You've all heard of Rose Camellia by Nigoro no doubt, the Japan-originating flash game in which haughty girls slap each other in specific ways so as to be maximally rude. It was so ubiquitous at the time that I didn't bother to mention it here. You've also probably heard lots of people say it should be ported to DS - well, that's happening right now! A French homebrewer called Mia (of Everlasting Love fame) has made a small proof of concept for it, which is by no means complete. Unfortunately, Mia doesn't have time to finish the game, so he's asking serious/brave DS homebrew developers to contact him via his site ( http://beyondds.free.fr/ ) to talk about finishing it up. And so I'm making this post. Somebody help the man!
"This is a port of Rise of the Triad for the Nintendo DS.
This is currently a work in progress. Newest version is 0.4 (released Aug 31, 2007).
Many thanks to GPF for porting SDL to the DS. I've built upon his work: rewriting parts of the video code, fixing a bug in the keyboard handling, and adding a mouse driver for the touchscreen.
Recent Changes:
* The registered version is now supported. You must supply your own DARKWAR.WAD, DARKWAR.RTL, and DARKWAR.RTC files.
* Customize Keyboard screen now displays names of DS controls, for easier remapping.
* Note: I made a minor change to the default control mapping; delete your CONFIG.ROT file and the game will auto-generate a new one.
Limitations:
* Sound and Music do not currently work.
* No network support."
Meet Elta, the last of the magician lords. He's eager to get back to defusing the Gul-Agieze's doomsday plot, and, thanks to the teeny-tiny Neo Geo system stowed inside Nintendo's Wii, he can. Yes, the dormant powers of the most garish console of its time will be unlocked at last: Neo Geo emulated on Virtual Console! (We knew it was coming; now it's just a little closer...)
Nintendo has confirmed three Neo Geo titles for the Japanese VC, including the aforementioned Magician Lord (the console's original pack-in game), alleged "Street Fighter ripoff" World Heroes, and ever-rereleased Fatal Fury. (Both Fatal Fury and World Heroes are also available in separate PS2 anthologies this year.) Fatal Fury will launch first, on September 11th, followed by the magi and heroes later in the month. Each port will cost 900 Wii Points ($9).
Specific Neo Geo titles targeted for the North American and European VCs have yet to be revealed.
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First post on this forum, but I had the habit to come and see what's happening here.
So I finaly decided to put one small project online.
It's based on the old The Light Corridor. I played this one on Amiga loooong time ago
It's been developped to test some stuff on the ds before starting again on a 'bigger' project. So this one don't have any sound and still has some minor bug, but well it's playable
Have a try and tell me if you succeeded to see the end of the corridor ( yes don't be suspicious there is a end ! )
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Sega today released some new footage of NiGHTS: Journey of Dreams, the Wii sequel to the Sega Saturn classic. Classic Sega fans are desperately awaiting this game, including our own Adam Flugel, who has threatened to kill for the chance to play this game. We applaud Sega for keeping him out of prison.
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Team Cyclops have released a new version of their firmware /software for their DS Flash carts:
CycloDS Evolution v1.2 BETA #3 (the third BETA) has been released and is available for download. We had not originally planned on releasing any further BETA firmware builds before v1.2 final is ready, however due to some recent (and highly anticipated) game releases which are not compatible with earlier firmware versions we felt it would be better to do an interim release fixing compatibility issues with these games rather than making our customers wait. We've thrown in a few new features and other fixes as well
Changes for this release include:
* Game compatibility fixes (Worms Open Warfare 2 etc)
* Updated DLDI driver, will now allow 3rd party loaders such as DSOrganise and DSChannels to load .NDS files
* Time shown in ingame menu
* Folders starting with '.' are now hidden
* Date and time are now set properly for .sav files
* Fixed problem where skin name would always be shown as "Default" on reboot
* Fixed cheat core bug
We plan to release v1.2 final sometime next week. If any bugs are found in this BETA then please let us know so fixes can be incorporated into the final release.
PDRoms Coding Competition (short: PDRC) #3.667 has sixteen days left for the deadline.
Topic: "Backport"/"Convert"/"Redo"/"Recode" a Nintendo DS homebrew game to Gameboy Advance!
Rules: [*]You must own all RIGHTS to your submission, this includes sound, graphics, code, simply everything! The use of copyrighted names and characteres should be avoided, unless you have an official permission, which should be forwarded along with your entry. We reserve the right to refuse or disqualify entries, which break any rule(s)!!! [*]In case of VERY OLD GAMES (+10y), which do not seem to have a copyright holder anymore and which are not distributed commercially anymore, we can make an exception, but you must be still able to proofe that you tried to get in touch with the responsible copyrightholders. [*]Keep in mind you OWN ALL RIGHTS to your production, this means you are also fully reliable for it. By submitting your production you declare that you did not break any copyright.
Prizes: [*]Prizes can not be paid out in cash [*]In case of entries having the same jury-end-score, the entry which has been submitted earlier will be the winner. [*]In case of teamwork, the team-leader has to make sure the prizes are split proper within the team itself. [*]The special prize is given to the person with the most "ports". If there should be a person with equal amount of ports, the one who was sending in things fastest, will win this special prize. - The amount for qualifying is minimum five ports/conversions!!!
#1 - One GBA Micro (new, unused) + One GBADEV.org 2004 Compo Cartridge (new, unused) + One real-cartridge with your winner entry!
#2 - One Qwak GBA Cartridge (new, unused) + 1 x GBAccelerometer (new, unused) + One HAMLib license
#3 - One HAMLib license + One GBAccelerometer (new, unused)
Special Prize:
One GBA Micro (new, unused) + One GBADEV.org 2004 Compo Cartridge (new, unused) + One GBAccelerometer (new, unused) + One HAMlib license
The special prize is given to the person with the most "ports". If there should be a person with equal amount of ports, the one who was sending in things fastest, will win this special prize (The amount for qualifying is minimum five ports/conversions!!!)
Entries: [*]Submit as many entries as you like and have an extra chance to win the "special prize" [*]No Splash-Screen required, you keep all your rights - even no need to mention PDRoms. [*]The "ported" homebrew NDS game should be "brandnew" for GBA, already existing ports which were available for the public before 2nd August 2007 are not allowed, unless they are heavily major updated! [*]You are not allowed to spread your GBA entry to the public before the official results! [*]You grant PDRoms and its staff members the right to spread your entry freely (we won't make money with it). We have connections to other important scene pages, so we'll make sure you get proper attention for your production [*]Entry should run on a REAL GBA [*]Write a README with information about your game, this text will be used to present your entry, also add a screenshot! [*]Please state out, which NDS game you were porting and send the NDS binary along (will not be published)! [*]Package each submission in ONE compressed file archive and send it to shahzad.sahaib(at)web.de AND kojote(at)pdroms.de (just to be on the save side, due to agressive spam-filters - each entry will be CONFIRMED after max. 2 days) [*]Entries can be updated by sending an updated archive ANYTIME before the deadline.
