 2011 4th Minigame video preview:
07 / 27 / 2011 4th Minigame BETA version: http://www.nightfoxandco.com/index.php/20110727/mind-maze-20110727-beta-of-4th-minigame/?lang=en
08 / 20 / 2011 NeoCompo 2011 release: http://www.nightfoxandco.com/index.php/20110819/mind-maze-neo-compo-2011-version-2/?lang=en
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August 26th, 2011, 01:19 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: ALGraphics
Project name: Everyman
From: Canada
Division: Retro GAME
Platform: Nintendo DS
Original entry: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Description
Set in the 26th century, "Everyman" explores the dystopian society that has employed technology as a means to repress and control its people.
Play as the eponymous character, Everyman, as he follows on his quest to escape the constraints of routine and reunite him with his loving family.
The game was created entirely from scratch, all art drawn by algraphics and programmed by x711Li.
How to Play
1. Download a copy of the ROM here.
2. Put the ROM onto your flash card via an SD card or external drive.
3. Load the ROM off the firmware.
Controls
Left/Right - Move in either direction
A - Jump
Credits
Game Design
Angela "algraphics" Leung
Programmer
Daniel "x711Li" Li
Art Direction
Angela "algraphics" Leung
Storywright
Daniel "x711Li" Li
Thanks to:
Neoflash
devkitPro
PALib
http://www.neoflash.com/forum/index....ic,7140.0.html
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August 26th, 2011, 01:21 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Hi,
I am a friend of davidgf. He had some problems with the website and now he is away, so he could not post himself and asked me to do it. I hope I do it right! This is the message he wrote for the post:
Hi guys,
Here is my project. Toy Wars for GC and Wii.
It's one submission although there are two different binaries for the game (one for GC and one for Wii) and the data is slightly different. Anyway if I have to choose between one of them to be judged I take the GC version (which can be played on Wii anyway using the backwards compatibility).
Nickname: davidgf
Project Name: Toy Wars 0.7 for GC/Wii
From: Spain
Division: RETRO GAME
Platform: GC/Wii
Original Enter: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: YES
I don't have time to post videos nor images, so just the download links.
f6e084e582afd34ace41f820547b3b258b825366 toywars.gc.7.0.zip
http://usuaris.tinet.org/davidgf/toy...ars.gc.7.0.zip
80d39c7bbe7a48df47a58afa76c7a7e8ae630732 toywars.wii.7.0.zip
http://usuaris.tinet.org/davidgf/toy...rs.wii.7.0.zip
The GC version must be played using an SD gecko adapter and launching the game using some DOL loader.
For the Wii version you should choose a config file. Classic pad, GC pad or nunchunk. Just rename the config file to "config".
The port has been done using something I've called OpenGX, which is an OpenGL-like implementation using GX. It has some bugs but works nice and it's capable of lighting and mipmapping for example. It's opensource and I'll release it in a few days when I have more time to work on it.
Hope you enjoy it!
http://www.neoflash.com/forum/index....ic,7131.0.html
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August 26th, 2011, 01:21 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Hi,
I am a friend of davidgf. He had some problems with the website and now he is away, so he could not post himself and asked me to do it. I hope I do it right! This is the message he wrote for the post:
Hi guys,
Here is my project. Toy Wars for GC and Wii.
It's one submission although there are two different binaries for the game (one for GC and one for Wii) and the data is slightly different. Anyway if I have to choose between one of them to be judged I take the GC version (which can be played on Wii anyway using the backwards compatibility).
Nickname: davidgf
Project Name: Toy Wars 0.7 for GC/Wii
From: Spain
Division: RETRO GAME
Platform: GC/Wii
Original Enter: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: YES
I don't have time to post videos nor images, so just the download links.
f6e084e582afd34ace41f820547b3b258b825366 toywars.gc.7.0.zip
http://usuaris.tinet.org/davidgf/toy...ars.gc.7.0.zip
80d39c7bbe7a48df47a58afa76c7a7e8ae630732 toywars.wii.7.0.zip
http://usuaris.tinet.org/davidgf/toy...rs.wii.7.0.zip
The GC version must be played using an SD gecko adapter and launching the game using some DOL loader.
For the Wii version you should choose a config file. Classic pad, GC pad or nunchunk. Just rename the config file to "config".
The port has been done using something I've called OpenGX, which is an OpenGL-like implementation using GX. It has some bugs but works nice and it's capable of lighting and mipmapping for example. It's opensource and I'll release it in a few days when I have more time to work on it.
Hope you enjoy it!
http://www.neoflash.com/forum/index....ic,7131.0.html
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August 26th, 2011, 01:35 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: smealum
Projet name: DScraft
From: France
Division: Retro GAME
Platform: NDS
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Official website
Project description:
DScraft is a DS homebrew adaptation of the popular game Minecraft. At the moment this is a rather complete adptation of "creative mode" (or minecraft Classic), which means there is only exploration and creation in this version. I am planning on attempting to adapt survival in future versions !
Downloads
DScraft v200811
DScraft v200811 FAT only (download this if you're having trouble with the previous version)
Texture packs (default jolipack and painterly, visibility and planetpack)
Instructions
Simply drag and drop DScraft.nds and the dscraft directory to your card. dscraft directory should be at the root of the cart; the .nds file can be anywhere though.
Included are a "worlds" directory and mapGen program. The worlds directory contains several pre-generated worlds for you to explore; simply drag and drop the files to the dscraft/worlds directory to install each one.
The mapGen program is used to generate new worlds. Simply execute it and follow the steps.
Texture packs can be installed by unzipping them in a directory in the dscraft/packs folder.
Screenshots are stored in the dscraft/screens directory.
Features
- ability to add and remove blocks
- nice terrain generation (including cliffs, plains, small forests, lakes...)
- basic cave generation
- map streaming from file, meaning really big maps can be used (1024x1024 maps are fully playable)
- texture pack support (the game's default texture pack is eldpack)
- saving
- day/night cycle, clouds, dawn/dusk, stars... (basically : nice sky )
- more or less dynamic lighting system (torches !)
- basic bottom screen (working buttons, inventory)
- tons of blocks !
- (basic) dynamic water
- hand !
Controls
Control Scheme 1 :
Double tap : jump
ABXY : toggle fly mode
Control Scheme 2 :
ABXY : toggle fly mode
Special thanks
- #dev-fr
- eld for his awesome textures
- notch and all of mojang for creating and maintaining minecraft
- boomboombass for the awesome website made under such short notice
- all of my dedicated beta testers
- Cyan, GBAtemp, Vloz, Sir_Voe and the two other people whose nicknames weren't in there emails for their generous donations
Have some spare change ? The game is and will always be free, but if you feel like donating, here's a link :
http://www.neoflash.com/forum/index....ic,7133.0.html
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August 26th, 2011, 01:38 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: ds
Project Name: Flyin'
From: Germany
Division: RETRO GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Download: Attatchment or http://rapidshare.com/files/479426960/flyin1.0.zip
After many issues (downtime) with this website, it seems to work now...
Project description:
A multi-language (currently English and German, depending on User's preferences) 3D game with little in-game manual...
Control a fly, discover the levels, find the green sphere. But make sure you don't collide with walls, objects, etc, as that wouldn't be healthy for the fly... and you would need to start the level again.