PS: If you feel left out: Release a NDS game first and then "backport"/"redo"/"convert" it to GBA and release it with this compo
Shash has posted more WIP news on his DS Emulator for Windows:
Speeding up
After abandoning desmume development for a few months, I've been working on it quite a lot lately. Of course, not as much as when I started working on the project, as motivation to develop desmume is rare this days (just check the official desmume CVS, and you'll see what I'm talking about). But anyway, I've done some improvements on a very specific side of the project that I've avoided working on for the last 6 months: speed.
I've to be clear: desmume current way of handling most of the interrupts sucks. For example, timers, dmas and other, are checked PER opcode emulated. In an ideal world, you'd run a batch of instructions (the exact ammount would be determined by some heuristics or whatever), and then you'd do the processing needed by the pending interrupt / timer handling, then again back to running a batch of instructions. Of course, that'd be a less exact than current implementation, but it'd be WAY faster. I did something similar on my Gameboy emulator, and it gave good results, we'll see how it works on desmume, whenever I find time to implement it.
Anyway, I'll start with two screenshots, one before the speed ups I implemented the past 3 days (left), and another one with them (right):
As you can see, it's a practical 33% speed up on this particular case. I must say that it affects every game that I've tested on a considerable ammount, being the minimum a 14% (I'll explain later why). Just as a real world example, tested "Castlevania: Dawn of Sorrow" and it's 30% faster now... So let's talk about the speed ups.
First, desmume used/s GDI to draw the DS screens onto the main window. GDI setup is as easy as it can get, but seems that it's not as fast as I would wish (more keeping in mind that it's only task is to take an image and draw it on the screen). I considered a few options, namely DDraw, openGL or GDI+. I excluded openGL at the beggining, because it would be quite a lot of work to make the current 3D core work correctly with it. So after some discussing it with some friends (more exactly, hearing some DDraw bashing and why I should stop using DirectX7 features), I started working on a GDI+ blitter. In the end it was easier than I expected. Reading the documentation, implementing the blitter and a bit of adjusting was done in an hour. In fact, searching through the documentation was what took longer. The good part, is that it gave a free 14% perfomance gain.
The rest was a matter of fixing some tidbits of how memory is accesed, avoiding a lot of conversions from floating point to integer (which is way more expensive that you'd guess), changing the way the texture cache works, and more stuff I can't remember. I won't be any more concise about this stuff, as it would take quite a few pages, which I'm not willing to write now. Maybe I'll go back to them in a future post.
Just as an ending, it seems that my obsession about fixing all regression bugs that I see is giving good results, as most games that I test have perfect 3D. Here's some proof, Hotel Dusk running perfectly, even with the motion blur effect (I rotated the image with an image editor, because I don't have screen rotation implemented):
Cid2Mizard has updated his "human friendly" hang-man game for NDS. For now it's still fully in french language and contains about 500 different words to find out.
It was a while that I didn't update my puzzle game Setsuzoku no Puzzle. The goal is to remove all the tiles on the screen by connecting two tiles that have the same color and the same symbol. The link between the two tiles can have at most two corners.
The version 0.2 is now available featuring major improvements:
- I have received many comments about how difficult is the game. Now, there is more time to complete the first levels to be easier for beginners, but the time speeds up at each level.
- When you quickly remove several pairs of tiles, you gain more points thanks to a combo system: when the combo progress bar fills up, instead of gaining only one point when removing a pair of tiles, you can gain 2 points, 3 points, 4 points or 5 points. The progress bar fills up when the time between two removals is less than 3 seconds. Else, the progress bar gradually empty.
- You can pause the game by closing the DS.
- A the end of each level, the remaining time and remaining number of helps are added to the score.
- The 100 best scores are now saved (you need to DLDI patch the game).
- You can send your scores on leaderboard.palib.info to compare your skill with other players worldwide (beware of my sister Eglantine 0009.gif)
- You don't loose anymore when there is no more possible moves. Now, the remaining tiles are randomly moved so that you can finish the game.
- More user friendly as you can use the stylus in the various menu screens, highscore screens, etc.
- More sound fx.
- Some graphical enhancements (special fx, removal of magenta pixels at the edge of sprites, etc.)
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The DS then DS Lite have both been excellent consoles and with the release of the PSP Slim with its added Ram and TV Out it may steal some of Nintendo`s Thunder but will Nintendo release a new revision of the DS Lite with More Ram, TV Out or a DS Lite Micro (basically a DS Lite that has a push in push out touchscreen bottom area with possibly a smaller sized screens on both top and bottom
Anyone else got a view or a suggestion for Nintendo, Lets Hear it.
* Added support for WiFi plugins.
* Added support for Hook plugins. (Video and Audio only)
* Added support for SSE extension.
* Added support for Expansion Ram.(Supercard)
* Added support for multisample.(OpenGL PlugIn,sorry but i haven't tested)
* Added support Async Operation.(OpenGL PlugIn)
* Added support fo MASTER_BRIGHT register.
* Fixed a bug in RSC and RSCS arm opcodes.
* Fixed a bug in Touch Position detect.
* Fixed some bugs in SaveStates management.
* Fixed some bugs in PlugIns management.
* Fixed bug in enable/disable alpha test.
* Fixed bug in textures with format == 0.
* Various speeds up.
...and other small improvements.
Audio Plugin 1.0.0.3
* Added Append option.(For slow computers)
WiFi Plugin 1.0.0.0
First release of this plugin, still unstable. I have tried the examples of the PALIB and they seem to work everybody.
For now it is everything.
* Emulated register 0x04800010,0x12,0x52,0x50,0x54,0x56,0xA0,0xA4, 0xA8,0xAE,0xE8,0xEA,0x158,0x15A,0x17C.
* Emulated send/receive packets for TCP and UDP protocols.
* Emulated IRQ 0x1,0x2,0x80,0x4000.
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The Nintendo Wii is proving three times as popular as PS3 in Japan - but the latest Enterbrain figures show the gap could be starting to narrow.
Bloomberg reports that in the four weeks ending August 26 Nintendo sold 245,653 Wii units. That means they've shifted more than 3.4 million in the region so far.
The figure for PS3 stood at 81,541 units, pushing lifetime sales past the 1.1 million mark. Just 11,288 Xbox 360 consoles were sold, with lifetime sales now at 442,290.
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Wii outsold PS3 by 3 to 1 during August, but the ratio was 4 to 1 the previous month and 6 to 1 in May and June.
Between July and August Wii sales fell by 38 per cent, while Xbox 360 was down 37 per cent. The number of PlayStation 3 units sold dropped by 11 per cent.
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It didn't really have much of a choice in the matter, since squeezing three more game titles into the above headline would have resulted in an incomprehensible mess of letters, numbers and colons. Scheduled to arrive in the Wii's Shop Channel at 9AM PST, the following four games benefit from having largely self-explanatory names:
Adventure Island (NES, 1 player, 500 Wii Points): Grab a skateboard and venture onto an island... of adventure! Not to be confused with Ad Venture Island, the tropical billboard simulator.
Donkey Kong Jr. Math (NES, 1-2 players, 200+300=500 Wii Points): Place your child's education in the hands of a monkey! If I'm holding 17 bananas in my left hand and 23 bananas in my right hand, how big are my hands?
Landstalker: The Treasures of King Nole (Genesis, 1 player, 800 Wii Points): Don the pointy ears of an elvish treasure hunter (somehow named "Nigel") and seek out the king's shiny goods.
Bonk 3: Bonk's Big Adventure (TurboGrafx16, 1-2 players, 600 Wii Points): After two medium-sized adventures, Bonk embarks on his third and largest quest. Size clearly matters this time, since Nintendo's press release reminds us that "you can change your size to bonk your way through" all sorts of situations.
ATV: Thunder Ridge Riders ATV: Thunder Ridge Riders puts the thrills of all-terrain racing in the palm of your hand! Kick it with your friends on a bone-jarring excursion out to Thunder Ridge, and conquer Mother Nature in an earth-ripping, heart-pounding joyride across miles of insane terrain! This high flying game will leave you clutching at your seat, hanging on for dear life...and screaming for more! Monster Trucks Mayhem Monster Trucks Mayhem Make all your fantasies come true when you climb up into the cab of some of the baddest vehicles on the planet! Put your skills to the test against others in a free-wheelin carnage of destruction and mayhem!
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features
Play through 16 challenging levels to find each of the four alarm clock pieces!
The levels are placed in 4 different, thematic worlds: Haunted Castle, Cloudy Realm, Lava World and Winter Wonderland.
Each piece is guarded by the tough boss of the dream world who must be conquered in order to progress.
Each level contains a hidden minigame utilising the Nintendo touch screen. Beat the minigame to unlock secret chests.
Help Garfield maintain his energy level by collecting lots of tasty food throughout the game including donuts and, of course, lasagne.
All scenes and characters are presented in 3D, combining classic jump’n’run gameplay with outstanding visuals.
description
Garfield came up with the crazy idea to combine breakfast, lunch and dinner to have more time for his other activities. He crammed a couple of pizzas, some lasagnes and two bags of jelly donuts into one big sandwich. It seems this may have been a little too much… As he slowly falling asleep and his nightmare begins...
Garfield suddenly wakes up in a haunted castle – this is not the real world but a strange dream world populated by the monsters of Garfield's sub-conscious. Although Garfield loves sleeping, this horrible dream has to end as soon as possible! Unfortunately Garfield smashed his little alarm clock in the real world and now his only chance at waking up soon depends on his ability to find the shattered pieces and put them back together. Help him to wake him up from this frightful nightmare!
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features
Exciting adventure mixed with puzzles, fighting and action in full 3D graphics!
80 challenging levels plus 3 training levels with increasing levels of difficulty.
5 hilarious boss fights.
Unlock 5 challenging mini games. Each mini game saves 3 best scores, encouraging players to play again and again.
Collect stars to unlock the Gallery in the Bonus Section.
Top-down view helps you stays on top of the action. The Game has full 3D graphics.
description
Gumpers the Alien wakes up. He's all alone. He's not at home anymore… he's in a gigantic spaceship! Where is Tommy, his human friend? Where are his alien friends?! What happened?
The whole gang's been captured by the Robotix, who've been hijacking creatures from all over the universe to build the biggest zoo in the galaxy. When they came to take specimens from the Earth, they knew that Tommy the Human would be an easy target. but what they didn't know was that the weirdest aliens around had made friends with him and were living in his home!
Gumpers now has to find his Alien friends, rescue Tommy and get back to Earth…. All five eccentric and wacky Pet Aliens need to work together using their unique abilities to get Tommy home safely. Its time for some Pet Alien action!
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features
Play through 8 2D and 3D levels: Street Fight, Stagecoach Chase, Big Valley, Steamship, Desert, Gold Mine, Railroad and more!
Choose from 2 playable characters with varying storylines and take on a variety of bosses
Use the Touch Screen to shoot your guns and throw dynamite with precision
Collect coins to unlock bonus mini game stages: darts, barkeep, rodeo, quick draw and round up
Collect power ups in mini-games that you can use in Story mode. Items include: shotgun, machine gun, dynamite and more
Share mini-games with a friend through single card download play
description
Shoot bad guys, collect gold and stop a train robbery in The Wild West. Use the Touch Screen to shoot and throw dynamite in both 2D and 3D levels set in wild, untamed environments. Put on your cowboy hat and load up your six-shooters for the gun-slinging fun of The Wild West!
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features
Platform: PC, Sony PlayStation 2, Sony PlayStation 3, WII and X-Box 360
Pages: 192
Environments: With fully intractable terrain, learn to leverage your environment to help give you the advantage or to take out troops in heavily fortified positions.
Secrets: Locations of all secrets, unlockables, & weapon/ammo locations.
Enemies: Tips and tricks to dismantling the most difficult troops while conserving ammo.
Equipment: Equipment tutorials to help you choose the right weapon for the right job.
Maps: Detailed maps will outline the best landing locations, objectives, sniper and ambush positions.
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Maybe that should be release, singular, sans 's,' since there's only one.
Pool Party
Before you start complaining that it's a little late in the year for a pool party, we must step in and clarify that this is the other kind of pool. Y'know, the one with sticks. If there are sticks in your watery pool, we seriously suggest you get out there with the net for some cleaning. We're so not coming over until you do.
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Looks like we've only got two this week, fan folks -- including one that was delayed from last week. Slim pickings for a short week (for those of us in the U.S., at least), but hey ... something is usually better than nothing.