Use the touchscreen to rotate the fly (touch, drag into a direction and hold touchpen on the screen), it accelerates by itself. Red spheres will brake the fly on collision, in most levels you migt also use the L and/or R Key to reduce speed, but only for a limited time (see bar at the bottom of the topscreen).
If you want to pause the game, restart the level or return to menu, press START.
Feel free to contact me if you're willing to design some levels (my current tools convert Wavefront OBJ with BMP UV-Mapped textures, so for example with the free Blender), I'm thinking about implementing a load level from file possibility
How to use:
Download...Unzip...Copy...Play...
In theory Flyin' will create the needed folder "/data/flyin", if saving game progress won't work, try to create it manually (tested on R4).
Enjoy!
http://www.neoflash.com/forum/index....ic,7132.0.html
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August 26th, 2011, 01:45 Posted By: wraggster
News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9668
wintermute has emerged from these boxes the port of Doom for Nintendo DS and a string of updates to perfect the result. This new version fixes a problem mainly freeze (which occurs when the volume of sound effects SFX was modified) and adds a keyboard when editing the name of backups.
Obviously you will need the original WAD files episodes of Doom (Doom, Doom II, Plutonia, TNT, etc.). Which you want to play, to be placed in the directory of homebrew.
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August 26th, 2011, 23:43 Posted By: wraggster
The 3DS sold 105,639 units in the week following its price cut, Andriasang reports.
In the week running from August 15 to August 21, Nintendo's handheld outsold every other hardware format combined.
However, this still marks a significant drop in performance from the previous week's total of 196,077 units.
The PlayStation 3's ¥5,000 price cut also took effect last week, but the system experienced a relatively small increase in sales, from 20,239 units to 29,666 units.
Earlier this week, Nintendo confirmed that it would hold a conference for media, investors and analysts on September 13, just before the start of the consumer-focused Tokyo Game Show.
Rumours surrounding the announcement indicated that the focus of the conference will be a redesign of the 3DS hardware.
http://www.gamesindustry.biz/article...wing-price-cut
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August 27th, 2011, 01:19 Posted By: wraggster
Despite this year's long-awaited Wii Legend of Zelda: Skyward Sword still several months from launch, Nintendo is already planning the series' next incarnation for the Wii U.
Zelda head honcho Eiji Aonuma told Nintendo Power he already had several gameplay ideas for the Wii U's touch-screen controller, including ditching Skyward Sword's much-touted MotionPlus gameplay in favour of extensive touch screen controls.
"With The Legend of Zelda: Skyward Sword, we had the Nunchuck and Wii Remote sort of stand in for the sword and shield that Link carries."
"But in a game for the Wii U, I can definitely see something like the controller itself becoming the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way."
Aonuma is also considering a more obvious application of the screen - an always-accessible item inventory.
"Imagine having the contents of Link's satchel available to you on the screen of your controller," he said. Gamers could then "use elements of the pouch to interact with gameplay on the television".
Nintendo wowed fans at E3 with a Zelda HD concept video that ran on the Wii U in real-time.
But Nintendo was cautious to label that gameplay snippet as just an "experience" that may change completely before release.
http://www.eurogamer.net/articles/20...da-wii-u-ideas
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August 27th, 2011, 11:42 Posted By: wraggster
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Features
Attractive libwiigui-based interface, designed with the Wii in mind
Picture viewer
Music player
On-line media support, including SHOUTcast, YouTube, and Navi-X
FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
Network playback via SMB, HTTP, and FTP
Multi-language support: Asturian (in WiiMC beta), Chinese (Simplified and Traditional), Dutch, English, Estonian, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Romanian, Russian, Spanish, Tamil
Version 1.1.9 has been released, fixing YouTube and providing a few minor bugfixes and enhancements. Full changelog:
Synced to MPlayer r34002
New YouTube scraping code (thanks jhb50!)
Fixed problem with some subtitles not appearing
Added support for subtitles over FTP
Added chunk support in HTTP protocol
Added Bulgarian translation
Other minor bug fixes
http://www.wiimc.org/
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August 27th, 2011, 11:47 Posted By: wraggster
via http://retroactionmagazine.com/retro...e-4-digitised/
The fourth issue of N64 Magazine from July 1997 has been digitally archived over at Out-of-Print Archive. The classic videgogaming magazine from Future Publishing was the spiritual successor to the cult Super Play magazine and followed Nintendo’s 64-bit games console. To accompany the digital release, there are four articles to view online which were taken from he magazine and include ‘How to survive in a Japanese arcade’, ‘Have a nice play’ development feature, War Gods review and a feature on International Superstar Soccer 64. The full magazine release can be downloaded in full 1920 pixel resolution or 1024 pixel iDevice friendly, or both – surely, the only classic magazine archive project to offer such a service. All these services can be found from the N64 Magazine issue 4 catalogue page.
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August 27th, 2011, 15:21 Posted By: wraggster
The Lavalit guys have released a [COLOR=blue !important][COLOR=blue !important]new [COLOR=blue !important]version[/COLOR][/COLOR][/COLOR] of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by [COLOR=blue !important][COLOR=blue !important]SEGA's[/COLOR][/COLOR] Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. [COLOR=blue !important][COLOR=blue !important]The [COLOR=blue !important]game[/COLOR][/COLOR][/COLOR] spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* [COLOR=blue !important][COLOR=blue !important]Playstation[/COLOR][/COLOR] 2
* Xbox
* GP32
* Palmtop
[COLOR=blue !important][COLOR=blue !important]Download[/COLOR][/COLOR] and Give Feedback Via Comments
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August 27th, 2011, 15:26 Posted By: wraggster
News via http://hackmii.com/2011/08/final-dsiwarehax/
The final DSiWareHax is now available, goto the exploitslist for the list of exploited DSiWare and the usage instructions for the exploits. The updated Sudokuhax is now available as well, the main change is faster boot.nds loading. You can only copy the new DSiWareHax to your DSi if you’re on 1.4.1 or below, and already have one of the exploited games, since 1.4.2+ blocks copying DSiWare exploits to your DSi “internal memory”. Likewise for obtaining the updated Sudokuhax, you must be on 1.4.1 and have the original Sudoku version.
The procedure for obtaining the new DSiWareHax and the updated Sudokuhax is identical to the original Sudokuhax, as described in the Sudokuhax post and the client software README. The client software was updated as well, updating to this version is required since the server doesn’t support client sw v1.0 anymore.
Hence the title and the 1.4.2 post, this is the last new DSiWareHax that will ever be released, since there’s no way to copy DSiWare exploits to DSi “internal memory” on 1.4.2+ without your system certs.
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August 27th, 2011, 23:31 Posted By: wraggster
via http://gbatemp.net/t306536-steam-v0-7-demo
tombot has released a two level playable demo of his DS homebrew called Steam. See the project description for the full story and instructions on how to play this game, and join the on-going discussion linked below for more information.
QUOTE(Project Description 08/26/11)- Steam is a mini-game of sorts where you (a small, unnamed robot) must match a harmony given to you by a computer. To match the harmony, you must open different valves that release notes in the form of steam. Press A to release a valve, and B to close it. When you think you matched the harmony, press A near the computer and it will attempt to match your notes with the harmony.
This is a 2 level demo, one level being easy and one being a bit more complex.