US
Garfield's Nightmare
Worms 2: Open Warfare
Europe
We show none this week -- feel free to make corrections!
Australia
Phoenix Wright: Justice for All
Surf's Up
Our source for Japanese releases has not updated; we'll keep an eye out in case they do.
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Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
The first three test rounds are now over. Thanks to everyone who participated! There's currently stability issues with both the DS game as well as with the server. I'm currently mostly debugging and fixing bugs, and will return with another test round when the game is more stable.
Version 0.3.6 / 2.9.07
Wifi is disabled when not needed (going to local game mode / main menu)
Added a wireless boot startup logo
Ping messages have now smaller timeout values and the game tries to reconnect automatically if the connection gets lost
Updated to DSWiFi lib 0.3.3
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Neoflash have announced the winners of the NEO Summer compo 2007
Heres the details:
After around 10 days testing and evaluation, we have got the finally result for this NEO Summer compo 2007, here is the all winners list,congrats them, and thanks their great project!
more info: The finally result for this NEO Summer compo 2007
And below is the prize list for all winners, they can choose any ONE item from this list ( more product info can check at http://www.ic2005.com ):
R6 Gold card (for top3 winner to choose only)
R6 Silver card ($49.00)
MK5 GIGA cart 8G with Slim USB Linker (Product ID: NF-065_Slim, $49.00)
MK5 GIGA cart 8G with BIG USB Linker (Product ID: NF-065_BIG, $49.00)
MK6-Motion + NEO3 (Product ID: NM-068, $59.00)
Neo 2in1 Mini PSP convertor (Product ID: NP-039, $79.00)
NEO3-SD NDS Cart for NDS & Lite (Product ID: NF-060, $49.00)
Neo 4in1 Mini PSP convertor (Product ID: NP-045, $89.00)
NEO 8in1 PSP pad - Full support SD/MMC/CF/MicroDrive (Product ID: NP-035,$99.00)
NEO FLash cart 512M for GBA/SP/NDS (Product ID: NF-010, $49.00)
NEO3-TF NDS Cart for nds-lite only (Product ID: NF-061, $49.00)
NEO MK5-key (Product ID: NM-70, $29.00)
NEO Power PC-Engin 64M flash cart (Product ID: NP-040, $109.00)
NEO super SNK MVS Convertor (Product ID: SNK-041, $199.00)
NEO TF USB Pen Driver (Product ID: NT-069,$29.00)
NEO2-SD Flash Cart + SL4 (Product ID: NF-055, $69.00)
NEO2-TF Flash Cart + SL4 (Product ID: NF-056, $69.00)
NEO2 TWIN 2in1 Flash Cart (Product ID: NN-072, $59.00)
All top3 winners will get the extra cash bonus TOO,we will send to their paypal account directly.
No.1 winner : get US$300.00 bonus
No.2 winner : get US$200.00 bonus
No.3 winner : get US$100.00 bonus
Congrats them again, hope can see you at the next compo again --- NEO Spring Compo 2008 (March.20th 2008)!!!
Congrats to all you are the Heart and Soul of the Homebrew Scene, i salute every coder for giving us such great releases , Thanks also to Neoflash for another great comp.
After 10 month development, we proudly announce the arrival of next generation acekard which called “Acekard R.P.G (Acekard Real Play Gear)”. Acekard R.P.G is revolutionary and all the functions are developed base on the needs of our customers. Acekard R.P.G is definitely the best card on the current market.(The first version called Acekard RPG 8G PRO with on-board 8Gbit NAND and a micro SDHC slot will be released soon.)
The Supercard team have updated their Software/Firmware
Heres whats new:
# SLOT 2 SuperCard include: SuperCard CF, SuperCard SD/MiniSD, SuperCard Lite and SuperCard Rumble Series.
# 1. Added the save type for 1368 and 1371 ROMS.
# 2. Added 213 new cheat codes, total 441 cheat codes now.
# 3. 1368 ROM need a high speed flash memory card, if haLt in "LOADING", please use high speed flash memory card.
Bassacegold has updated his puzzle game for the DS, heres whats new:
Update BrickFall LP-3 :
-fixed platform collision maps
-New levels
-optimised platform loading (loads platforms faster)
-Fixed wifi leaderboard freeze
-Menus redone
-can now switch mp3s while playing (while paused press select to load a new mp3)
-updated mod song handling
-added new songs
-now checks to see if "brickfall" directory is on the root of card, if not displays error
-got rid of data folder
-updated readme with more info
-random things are more random
-fixed invisible platform bug(i think
)
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Masscat has updated his animation toy for the Nintendo DS.
Heres whats new
# Fix for frame order corruption
# Reduction in stylus jumping
# Larger GUI tool buttons
# Added first, last, next and previous frame navigation buttons
# Reversed the direction of the shoulder button stylus frame drag to feel like you are dragging a continous strip.
# Ignore drawing strokes that are outside the drawing area, stopping them causing an indication that the film has changed.
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If the DS hasn't managed to catch you in its deathly, irresistible, touch-sensitive grasp by now, Jam Sessions just might be the title that pulls it off. The "game" is basically a guitar simulator, and while you can play along with built-in songs if you so choose, the real power of Jam Sessions is in the improvisational aspects: you can pretty much play thing the like a guitar, and that's where Ubisoft's Performance Bundle comes in. You can pick up one of these First Act amp / Jam Sessions bundles in November (the game itself hits this month) and really crank the tunes -- and finally annoy your neighbors in a way you've never quite managed with Guitar Hero.
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Follow the wacky adventures of Mag Kid as he slips and slides into enemies while solving puzzles. Use the slide controller peripheral to make a stand for your DS and slide it around a smooth surface, making Mag Kid move around the screen with it.
Nintendo's recently released action puzzle game Slide Adventure: Mag Kid for Nintendo DS™ is now available at discounted US$ 29.90 only. Each copy includes a special slide controller peripheral that is required to play this game.
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This week's American Virtual Console update is four-strong, with two that we've yet to see in Europe, two we already have and, er, nothing to get all that excited about.
Bonk 3 (TurboGrafx-16, 600 Wii points) pops up, having arrived here last Friday (check out our review for more), along with Donkey Kong Jr. Math (NES, 500 Wii points), which came out here in April and is rubbish.
Newcomers are Adventure Island (NES, 500 Wii points - and not to be confused with New Adventure Island for TurboGrafx-16, which is out in Europe) and Landstalker: The Treasures of King Nole (Megadrive, 800 Wii points).
Wikipedia (which definitely knows more about these two than I do) reports that the former is some sort of adaptation of the arcade Wonder Boy game, while the latter is an isometric action adventure, of sorts, in which players talk to NPCs, solve puzzles and whack things in search of the titular Treasure of King Nole.
Fascinating stuff, and perhaps a hint at what we can expect from this Friday's European Virtual Console update. Watch out, as ever, for news of that.
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Nintendo's latest trip around the Japanese trademark board may have revealed a bunch of new Wii products and accessories, including the erm, Wii Body Controller.
The Japanese giant has registered trademarks for 'Mii Contest Channel', 'Nintendo Magic', 'Mii Audition' and 'Wii Handle', which all sounds pretty straight-forward. It's also registered something called 'Soma Bringer', which we're told is a type of noodle. Hmmm.
Most excitingly, Nintendo has taken the liberty of renewing its Pikmin trademark, which if you fancied speculating wildly - like us - might suggest a Wii instalment for Miyamoto's flowery critters. We've got our fingers crossed.
Any guesses what the 'Wii Handle' might be for?
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kiswa is in need of motivation and has posted information about his new game "Jack Turtle" which is currently in development.
Story:
Without giving away too much... there is a scientist who runs an aquarium and he's been messing with the animals. His dolphins turned out really well, so he starting genetic modification on some others. Well, the others took over and the worst of them is a whale. The whale has had all the sea turtle eggs stolen from the nearby beach so he can modify them genetically and create an army. One of the dolphins escaped and is helping the sea turtles get their eggs back. The turtles chose Jack Turtle to rescue them, and the dolphin gave him a weapon. Then butt-kicking will begin....
Game Stages:
Stage 1 - Beach to City
The first four levels will take Jack Turtle from the beach to the outskirts of the city.
Stage 2 - City to Aquarium
The next four levels will be Jack's adventures on his way to the aquarium.
Stage 3 - Aquarium Outdoors
These four levels will be the parking lot and outdoor areas of the Aquarium as Jack nears his goal.
Stage 4 - Aquarium Indoors
Jack will have to travel through the interior of the aquarium on his way to face the evil whale that stole his family's eggs.
Give him a hand so he gets enough motivation to bring us a new neat NDS homebrew game!
* Correcting the relationship of the interruption.
o It corrects also the fact that the GXFIFO interruption is strange. ('The A `) as for occurrence timing however side lever raw still, [ne]…
* Correction of IPC register.
* Variety corrections the relationship of DMA.
* () OMP for ACT IMAGINE CODEC (ON memory patch) deleting processing perhaps. Because the [tsu] [po] which becomes (without necessity to be)
* Adding wire frame indication. Debugging related to 3D becomes easy to do, [kana]? [kana]?
* Adding the control of [raichingu]. Debugging related to 3D becomes easy to do, [kana]? [kana]?
* In regard to inst fetch and memview fetch/write, the identification of other memory access was made possible.
o When byte write it does in 0 addresses, because it means very thing, way you do not do. (^ω^) When the [tsu] [te] book it is and solves the [tsu] [o] [tsu] [o] ~ where the person who is done is present
* In addition the inert gas _ which does detailed correction ((the _´Д `) the _ also it is troublesome to remember
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KnifeOshon is based on the japanese game "Azarashi". The goal is to throw a knife on the falling spiffy monster as soon as you see it falling... the faster you are, the more points you get.
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Wii and DS have been such a huge success that Nintendo must now avoid that breeding complacency within its corridors, the company's president Satoru Iwata has stated.
"...probably Nintendo's next obstacle is to not lose its internal energy and internal momentum", he told Newsweek, adding that the company needs to be wary of the danger of believing it can't put a foot wrong with new products like the Wii Balance Board because everyone declares it fantastic simply due to Wii's popularity.
"...if you're introducing these new things and everyone's saying, 'Oh yeah, this is great', 'We'll take that', 'That's a great idea', it's very difficult to maintain within the company the energy it takes to be always looking forward".
Looking inward further, Iwata said that he personally has to work hard to ensure the world's perception of Nintendo remains positive.
"I believe my most important role right now is to prevent Nintendo from being in a company where people say, 'Oh, Nintendo is arrogant', 'Nintendo has let its guard down', or 'Nintendo has lost its challenging spirit'. We want to avoid all of the pitfalls that can come from losing one's momentum."
He spoke too about the balance of still appealing to Nintendo's traditional hardcore fanbase while sinking hooks into a broader audience.
"...we have no intention of abandoning our core players and the people who have been Nintendo fans over the course of our history... we really believe that part of our mission is to make traditional games for our traditional audience", said Iwata, but added too that the company will produce unique things people aren't expecting.
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The singing, dancing, rhythm-action game is no longer exclusive to Wii - as new versions are bound for PS2 and DS before the end of the year.
Boogie on DS comes packaged with 3D glasses - something we last got free in Kellogg's Cornflakes about a billion years ago when Jaws 3D came out at the cinema - so you can view the game in, er, 3D - while wearing the glasses - and it features new modes and mini-games.
(Note to self: don't wear the glasses in public places, or private).
EA tells us more: "The game's unique modes include DS Download Play and Multi-Card Play, three main dancing gameplay modes including Copycat, Freestyle and Choreography as well as more than 10 mini-games. Players can also dive into the career mode for a deeper experience as they embark on a quest to become the Boogie Master."
Sadly for PS2 owners, it appears you don't get any 3D glasses, but EA says the version "showcases the game's signature dancing and singing gameplay".
Stand out from the crowd with the ultimate Wii case: the ii-case that includes LEDS shining in the dark.
The ii-case is not only a full replacement transparent Wii case, but it also includes a LED system to enlight your Wii. Very complete, it includes Air Flow cover and DVD Rom cover (in metal).
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Today Newsweek's N'Gai Croal has up an interview originally held back at E3, speaking with current President of Nintendo Satoru Iwata. The piece is an interesting look inside one of the top minds at a company that has experienced unprecedented success in the last year. In the interview, Iwata states that one of his most important tasks right now is to avoid allowing the company to appear arrogant. Just because people now assume Nintendo will succeed, he needs to make sure that's not the company's view as well.
"This time, we were very lucky and very fortunate that people were accepting and positive about the introduction of the Wii Balance Board and the Wii Zapper. Now, what we have to do, what's very important for us is to make sure that when those products are actually launched, we not only meet their expectations, but we surpass them so there's that gap--we thought it was going to be this, when actually it's here. We need to create that buzz. We need to create that word of mouth and that's our challenge."