Any recommendations on the volume mix is very helpful.
No collision detection yet, but you stay within the 256x192 area so it's not such a problem.
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August 27th, 2011, 23:42 Posted By: wraggster
via http://gbatemp.net/t306530-flyin-ldk...-kit-v1-1-beta
DS has released a level editor for his 2011 NeoFlash compo entry, Flyin'. Be sure to read the spoiler below for more information.
Whats Included: - Level Generator Application to build Flyin' levels
- A Flyin 1.1 BETA build able to load levels from fat (Folder: /data/flyin), there are no other changes so there is no need to download if you don't want to design levels.
- The Wavefront OBJ and Bitmap files for the first level (The Attic), and a level generator project file you might use to generate it's levelfile (hint: as it uses relative paths, extract the archive and generate into the same path, or the generator will hang).
Some hints about the Flyin' Engine and its limitations:
One Layer (part of the level you need to export separately) can have up to 8 units in height, width and depth (but you can have theoretically unlimited layers). Each Layer needs a UV Wrapped Texture; I used the bake feature in every level (include shadows and lighting in texture -> ds has no direct shadow support, and I got best results with that). A (square) texture can be up to 256x256, other tested values are 128x128, 64x64, 8x8. Not tested, but likely working are non-square textures, possible values for width and height are 8,64,128,256,512 or 1024. I'd recommend using square textures, because I tested them. All textures together must be smaller than 512*512 Pixels (because of nds's video ram). So you could, for example like in the warehouse level use three 256x256 textures and a 128x128 texture (3*256x256+128x128=212,992 -> smaller than 512*512=262,144).
The nds can only display 2048 Triangles in a frame, you should make sure that there is no way to display more in a frame (so be low-poly, sight length is 4 units, faces with one vertex outside won't be drawn). For the official levels I used a scale of ca. 1 unit = 2 meters.
The OBJ must contain normals, although I don't use them. Just check the box while exporting! Because of backside culling you should make sure your normals are on the correct side, through.
Some Facts you might need to know: - There are layers, each layer can be displayed and/or cause collisions (so you might have a object with a medium poly count to draw in one displayed layer, and with low poly count in a layer causing collisions, as too many collision faces will cause Flyin' to be slow).
- Layers might be static or animated. Animated layers might contain single frame's meshes or will use default animations: Move in a direction, Move in a direcion and back.
- Layer animations can be looped or triggered (caused by the fly to be in a specific area).
- Green and Red Spheres are not part of layers, they will get generated on-the-fly (hey, a pun!). You need only to specify its position in level converter.
- Each level has a starting point, also being set by the level converter.
- Each level has a clear color drawn in areas without faces (because of sight). See for example the cave level (gray) and the attic (black).
...and the pre-defined Animations I spoke about are: - Moving: Move with a speed in a direction, reset after a number of frames
- Vibrating: Move with a speed in a direction, change direction after a specific distance (width); width can be configured for every dimension (x,y,z).
- Trigger: Like Moving, but starts after the fly enters a Trigger Area, and won't reset; the animation just stops after the time.
- Animated: Use animation with single frames (naming like the example level: as blender does it when exporting wavefront animation)
- Animated-Trigger: like Animated, but starting when the fly enters a Trigger Area, and won't loop.
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August 27th, 2011, 23:46 Posted By: wraggster
via http://gbatemp.net/t306524-flashcarthelper-v0-5
GBAtemp member ron975 brings us FlashcartHelper, a Windows utility for help with setting up your flashcart with ease. It supports a variety of popular carts, including Acekard, Cyclo, DSTT, R4, and Supercard DStwo. For more information about this project, join the on-going discussion linked below.
QUOTE(Project Description 08/25/11)
FlashcartHelper downloads all the required files for your Flashcart, directly from Filetrip, so FlashcartHelper will always stay up to date, think ModMii, except for the DS. In fact, it's very very similar to ModMii, just for the DS. FlashcartHelper could be considered the "successor" to Cicada a relatively unknown program that I made about a year ago. FlashcartHelper fixes many of Cicada's flaws, such as writing directly to the microSD, or relying on custom repacks of firmwares. FlashcartHelper downloads directly from the "official" Filetrip link, if possible. This means that, newbs can download the latest wood R4 version on their cart right after AW uploads it on Filetrip. FlashcartHelper uses the 'Put This in root of SD card' system that ModMii uses, so it doesn't write directly to the MicroSD, thus less risk of data loss.
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August 27th, 2011, 23:51 Posted By: wraggster
via http://gbatemp.net/t306521-timehack-v1-0
In Timehack the player must stop the timer as close to the selected number as possible.
TimeHack is one of those games that although at first seems very simple and in fact when we played a while, we will more and more hooked irretrievably doing we play until you get to go as far as possible. The goal, stopping a marker to get as close to the number we are asked, we can edit the margin of error among other things.
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August 28th, 2011, 00:12 Posted By: wraggster
via http://gbatemp.net/t306224-nds-save-...ter-v2-6-alpha
The NDS Save Converter has received an update. This update changes the directory for plug-ins. Plug-ins aid the community by allowing any developer to create one for RAW format save conversions in powers two (256KB, 512KB, etc). For more information on this update and this software check the project post link below.
QUOTE(About Plug-ins)
Plugins no longer go in the /Plugins folder, but in the /Plugins/Format folder. Example, included is a GBA plugin in /Plugins/GBA.
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August 28th, 2011, 00:21 Posted By: wraggster
via http://gbatemp.net/t306002-dscraft-updated-v230811
smealum has been hard at work, and has updated DScraft from 220811 to version 230811. The game is an adaptation of the popular PC game Minecraft's 'Creative mode', which players will know is all about creating structures and buildings. See the change log for what's new, and to learn more about this homebrew, join the on-going discussion linked below. Be sure to also check out the project page for instructions and more information.
QUOTE(Change Log 08/23/11)- map streaming fixed *again*; now it won't get "locked" if you're too close to the edge.
- fixed the bug which made some cube faces disappear after saving; however, that's only for stuff saved from now on, so old maps which were affected with this bug will have to be fixed manually. (so if you had that bug, just place a block in front of the invisible face and remove it !)
- player position is now saved to the map file (so you start back where you left the game off)
- somewhat fixed the cursor; still a bit buggy but much better than it used to be
- it's now possible to make time pass by faster by touching the clock
- fixed the compass
- fixed mapGen for sizes that aren't 256, 512, 1024 etc. you do have to feed it even numbers though
- fixed the saving problem for FAT32 cards formatted for 512byte clusters
- fixed the bug that prevented water from spreading correctly after being loaded.
- new website logo, courtesy of sir Lobo !
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August 28th, 2011, 00:25 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- He Jin Zhuang Bei 150-in-1 Real Game (Unl)[U][!]. Thanks to Cheetahmen for providing this cart. It's an monstrous 150-in-1 multigame cart with a lot of complex mapper games, instead of just only simple mapper 0 games as on other multigame carts. At least two hacks are new here (see screenshots), and one more original game "Orchard Kavass". The rest is nothing much special, most of interesting licensed games you'd like to have in your collection here in one cart.
Mapper hardware is the same as FK23C with some odd functionality and expanded address space accessible from mapper, so won't work properly on old mapper source. New FCEUmm modified to support this dump and ready to download here. One more note: soft reset (F10) is switch hadrware dips, so game will stop function. Use power instead (F11) to reset this cart to initial state.