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you will need to DLDI patch the .nds file for your system. an R4DS binary is included.
new features in 0.2.0:
* last book and page viewed are restored on restart.
* all files in the program's folder ending in .xht or .xhtml are added into the book library.
* support for Latin-1 in XHTML encoded in UTF-8 or iso-8859-1 numeric attribute format. This means some international support (see the included Czech book example).
* page number displayed on right page, positioned according to overall position in book
czech - note that margins has some issues in this case
show the browser with SELECT button. stylus doesn't work , d-pad does.
features carried over from 0.1.0:
* reads XHTML (via expat) and reflows text
* saves each book location in .bkm file
* antialiased, proportional text[/img]
feature plan:
* support books in a subfolder, or anywhere on the media.
* support more than the first 8 books it finds.
* justified text. I had a crappy implementation of this previously, but without a good hyphenation algorithm it can make text even more unreadable.
* better browser UI - looking at COW/TINA.
* support other formats like Plucker. I would like to hear what people are using out there. I would like to support .lit but this looks like a closed format.
* wait cursor while loading.
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Protect your Wiimote and Nunchuck, improve grip, and be stylish with Dragon Controllers Crystal Protect Case Set for the Nintendo Wii. Available in multiple fashion color, it not only protects your controllers, but also a special high resistance strap system will work on prevention so you don't end up losing your controller while playing!
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Ubisoft has remained tight-lipped over rumours that Red Steel is getting a sequel.
It was answering speculation that spun off the pages of Official Nintendo Magazine, whose preview of next month's big feature was based around Japanese writing symbolic of the action game.
Scans of the pages in question read "Your Move, Young Grasshopper...", and "Bigger. Better. Bolder. Bloodier", before revealing it will uncover the first screens and give hands-on impressions of the mysterious game.
ONM never gives outright mention of Red Steel 2, or confirms the feature is based on it. But it would support evidence from late last year, when Ubisoft was hiring game designers to help continue the series.
Red Steel launched alongside the Wii last December, fetching largely middling reviews. It put you in the shoes of an American trying to infiltrate the notorious Yakuza in a search for his fiancée, pitching lots of gang members between you and your objective.
The idea is to either shoot them in the head to stop them moving, or get up close and swish a sword around to stop them moving - all with those motion-sensing controls.
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Official Nintendo Magazine has held up its hands and apologised for getting a bit over-excited about potential features in the Wii version of Mario Kart.
Issue 21 of the mag says the game will let you take part in 16-player online battles, pull-off mid-air stunts and race on all of the DS tracks in revamped form.
However, according to a statement issued to Eurogamer, it turns out this is all "merely excitable speculation" based on the Mario Kart trailer shown at this year's E3.
"The details printed in Official Nintendo Magazine 21 regarding Mario Kart Wii were healthy speculation on our part and are in no way an official announcement from Nintendo," the statement reads."We are sorry if we have misled anyone."
Mario Kart Wii is currently scheduled for release in the second quarter of 2008.
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This core is basically a patch, download the latest build package. Then download this, and replace the file. One notable things in this version is the massive stability patches, taking all that into account, this sucker is getting hot. (and that's a good thing)
- okaygo
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iDeaS the Nintendo DS Emulator for windows has been updated again, heres whats new:
Small update, fixed the bug when iDeaS start and other small improvements.
Add resampling to 44100 hz for audio plugin and fixed a bug when it load a savestate.
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The Wii Dazzle Colorful from GT Coupe is a translucent plastic shell that snaps over the exterior of your Wii, adding a layer of color over the standard white case.
In addition to the colored plastic shell, the kit includes a vertical stand with a built-in fan and blue LED illumination.
The shells are made in several different colors and retails for approximately for $30. DealExtreme currently has the pink available. Other colors should follow shortly.
The console protector is made of import raw material,prevent scraping and protect the console completely.
Multicolor for choice,taking your console more interspersion.
Customize output design,easy to use for AV power ,game pad,memory card etc.
Flip-open design,easy to use.
Using together with blue-light stand,not only retain Wii design,but also cooling for Wii console.
Including a slap-up, colorful and soft cleaning cloth.
Get a better grip on your Wii Nunchuck and Remote controller with this smart bundle set of silicon guard jacket. It also features 6 fashion color for a touch of customization and a
built in resistant strap to prevent the classic flying wii controller syndrome
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Protect your Wiimote and Nunchuck, improve grip, and be stylish with Dragon Controllers Crystal Protect Case Set for the Nintendo Wii. Available in multiple fashion color, it not only protects your controllers, but also a special high resistance strap system will work on prevention so you don't end up losing your controller while playing!
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Emu_kidid has released a new version of GCOS for the Gamecube and Nintendo Wii this release includes DVD9 support.
Whatsnew:
** FINAL v4 Release **
- DVD9 support added
- Gamecube Supported (Softmod and XenoGC)
- Straight to disc listing, no waiting
- Auto menu video mode setting
- If a game requires audio, it will ask to be setup (bit of a problem on GC)
- Game listing re-coded
- Improved the .iso generation speed ALOT
*DVD9 authentication is dependent on GOOD media and the modchip, not GCOS at all.. It simply parses them once they can be read.
*Do not use Shrunk Audio streaming games (they may crash!)
*Memcards may have an issue.. i.e. save a game from a dvd9 disc and then it won't work on the game if played by itself.. (?)
Source for the PC .exe is included and soon enough I'll add the rest as I'm not home right now.
To compile it, you must compile the 0x80D00000 build of GCOS, throw it inside the 0x80003100 loader, then throw the .gcm file into the .exe source and compile that. As you can see it's a very annoying build process, hence why I was always reluctant to continue work on it after v3.
As for multi-disc on multi-game disc support, e.g. MGS2, It's entirely possible, I've just not got the time these days to work it out. What is needed is:
on dvd_reset, set_drive_lba, read_id, then fake the status of the drive to make it look like a reset occured, or just hack the functions some more to ignore the status.
Anyhow, I'll end my rant..
I have reached and exceeded the original goals I had for GCOS, and I will consider this a final build. I've now moved on to other projects and real life work takes up most of my time now.
Enjoy!
DCEmu is only interested in this app for its Homebrew capabilities and not warez, please remember that.
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Eke-Eke has posted a great update on his new site about improvements made to the Genesis emulator for the Gamecube and Wii, heres the details:
I decide recently to rewrite completely the EEPROM emulation code used in Genesis Plus. The previous one was based on Notaz’s Picodrive sourcecode but I was not really satisfied with it since it was not compatible with some games (Rings of Power, College Slam, Micromachines’ serie, …) and, beside from preventing game backup to work properly, also make some games crashing.
Since not so many Genesis games used serial EEPROM as backup RAM, this feature is generally not supported by the Genesis emulators out there (so far I know, only Kega, Picodrive and Jenesis support this, but none of them seem to have a full support).
The emulation itself is not very difficult since EEPROM datasheets (24Cxx eeprom are generally used) are freely available and the communication protocol is quite easy to reproduce. The main difficulty was to determine which games indeed use serial EEPROM (instead of classic parallel SRAM) and also which type of EEPROM it is and which type of EEPROM mapper they are using.
After testing many games on the emulator, I finally get some results and a list of games using EEPROM and their characteristic. I compiled this in a document, which emulators authors may find useful. In this document, there is also a quick note about EEPROM access protocols, which actually cover the three EEPROM’s modes found to be used. Interested people could also have a look at eeprom.c in the genesis plus SVN base.
News from Dovoto of a new Coding Competition for the DS, heres the details:
Theme
Create a Nintendo DS or GBA game with a holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations.
Contact
Any questions or suggestions mail to Dovoto
Submit your games at any point to Dovoto Please specify if you need your game reviewed before the compo deadline for any reason.
Rules
Original content (Satire will be considered fair use).
All entries must run on hardware, the hardware being one of:
Nintendo DS
Nintendo Gameboy Advance
Multiple entries are encouraged but only one prize will be awarded to any individual / group.
You are of course welcome to work in teams and split your prize how you see fit.
No emulators, media players, or straight ports of old games please (e.g. porting quake to DS will not get you many points but porting quake, designing your own winter level and letting me walk around as Santa Claus and blast reindeer would be cool).
Judging will be at the biased discretion of the participating judges but originality and entertainment will be the main focus (and technical splendor of course). Make me laugh and I will forgive your coder "art".
Submissions can be made at anytime and should be mailed to dovoto@drunkencoders.com.
Prizes
Cash: $130 + whatever chipin says above (as of 9/7)
Hardware prizes will be awarded by giving first place first choice, second place second choice, etc. As for the cash prizes will be as follows
1st Place: 50%
2nd Place: 30%
3rd Place: 20%
Prize Donations
Feel free to donate any amount (or anything for that matter) All money will be used to fund the game development competition. All hardware prizes MUST be recieved prior to 1/1/2008 else the will go into the prize pool for the next compo.
Deadline
January 2nd 2008 (which ever time zone you prefer, as long as it is still January 2nd somewhere in the world).
Entries disqualified for any reason will be given a chance to resubmit a corrected version at the discretion of the judges if time permits.
Games will be made available for download to the public no later than January 4th.
Results will be announced within a week.
Alex has updated his game PuzzleManiak which is now released with 2 games, heres the details:
First, I would like to thank all the translators (Linda, Alpha, Christian and Shaury), and also Paco 777 -author of Comic Book DS- for all his support.
Now, the notes concerning the -long awaited- version 2.0:
* DLDI patching is now mandatory.
* Some bugs in game saving have been fixed.
* Bridges bug has been fixed.
* Double buffering has been implemented in Untangle (thanks again to Mollusk for his great palib), so that gameplay is really better now.
* Dutch language has been integrated
* In Net game, it’s now possible to lock a tile when you think it’s in the right position (this is done in the ‘right click’ mode).
* Pressing “start” button while playing will exit any game in progress (useful in Untangle, as the menus are not available while playing, due to the double buffering implementation).
* Addition of new levels in Net game (with a Wall wrap around mode)
* 2 new games have been integrated: Mastermind and Blackbox
* Graphic themes are now available.
Switching from one theme to another is possible from the game, and this choice is saved locally.
4 themes are available in the release.
You can easily modify them (especially the background).
We’re looking forward to seeing your best creations.
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Another week, another three for the Virtual Console... Wait, no, what? There's five! All Mega Drive?
True, there they are, with Sonic The Hedgehog 3 out in front. This one was bigger and faster than the rest, and introduced lots of bits and pieces like musical snippets and cut-scenes that we now associate with the series.
Next up is the fantastic but fiendishly difficult Ghouls 'n' Ghosts. It's a 2D platform game which pops you in the metallic boots of King Arthur, who just so happens to be on a quest to rescue the princess from a horde of nasty zombie enemies. It's had loads of ports over time, including the most recent version on PSP, which reviewed pretty well.
But perhaps you want to liberate a city from a plague of crime, because we all know it never pays. If you do, then you'll want ESWAT: City Under Siege. Just hop into your futuristic police costume and get to it, upgrading your weapons and eventually turning into a cyborg as you go.
Or how about a dungeon crawling role-playing game. It just so happens that Shining in the Darkness fits that bill. Here you'll have to save the world from an evil fellow by trawling the dank and dark caves of the world and battling fantasy creatures. And did you know that Shining was also one of the very first games to use 3D turn-based battles? No, nor did we. Thank you Wikipedia.
Or, if none of that takes your fancy, then maybe something with a little more strategy is your thing. Oh look, there's Crack Down, just the thing - and not related in any way to the excellent 360 game you might have seen in shops. Your charge is to save the world from evil cyborgs by infiltrating and destroying their facilities by carefully placing bombs, as well as blasting cannons and shooting firearms to help you wipe the pseudo-robots from the Earth.
All of these former Mega Drive classics will cost you 800 points each (GBP 5.60 / EUR 8) in the Wii Store.
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The Battery Kit is the perfect companion to the Charge Station for Wii. The Battery Kit from Nyko allows you to make all your Wii-Remotes compatible with Nyko’s Charge Station for Wii (sold separately). Each Battery Kit comes with one NiMH rechargeable battery pack good for up to 25 hours of playtime on a single charge. A rubberized battery cover specifically designed to work the Charge Station’s dual port charging dock is also included in one of five custom colors. With the Battery Kit from Nyko, all of your Wii-Remotes can easily be upgraded and compatible with Nyko’s Charge Station for Wii. For those with more then 2 Wii-Remotes, the Battery Kit is the best solution for keeping all of your remotes charged and ready to go!
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Equipped with the World’s only fully featured Wii hacking system; our team of cheat developers have been harvesting some of the most powerful modified saves ever seen on a console. If you thought saves were a cop-out, think again.