News source: http://cah4e3.shedevr.org.ru
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August 28th, 2011, 00:28 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- Nintendulator now respects the NES 2.0 header values for PRG RAM and CHR RAM sizes more closely, their default maximum sizes have been updated from 64KB to 1024KB and 32KB to 256KB, respectively;
- the logic for setting banks will now obey these limits, so an NES 2.0 ROM which indicates zero PRG/CHR RAM will prevent you from mapping any, consequently, an NES 2.0 ROM with both zero CHR ROM and zero CHR RAM is invalid and will report an error when loaded.
News source: http://www.qmtpro.com
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August 28th, 2011, 01:43 Posted By: wraggster
via http://emu-russia.net/en/
GB emulator for Linux has been updated. Changes:
- implemented the support of a priority system cleaner sprites on the screen (like the real Game Boy). This fixes small graphical issues that occurred in games that use sprites overlap extensively (eg Prince of Persia);
- added support for the preservation of high-score in the game "Hyper Lode Runner".
News source: http://www.viste-family.net
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August 28th, 2011, 01:46 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- correct another bug in the save system. I have tested many roms and now everything (hopefully) works perfectly. Delete (for the last time [hopefully]) the directory "save" located in the folder "$HOME/.puNES" on linux or "Documents>/puNES" on Windows.
News source: http://nesdev.parodius.com
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August 28th, 2011, 01:50 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
For the past week I have mostly been working on the virtual memory support in DS2x86. The biggest part of this work has been to convert all the memory access routines (in each of the opcodes) to work with the new 4GB addressable memory. This work has progressed well, and practically all the opcodes have now been converted. The next step was the new InitPage routine which will copy the memory address from the paging-related two-level tree to my linear memory address table. This has also been done, and I have even managed to reach up to the first actual Page Fault exception in the Descent 2 Demo (which I use for my virtual memory tests). I have tested the same game in my debug-version of DOSBox, and luckily DOSBox gets the same Page Fault at the exact same address, so it looks like my code is correct at least up to that point.
When handling the Page Fault, the Descent 2 Demo performs a Task Switch. I had not yet implemented any task switch functionality into DS2x86, so this is what I am currently working on. The task switch routine is somewhat complex, and I have been having some trouble getting it to run properly. I am currently debugging it, so hopefully it will start to behave properly soon.
I also realized that the method I have been using for mapping certain memory locations to EGA or Mode-X RAM is not quite sufficient for virtual memory. When the whole 4GB of RAM is mappable, I can not simply use the sign bit of the 32-bit memory address to tell whether the address is in RAM or in graphics memory. I have an idea for a new system that should be just as fast, but have not had time to implement it yet.
I have also made a couple of small fixes to DS2x86, which will be included in the next release:- The swapped screens are reset when a program changes (or you switch to a new configuration which does not have TouchPadMouse active). This feature was missing from DS2x86, as the system had I used in DSx86 for this was not compatible with the DSTwo SDK. I had just commented it out when I originally ported the code from DSx86, and had forgotten about it since.
- The file rename functionality did not work. This was caused by one of those annoying duplicate symbols in DSTWo SDK. The standard C library has a file rename function int rename (const char *from, const char *to) which I tried to call from my C routine. However, looking at the dump file, I noticed that it actually called a very different "rename" routine, which looked like this:
80201e88 <rename>:80201e88: 24020fc6 li v0,403880201e8c: 0000000c syscall80201e90: 14e0fffb bnez a3,80201e80 <_IO_sscanf+0x30>80201e94: 00000000 nop80201e98: 03e00008 jr ra80201e9c: 00000000 nopThat is, it first performed some system call with value 4038 (I have no idea what that does), and then jumped to some generic _IO_sscanf() error handling routine if the syscall failed. I went through some of the include headers, and found out that the correct file rename function to call is actually fat_rename, and after I changed my C code to call that the file rename functionality began to work.
The future plans include working on the virtual memory, and the task switch routines. I also hope to make a few more small fixes and improvements to DS2x86 before releasing the next version.
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August 28th, 2011, 01:53 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11156
DS-Scene member MJaoune has updated his DS version of the popular iDevice app Pocket God to v0.931. The game is quite fun and has lots of things to do, so make sure to check this out if you feel like punishing poor Pygmies for no reason whatsoever! MJaoune will start creating episodes once the game reaches v1.0 (which shouldn't be too far off).
Installation instructions
1.Download this game and extract it.
2.Move the .nds file found after extraction to your flashcart. (Can be renamed)
3.DLDI Patch the game if your card doesn't Auto-Patch; if it didn't work after DLDI patching, use Homebrew Menu to start the game.
4.Start the game.
Changelog v0.931 (26/08/11)
•Fixed the Pygmie disappearing when reaching corners glitch.
•Added support for more Flashcarts.
•May have fixed the flickering screen glitch.
•Fixed some internal codes.
•Fixed some glitches.
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August 28th, 2011, 12:12 Posted By: wraggster
via http://antoniond_blog.drunkencoders.com/?p=172
Special Scenery Beta 2011 edition.
This is what I’ve been working on since last summer, and I think it is a quite good program right now. It is just another GBA emulator, just like VisualBoyAdvance, and it emulates the same: GB, GBC, SGB and GBA.
I’ve used the GB, GBC and SGB emulation code from GiiBii, so GiiBiiAdvance has the same compatibility (a bit more, i’ve changed a bit of SGB emulation code). GBA emulation is, on the other hand, not really high. I mean, lots of roms work, but some of them just show a black screen, or hang when you try to start the game from the menu… Everything of GBA is emulated (except the serial port), but there are bugs I can’t find, I’ll work on it until I get a better compatibility. Of course, it emulates all save chips, but some saves aren’t compatible with other emulators. It will try to guess the save type if it can’t detect it from the rom. It lets you take screenshots, and GBprinter output is saved as a png image. GBcamera is not emulated yet, though, so if you want to play with that rom, use GiiBii.
There is also a quite good debugger, with a dissasembler, memory viewer, I/O ports viewer, tile viewer, map viewer, palette viewer and sprite viewer. They are different in GBx and GBA mode. If you are playing a SGB game, there is also a SGB things viewer. I have to make it easy to dump/save things, right now it only lets you watch.
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August 28th, 2011, 12:26 Posted By: wraggster
news via http://www.aep-emu.de/
technicolour developed a Game Boy and Intel 8080 emulator in LUA, which run directly in the Half-Life 2 engine (Garry´s Mod): Gmod Gameboy and Intel 8080 emulators
Thanks to Superlevel for the news.
Quote:
Hi, my name´s Technicolour, I don´t usually post much on Facepunch; I´m usually seen lurking around the Wiremod forums so the odds we´ve not met, hi! I only recently got into Lua with the help of a friend named Divran, together we´ve been working on a project in Lua on and off for the past month or two.
First off we started with a simple Intel 8080 emulator, based off of my (extremely) slow Wiremod expression 2: http://www.wiremod.com/forum/finishe...-invaders.html The objective was to test a couple of things, just what kind of performance we could eek out of Lua, and given the necessary performance and whether we could render the large frame buffer in Gmod without running into problems.
This project was a huge success. This is our result, in realtime (Thanks for the video Danking!):
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August 28th, 2011, 12:35 Posted By: wraggster
news via http://www.aep-emu.de/
Neko Project II is a port of the NEC PC-9801 emulator for the Nintendo Wii.
Quote:
Aug. 14, 2011, ver. 0.83 beta5
Recompile with recent devkitPPC and libogc
More stable mount for ISO58 usb2 fast access
Aug. 15, 2010, ver. 0.83 beta4
Recompile for recent HBC1.0.8 and recenet libogc (I don´t know using IOS58 for USB2)
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August 28th, 2011, 12:36 Posted By: wraggster
news via http://www.aep-emu.de/
QUASI88 is a port of the NEC PC-8801 emulator for the Nintendo Wii.
Quote:
Aug. 14, 2011, ver. 0.6.3 beta5 - Recompile with recent devkitPPC and libogc
- More stable mount for ISO58 usb2 fast access
Aug. 15, 2010, ver. 0.6.3 beta4 - Recompile for recent HBC1.0.8 and recenet libogc (I don´t know using IOS58 for USB2)
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August 28th, 2011, 12:37 Posted By: wraggster
news via http://www.aep-emu.de/
byuu has released a new version of his SNES emulator bsnes.
Quote:
This release features many substantial Game Boy emulation improvements (all courtesy of Jonas Quinn), a new audio DSP class, and BPS patching support.
Changelog: - added new DSP audio engine; supports sample-averaging for the Game Boy´s high frequency rate
- GB: MMM01 images with boot loader at bottom of ROM can now be loaded
- GB: EI is delayed one cycle; fixes Bubble Bobble [Jonas Quinn]
- GB: fixed window -7 offset behavior; fixes Contra 3 first boss [Jonas Quinn]
- GB: disable LCD interrupts when rendering is off; fixes Super Mario Land 2 [Jonas Quinn]
- GB: fixed noise channel LFSR; fixes Zelda: LA lightning sound [Jonas Quinn]
- GB: square channels use initial_length like the noise channel [Jonas Quinn]
- UI: added BPS patching support; removed UPS patching support
- UI: when loading BS-X/Sufami Turbo/Game Boy games; display game title instead of BIOS title
- UI: modified timestamps on screenshots for Windows/NTFS (which disallows use of ´:´)
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August 29th, 2011, 12:30 Posted By: wraggster
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress & hopefully a new version will be release once every 2 to 4 weeks. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code. Please submit your ideas, bug reports or anything else via the discussion page if you wish to help in any way
Version 0.60 of the codebase has been shared, see the source link. The games release package is still on 0.59
http://wiibrew.org/wiki/BoltThrower
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August 29th, 2011, 12:42 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date.
Unofficial r2649 beta23 - Aug. 28, 2011
adjust SDL audio driver for Wii
fix vdp1 clipping
show game filenames by outlined characters when the game has its setting
some minor fixes and changes
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August 29th, 2011, 13:04 Posted By: wraggster
via http://gbatemp.net/t306629-mindmaze-v20110826
Mind Maze, the collection of puzzle mini-games for the DS made by nightFox, has been updated to version 20110826. See the change log for what's new in this edition, and check out the project's homepage for more information about this work-in-progress homebrew game.
QUOTE(Change Log 08/26/11)
•Added complete version of opening movie.
•Added "Sandbox" puzzle on 3rd mini-game.
•Added "Rainbow" puzzle on 3rd mini-game.
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August 29th, 2011, 18:20 Posted By: wraggster
via http://gbatemp.net/t306682-nesds-v0-55b
huiminghao has updated nesDS, the Nintendo console emulator for the DS/DSi, to version 0.55b. See the change log for what's new in this release, and for more information about this project, join the on-going discussion linked below.
QUOTE(Change Log 08/28/11)
•Sound update.
•Sprites update.
•A bug of Memory fixed.
•Palette sync added, click Menu > Game > Display > OnOrOff to change. More info, see the 'About'.
•Pal sync needed:Fantastic Adventures of Dizzy, Micro Machines, Wizards & Warriors, Feng Shen Bang.
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August 29th, 2011, 18:22 Posted By: wraggster
via http://filetrip.net/file.php?id=26070
elhobbs has updated cQuake, the Quake port for the DS/DSi, to r39. The project uses the latest libnds, which allows it to be played with the extra speed of Cyclo iEvo's DSi mode, and through the Sudokuhax exploit. See what's new in the change log, and join the on-going discussion linked below for more information about this game.
QUOTE(Change Log 08/28/11)
Updated cquake.nds for single player only. Works in DS and DSi mode.•updated for latest libnds
•changed makefile to compile as arm code
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August 29th, 2011, 18:30 Posted By: wraggster
Via http://dsx86.patrickaalto.com/DSblog.html
This version has the following fixes and changes, more info about some of these can be found in my previous blog post:- The DOS file rename functionality was fixed. This will help with Albion save game handling, and very likely with other games and software as well.
- Fixed a bug in the 32-bit ADC opcode (add with carry) Carry flag handling. This caused the floor and ceiling graphics corruption in Albion. I found the cause for this problem by debugging the ceiling drawing (opcode by opcode) in both DS2x86 and DOSBox, and noticed a difference after executing this opcode. After I found the misbehaving opcode, I searched all my DS2x86 source code for "adc carry" to find other similar errors, and the search resulted in the following:
Find all "adc carry", Subfolders, Find Results 1, "Entire Solution" C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(396): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(464): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(489): // adc Carry: ((unsigned)lf_val1 < (unsigned)lf_res) || ((flags&1) && (lf_val1 == lf_res)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(510): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(1808): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(1972): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(2339): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(2364): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); Matching lines: 8 Matching files: 1 Total files searched: 99There are actually 8 different code branches in DS2x86 where the 32-bit ADC opcode is handled, depending on the memory/register variations. Curiously, the third match (which is for the version that adds two 32-bit registers) had a wrong comparison order even in the comment! It looks like I have copy-pasted that version from the corresponding subtract operation SBB, and had just forgotten the fact that the carry flag calculation should be reversed! If I had had proper unit tests for all the 32-bit core opcodes (as I have for the 16-bit opcodes) I would have found this problem a long time ago. However, I believe the core opcodes currently have so few bugs that spending weeks in creating full unit tests for all of them is not worth it any more. Anyways, after this fix the 3D areas in Albion began to look correct:
- The screens are swapped back to the normal order when the Touch Pad Mouse gets turned off, for example when the executable program changes. Previously the screens might have stayed swapped, with no way to swap them back as the code thought the screens were already in normal order!
- Major internal rewrite to enable virtual memory (paging) support. This mostly affects the graphics opcodes (EGA and Mode-X) for now, as I had to change the method the memory address table values are flagged to make a distinction between normal RAM and graphics VRAM emulation. This may cause some graphics errors if I forgot to change some of the graphics opcodes. Let me know if you notice graphics problems that did not happen in the previous versions.
- I have also done a lot of work for virtual memory support itself, but this work is not yet finished and thus games that need virtual memory will not run yet. However, in this version I have not disabled the virtual memory completely, instead, the games will attempt to progress further. Since the code is not fully done yet, they will crash or drop into debugger, most likely pretty soon after they turn on paging. You can determine that paging was the cause for the drop into debugger if you see the "Paging=1" text in the debug report, like this:
The crash logs will be very useful for me when I continue my work on the virtual memory, so please send the debug logs to me again! You can attempt to continue after the drop into debugger with the B button, though this will also most likely fail. I have been using Descent 2 demo in my virtual memory tests, and it currently gets a Page Fault within the Page Fault handler, which makes it quit back to DOS with an error report. This does not happen in DOSBox, so there is something wrong with my paging code. This is what I am currently attempting to fix.
Thanks again for your continued interest in DSx86 and DS2x86, I hope this version again fixes a few annoying problems in DS2x86! Sorry I did not have time to make more fixes, but I am still focusing on the virtual memory and paging support. That will still take the most of my time, but I try to add some other fixes as well into the next version.
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August 29th, 2011, 19:04 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2220 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2220
win32: fix context menus to use rightclicks in context menus correctly
Download: Fceux SVN r2220
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August 29th, 2011, 20:07 Posted By: wraggster
via http://www.emucr.com/
1964mod v1.4.4 Final is released. 1964mod is a N64 emulator using the codes from original 1964 by Schibo & Rice. It is not created as a replacement to the original 1964 emulator. Hopefully, its enhancement will benefit people who loves the original 1964. 1964mod is currently at an early stage of experimentation & development. It is used as a learning platform to improve my programming knowledge and skills.
1964mod v1.4.4 Final Changlog:
Core Changes & Fixes
Implement new menu option & hotkey for "Savestate Fastload" (enh)
- find the latest savestate and load it (F8)
Fix wrong savestate / loadstate slot being selected using hotkey (random) (bugfix)
- use LOWORD for wParam
- enhance set state slot codes
Enable menu pause feature for opengl plugin (disabled in 1964) (enh)
- tested on 1964mod & MyGlide64 with reset and screen mode switch (working)
Fix the emu Reset (F2) gfx bug (bugfix)
- tested on Glide64 & MyGlide64 - windowed & fullscreen mode (working)
- replace old reset bypass codes
- remove old bugfix code for Jet Force Gemini (clear 1 area and working well)
Implement datetime for savestate & loadstate slot (enh)
Improve message handling codes (enh/bugfix)
- refactor TimerProc msg loop into main msg loop codes
- enhance filtering / processing of valid message in the queue
- minor speedup
Plugin Changes & Fixes
Incorporate official Glide64 fixes till r247
Other Changes & Fixes
The following issues are found on Glide64 / MyGlide64 on 1964 / 1964mod :
Fix Smash Brothers hang / black toolbar & status bar when switching between windowed & fullscreen mode
Fix intro / in-game hang that need 1964Audio "Sync speed to audio" to bypass problem
- All-Star Baseball 2000 in-game hang
- Indy Racing 2000 intro hang
Fix sudden drop in VI/s to half its full speed affecting sound for certain intro scene for :
- Star Wars Episode 1 - Racer
- Star Wars - Shadows of the Empire
Download: 1964mod v1.4.4 Final
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August 29th, 2011, 21:51 Posted By: wraggster
It's hard to believe Link (read: you) has been saving Hyrule and the kidnap-prone Zelda for 25 long years. To commemorate this video gaming milestone, and its upcoming Skyward Sword installment, Nintendo's issuing a limited edition Fabergé egg. Alright, we kid, it's actually the golden Wii Remote Plus we told you about back at E3, except now we've got a release date and pricing. Hitting retailers' shelves on November 20th, gamers can opt for the golden remote bundle at $69.99, or the standalone game for $49.99. Although the swanky controller won't be sold separately, all initial units of both offerings will come with a gratis The Legend of Zelda 25th Anniversary Symphony Concert music CD. You can head past the break to check out the Big N's official presser.
http://www.engadget.com/2011/08/29/n...n-wiimote-hea/
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August 29th, 2011, 22:31 Posted By: wraggster
This week's Nintendo Download includes the following featured content:
Nintendo eShop
GARGOYLE'S QUEST – The Ghoul Realm is threatened once again. As the gargoyle Firebrand, you are destined to become the Red Blaze – the same powerful force that fought back the Destroyers so long ago. (For Nintendo 3DS™)
Nintendo Video™
Blue Man Group, "Upgrade Your Life" – Ding Dong! It's the Upgrade Your Life Kit via special delivery for Blue Man Group! Hit the red button to change your world and upgrade to 3D with a flip of a switch! Available Aug. 26 at 3 p.m. PT.
(For Nintendo 3DS)
Moving Still – No surprises at the starting point, no surprises at the point of arrival. To feel the monotony of a recurring journey made too many times. Available Aug. 30 at 3 p.m. PT. (For Nintendo 3DS)
Virtual Console™
The Ignition Factor™ – Take control of a brave firefighter as he battles to save people from towering infernos and flame-filled factories. Can you keep your cool and save everyone in a constantly changing environment? (For Wii™)
Also new this week:
• Let's Create! Pottery (Nintendo eShop / Nintendo DSiWare™)
• Magical Whip: Wizards of Phantasmal Forest (Nintendo eShop / Nintendo DSiWare)
• Calculator (Nintendo eShop / Nintendo DSiWare)
• Kyotokei (demo version) (WiiWare™)
To view this week's Nintendo Download in its full graphical version, please visit: http://www.news2know.net/nintendo/download2tH8kS2a.php
In addition to video games available at retail stores, Nintendo also offers a variety of content that people can download directly to their systems. Nintendo adds new titles to the Nintendo eShop for the Nintendo 3DS™ system, to the Nintendo DSi™ Shop for the Nintendo DSi system and to the Wii™ Shop Channel for the Wii console at 9 a.m. Pacific time on Thursdays.
The Nintendo eShop is a cash-based service and features games, applications and videos in both 2D and 3D. Users can add money to their virtual wallets using a credit card or by purchasing a Nintendo 3DS Prepaid Card at a retail store and entering the code from the card.
The Wii Shop Channel offers games and applications and uses Wii Points™, which can be purchased via the Wii Shop Channel. The Nintendo DSi Shop offers games and applications and uses Nintendo DSi Points™, which can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Wii Shop Channel or the Nintendo DSi Shop. They are not transferable and cannot be divided between the two systems.
Remember that Wii, Nintendo 3DS and Nintendo DSi feature parental controls that let adults manage some of the content their children can access. For more information about this and other features, visithttp://www.nintendo.com/wii, http://www.nintendo.com/3ds orhttp://www.nintendo.com/ds/systems/dsi.
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August 30th, 2011, 12:43 Posted By: wraggster
via http://gbatemp.net/t306871-without-escape-v1-2
Without Escape is a Spanish language point-and-click "escape the room" type adventure game. The game has support for other languages and the developer is looking for someone to translate the script into English. For more information on this project and to get involved check the on-going discussion link below.
QUOTE(Change Log)- Some funds have been improved
- Added support for recording and loading the game
- Less flickering when loading funds
- Added the Italian language.
http://pacochan.tales-tra.com/
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August 30th, 2011, 12:46 Posted By: wraggster
via http://gbatemp.net/t306873-2600tris-8-28-11
I have been working on a game called 2600tris. I want to make this game as good as possible, so I need criticism/complements, just any feedback would be appreciated. At the title screen, press the right difficulty switch to A to activate a 2-player mode.
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August 30th, 2011, 12:56 Posted By: wraggster
via http://filetrip.net/f26084-Cards-Of-...tion-0-5d.html
Cards Of Incantation, formally known as WagicDS, is a strategy Magic card game for the NDS. Please see the change log for more information about this update.
Restarts the draft set of Magic cards for our NDS. Because of the problems it was causing her previous name (WagicDS), I decided to rename it so you can follow it without problems, to avoid possible accusations of plagiarism, use of "fame" and others.
I'm using the letters of the 11th edition. I want to add more but to start using the latest (or at least the last of which I have knowledge).
Use libraries NigthFox (nflib), so you will have to have to run your flashcard updated to run homebrews using these libraries or throw the tool hbmenu.
QUOTE(Change Log (Google Translated))- The icons of the phases of the turn and run, turning red when you press for a short period of time (so let's not inadvertently phase).
- Same press time improvement on the deck.
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August 30th, 2011, 13:17 Posted By: wraggster
Breaking story directly from the latest issue of Nintendo Power. Atari and n-Space have decided to bring the Rollercoaster Tycoon series to the Nintendo 3DS. It's a very popular theme park creation sim previously released for PC's. This is an original entry in the series, not a port. The game will be in full 3D and you can apparently ride the rides in first person (in 3D of course). The details we know are as follows-
- published by Atari
- developed by n-Space
- 3D view for coasters
- uses touchscreen controls
- original game built from the ground up for 3DS using new assets
- several coaster design options including suspended, hydraulic, wooden, steel and inverted
- monorails, prebuilt kiddie rides, carousels and county fair-style attractions
- you can visually theme your parks (like give it a haunted house style)
- handle ride construction and park maintenance
- hire and manage staff (janitors, mechanics and more)
- multiple modes such as Coaster Creator and Sandbox
- built-in tutorials
- Coaster Story mode teaches you how to do everything through a series of scenarios and tutorials
- in-game adviser will hep identify in-part objectives and show players their progress
- March 2012 release
http://gonintendo.com/?mode=viewstory&id=160032
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August 31st, 2011, 00:33 Posted By: wraggster
The Ambassador Programme - Nintendo's way of compensating early adopters for the 3DS price drop - begins on September 1. We're yet to receive a final list of the games on offer to European gamers, and have sought confirmation, but in the meantime Nintendo has announced the ten NES games that will be available to Japanese users: Super Mario Bros, Donkey Kong Jr, Balloon Fight, Ice Climber, The Legend Of Zelda, Wrecking Crew, Mario Open Golf, Mario & Yoshi, Metroid, and The Legend Of Zelda II.
http://www.next-gen.biz/news/nintend...assador-lineup
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August 31st, 2011, 00:50 Posted By: wraggster
Nintendo has confirmed the full list of 10 free NES games that early 3DS adopters will be getting on September 1.
The newly confirmed games are: Metroid, Open Tournament Golf, Wrecking Crew, Yoshi and Zelda II: The Adventure of Link. They join the previously confirmed titles: Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber and The Legend of Zelda.
Awesome.
Those games will be available to download free from September 1 for 3DS Ambassadors; that is everyone who bought a 3DS before the price drop and logged into the eShop before August 12 (although failing that, there are other ways to prove your eligibility).
Nintendo will later this year give eligible Ambassadors 10 free Game Boy Advance games, seven which have been confirmed as: Yoshi's Island: Super Mario Advance 3, Mario Kart: Super Circuit, Metroid Fusion, WarioWare, Inc.: Minigame Mania, Mario vs. Donkey Kong, Super Mario Advance 4: Super Mario Bros. 3 and Kirby & the Amazing Mirror.
The 10 free NES games will go on sale to the general public later this year, but Nintendo says it has 'no plan' to ever sell the 10 GBA games. That makes them hot exclusives, innit.http://www.computerandvideogames.com/317235/3ds-ambassadors-all-10-nes-games-named/
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August 31st, 2011, 02:23 Posted By: wraggster
Keep in mind that we're talking about the process by which you receive 20 free games (and thus temper your rage), but you're kind of not going to believe the process through which qualified 3DS owners will acquire the "Ambassador Program" games starting September 1.
Nintendo posted a how-to on its support page, and ... a lot of people are going to need it. In order to get your free games, you'll have to open up the eShop (cool so far), then ... go into the "Settings/Other" menu there, scroll to "Account Activity," and then click to "redownload" each game, even though you're actually downloading them for the first time.
Sounds kind of crazy, but our guess is that Nintendo has opted to add the games to everyone's accounts as already having been purchased, rather than generate codes for specific games. We're not even sure it's possible to distribute a download code for a 3DS game.
But it gets crazier! In order to keep up with news related to the program, Nintendo will offer the "Ambassador Certificate" for download -- which is actually a video. You'll be able to tap icons during the video for updates about when games will be available.
http://www.joystiq.com/2011/08/30/ps...s-complicated/
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August 31st, 2011, 02:29 Posted By: wraggster
Nintendo believes its upcoming Wii U console will be better suited to hardcore gamers. The company admitted its current Wii was widely categorised as "a casual machine aimed towards families".
Nintendo boss Satoru Iwata, speaking in a newIwata Asks interview, said he hoped the expanded features of the Wii U, notably HD graphics, would keep the new console from being labelled as "casual" too.
"Shortly after the Wii console was released, people in the gaming media and game enthusiasts started recognising the Wii console as a casual machine aimed toward families, and placed game consoles by Microsoft and Sony in a very similar light with each other, saying these are machines aimed towards those who passionately play games," Iwata explained.
"It was a categorisation between games that were aimed towards core, and casual."
Iwata said he believed the Wii failed to satisfy enough "core" gamers.
"I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve," he said. "The general public's impression that Nintendo was casual grew as time went by."
Nintendo designer Shigeru Miyamoto said he blamed this largely on the decision for the Wii not to support HD, something that allowed the Xbox 360 and PS3 to immediately be seen as superior.
"One of the key reasons that such things as the core and the casual exist today is that we decided not to adopt HD on the Wii console," Miyamoto explained. "Of course, besides that there are things like issues with the controller and the challenges that it brings, network functionalities and many other things, but I think HD was the biggest factor that everyone was able to clearly understand the difference."
Iwata said he believed the Wii U will change public opinion towards Nintendo being for casual gamers - a distinction he perceives to be merely psychological.
"The barrier that separated the two genres [core and casual] was only something psychological, just an impression that people had about them. For example, The Legend of Zelda games were something geared towards the toughest audience, and it has been so from the beginning," he said.
"So it's not like at Nintendo we don't have it in us."
http://www.eurogamer.net/articles/20...appeal-to-core
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August 31st, 2011, 11:49 Posted By: wraggster
The Lavalit guys have released a new of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
r3400 | utunnels | 2011-08-30 21:34:43 -0400 (Tue, 30 Aug 2011) | 8 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/source/gamelib/commands.c
M /engine/source/gamelib/commands.h
New script:
data\scripts\loading.c
Called in loading screen update loop.
Randomize the movement of an AI controlled entity if its path has been blocked for many times. It's a temporarily solution, I shall refine the wall checking code in the future.
Expand attack## to 99.
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August 31st, 2011, 11:54 Posted By: wraggster
via http://gbatemp.net/t306953-flashcarthelper-v0-6
ron975 has updated FlashcartHelper to version 0.6. The application is a Windows utility for helping set up your flashcart with ease. It supports a wide variety of popular carts, including Acekard, Cyclo, DSTT, iSmartMM, R4 and clones, M3, and Supercard DStwo. For more information about this project, join the on-going discussion linked below.
QUOTE(Change Log 08/30/11)
•Fixed txt deletion at start
•Added R4 Clones support
•Added EZ5(i) Support
•Added M3 support
•Fixed Credits error
•Added DSi Firmware fix download option
•Added Decompile parameter, to grab source quickly, run FlashcartHelper with -d parameter.
changes from v0.5.6 08/27/11
•Fixed txt deletion at start
•Improved Update feature
•Added NDSTokyoTrim
•Now uses start /wait for all external commands
•Now says "Invalid Choice" when an invalid choice is given.
•Asks user if he/she is using Windows 7 or XP
•Supports iSmartMM
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August 31st, 2011, 11:58 Posted By: wraggster
via http://gbatemp.net/t306967-chrono-tr...f-eternity-rc5
New version of Snes Rom Hack
After listening to the fans (via e-mail), CT: FoE has been updated to RC5. Please see the change log for more information.
QUOTE(Change Log)
•Extended the 3rd Ending to the Game
•Added the 4th Ending into the Game
•Fixed a few typos with these Endings
•Extended the Intro sequence
•Gave the Intro sequence the ability to loop after the pendulum (Just let it run if you have a SRM data, you'll see.
•Updated the Coliseum coding from the CE version to the Fan Mix Version
•Fixed a Graphical glitch from the recent updating affecting the last area of the Game
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August 31st, 2011, 12:02 Posted By: wraggster
via http://gbatemp.net/t306973-mindmaze-8-30-11-final
Mind Maze, the collection of puzzle mini-games for the DS made by nightFox, has been updated to version 20110830. As of this version the developer considers the game to be finished. See the change log for what's new in this edition, and check out the project's homepage for more information about this work-in-progress homebrew game.
QUOTE(Change Log 08/26/11)
•Added Sheriff girl puzzle on 1st minigame.
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August 31st, 2011, 13:44 Posted By: wraggster
via http://emu-russia.net/en/
Mendafen frontend for GTK+ has been updated. Changes:
- disable strips for width and height unless the full screen option is checked and be re-labeled "FS Width / Height" to avoid confusion;
- fixed key ConfObjet default;
- the sampling rate is the lowest sound of 8192; (as in Mednafen)
- conversion of glade file format of the UI Builder;
- the strips of the width and height now accept real numbers (floating point);
- setting "gtk-button-images" as true. And the buttons are still images.
News source: http://sourceforge.net
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August 31st, 2011, 13:46 Posted By: wraggster
via http://emu-russia.net/en/
N64 emulator has been updated recently. Changes:
Core Changes & Fixes
- try out some changes to timer event codes
- fix Banjo-Tooie(U) random intro cutscene hang
- fix Body Harvest intro / in-game hang (no need to use RAW input)
- fix a regression bug in ListView column items from an earlier BoxArt fix
- enhance ListView Column checks using status info from ini
- enhance GameName column detection using status info from ini
- enhance emu window placement and sizing stability and robustness
- fix "out of focus" romlist selection mark for the following :
- close ROM
- exit the emu
- "Plugins" dialog box
- "Folders" dialog box
- "Window" dialog box
- "RomInfo" dialog box
- switch to BoxArt window
- "Cheat Codes" dialog box
- specific plugin dialog box
- "Rom Browser" dialog box
- "About 1964mod" dialog box
- "ROM Properties" dialog box
- "About Warranty" dialog box
- refresh (Ctrl-L) romlist or BoxArt window
Other Changes & Fixes
- fix wrong statusbar msg for rom loaded when same internal name for different roms are loaded in succession e.g. Perfect Dark
- game ini tweaking for V/Is max speed using "Delay DMA, SI and AI" or "Delay DMA and AI" as default
- remove Hacktarux Banjo-Tooie hack for N64 Boot
- fix game ini setting for Beetle Adventure Racing(E) for
in-game hang when car crash into another object with force e.g. car, house etc.
News source: http://sites.google.com
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August 31st, 2011, 13:48 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11156
DS-Scene member MJaoune has updated his DS version of the popular iDevice app Pocket God to v0.94. The game is quite fun and has lots of things to do, so make sure to check this out if you feel like punishing poor Pygmies for no reason whatsoever! MJaoune will start creating episodes once the game reaches v1.0 (which shouldn't be too far off).
[LIST][*]Changed the audio library to Maxmod, to save RAM and CPU.[*]Fixed loads of bugs and glitches.[*]Some UI changes.[*]Fixed the screen flicker problem on some flashcarts.[*]Some other changes.
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August 31st, 2011, 14:01 Posted By: wraggster
News via http://www.codemii.com/2011/08/30/hb...80%93-week-33/
The codemii.com website hosts the Homebrew Browser’s updates. This will be my blog where I try to give an status updates on the development progress of the Homebrew Browser and mention any interesting news in relation to other homebrew applications or Wii developments.
The following applications have been added/updated:
19 August 2011- Accio Hacks v1.1 -> v1.2
- C64-network.org (Frodo) v2.3 -> v2.4
- Genesis Plus v1.5 -> v1.6
- SaveGame Manager GX r110 -> r111
- Yabause Wii r2649 beta21 -> beta22
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August 31st, 2011, 14:07 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
blabla updates BUG FIX RELEASE " MMMMMM Morshu the "strange Bennu action game for Wii where you play Morshu of" Link: Faces of Evil "
WARNING! This game contains strong language!
Type: Action
Platform: PC / Wii Scenario : The Morshu MMMMMM is an action game where you have control of Morshu Link: faces of evil. Morshu and his followers seized the island of Korida to make money and therefore wants to kill Ganon. It sends Gwonam to capture the king but on his way, he finds Morshu. He wants to kill him but he forgets that only the king can kill him. 's up to you to kill Gwonam and save the king! Controls : Use the arrow keys to move. Press B to roll the bomb. Press A to send a bomb into the air. Note: This game is available in French and English. It's ! Enjoy the game!
http://www.gameblabla.netai.net/
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August 31st, 2011, 22:49 Posted By: wraggster
The Ambassador Programme, Nintendo's make-good plan for early adopters following the global 3DS price drop, isn't supposed to launch until tomorrow, but Destructoid reports that the ten free NES games on offer are available now. They're not on the eShop itself just yet, but eligible users should head to the Your Downloads section of the eShop's Settings screen where all ten games are waiting to be downloaded
http://www.next-gen.biz/news/us-3ds-...-available-now
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August 31st, 2011, 23:10 Posted By: wraggster
Supernice.co.uk has revealed a fantastic way to transform any child’s (or, to be fair, adult’s) room into a level right out of Super Mario Bros.
The retailer is currently offering a range of officially licensed reusable wall stickers based on three Nintendo titles – Super Mario Bros, New Super Mario Bros and Donkey Kong.
The product is made with Blik Re-Stik tech, meaning the decals can be moved and re-arranged at any time.
The sets cost £60 each and can be purchased here.
http://www.mcvuk.com/news/read/now-y...o-world/083977
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