PowerSaves 512MB is the perfect companion for your Wii. Featuring a 512MB SD card packed with PowerSaves and a copy of MAX Media Manager Pro for Wii PC application, you can blow your games wide open and put your console at the heart of your digital life.
PowerSaves are not like regular saves. Created by our talented team of code crackers, PowerSaves contain gamebusting features that let you play your game in ways the programmers never imagined. Depending on the game, you might start with Infinite Lives, Infinite Health, All Characters Unlocked, Every Item – the possibilities are endless. And unlike many ‘ordinary’ saves for Wii games, PowerSaves are not locked to your console. You can share it with your friends or upload it to the CodeJunkies server. And if your friends are also using these modified Datel saves, you can play with their save positions too!
As well as a 512MB SD card packed with PowerSaves, PowerSaves 512MB comes supplied with MAX Media Manager Pro for Wii PC application. The perfect media management solution, MAX Media Manager Pro lets you transfer MP3s to your SD card, and even rip CDs. Video footage can be converted and condensed, and you can subscribe to Podcasts, manage your picture collection and even swap gamesaves with people from all over the world, as well as downloading more PowerSaves for the latest games from the CodeJunkies server!
Features
Manage and transfer audio, video and image files.
Subscribe to podcasts.
Rip CDs and DVDs direct to your SD card.
Exchange and download gamesaves
Back up saves to your PC
Includes 512MB SD™ PowerSave™ Card
NOTE: Some features require access to an internet-enabled PC.
Wondering what happens with locked saves like Splinter Cell, Elebits/Eledees, and TMNT that can’t be transferred between consoles? – Well, with POWERSAVES for Nintendo Wii they’re not locked any more!
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Hello, at the end of 24 hours of test in the programming Nintendo DS, I finished a demonstration based on one of my ColecoVision plays still available in cartridge.
The only play which I could convert into if little time is “Carrot”.
You direct a rabbit on a ground filled with hidden traps and also surrounded by traps.
Your only chances of survival are to advance with prudence.
Your sixth direction indicates to you (in top of the screen) the number of traps around you, a little like the numbers in the boxes of the play bomb disposal expert, but this time it is only in the 4 directions: high, low left and right-hand side.
Before shouting “alternative of bomb disposal expert”, will know that this play goes back to before bomb disposal expert.
And for those which want to see where the complete version for ColecoVision is available.
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
Three big things in this releases in addition to the normal polish.
First, I attacked the tile management with a large hammer. I hope this squashed the many tile bugs and didn't break anything.
Second, I was motivated by the 7DRL "Seven Weeks" which you can find at http://kadwiell.nrkn.com/sevenweeks/. Not only is it a refreshing new take on the roguelike genre, but it includes a very well done tutorial. Contrast with POWDER where, after how many years, I still have to stand over someones shoulder to yell out the proper actions to play the game? Thus, in the start menu, you will now see a Tutorial option. Even experienced users are encouraged to give it a whirl - you may learn something.
Third, I added a new spell in the necromancy chain along with a new monster. Props go to Vanilla Angband for the inspiration.
Accruements is spelled properly (David Damerell)
Dove into the tile cache code to try and cleanup various tile errors people have been reporting.
Double lock fixed that would keep inventory tiles allocated
Minimap releases its tiles after displaying and has had its maximum cache size unbounded.
Void and Notile tiles have been special cased to never be freed as if we keep them around damage is mitigated.
When a tile lock failed I still updated the map with the tile, meaning that if a later alloc succeeded, that tile would be double freed.
The avatar tile was relocked on every new game, resulting in a slow tile leak. This showed up after over 65,000 continuous games so I really hope no one out there encountered it.
New intrinsic, Amnesia, stolen from the recent Vanilla Angband implementation. You lose access to all your skills and spells while it is in effect.
New spell: Soul Suck.
New monster: The soul sucker. No points for guessing what its spell is.
New mode: Tutorial. Selecting this from the main screen starts a special tutorial level for training people in basic POWDER gameplay.
No longer use profanity in the death message if you spent more than a year playing the game.
You can breathe again has the second e in breathe. (Clare Boothby)
Blizzard was missing its second round of physical damage
Sleeping while tired will lead to a deeper sleep. It also will have a chance to clear the tired flag.
Monsters will not walk onto lava or acid if it will damage them. (hotpoo)
Monsters will not be generated on squares that harm them
New flag to prevent monster generation on squares. Also stops it being a target of holes, a target of tele, etc.
Text for dual wield explains that off weapon must be smaller than main weapon (hotpoo)
Some groups of monsters now have a leader which they are tame followers of. While following their leader, do not expect them to fight amongst themselves.
Monsters will cast Force Wall if they know it.
Leech the right version:
Today i finally got some time to update links on our N64 Site and this is where i need your help, Any N64 Game Editors, Emulators and Homebrew we are missing (and thats a lot) we would love you to post in our Submit News forum so that we can move across to this forum. Help us make the ultimate N64 Homebrew site.
Whoops nearly forgot, we also need a site logo in the theme we use on all our sites
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Comic Book DS is now updated to v3.0, heres whats new:
3.0 (09/09/2007):
New: WIFI mode created. The books from http://cbds.free.fr/ can be consulted directly on the DS thanks to the WIFI connexion.
(The next big images are downloaded in background while viewing the current ones).
New: New look of the different screens (many thanks to FA for this nice design)
New: Theme support: Sounds, Colors, Backgrounds, Icons and Sprites can be changed. All the theme content is placed in the "/cbds/Theme" folder.
New: Quicker file scan (new restriction : all .cbds, .ini and theme files must be placed in the "cbds" root folder. Sub-folders are still handled).
New: Improved change page trigger (using the one key navigation feature) : instead of an exact page side match, an average is used (1/3 of the visible area by default), to trigger or not a page change.
New: Display of a notification icon before a page change. A second key press is then now necessary (this feature can be deactivated in .ini file).
New: More configuration available in ini file (avoid blinking, initial brightness, scrollincrementX,scrollincrementY,start key configurable ...).
New: Slightly better reactivity , preempting and error handling. Small bug fixes and improvements.
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Play the classics with convenience and comfort with the Classic Controller Grip for Wii. The Classic Controller Grip provides the best possible experience while playing with the Classic Controller on the Wii. The ergonomically designed grips give the Classic Controller a less-strenuous feel, providing long lasting comfort during intense retro-gaming sessions. The Wii Remote Mount clips onto the back of the Classic Controller allowing for basic menu navigation while keeping the remote and cord conveniently out of the way during gameplay.
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This device pulses any LEDs you connect to it with the beat of the music coming from your console.
It can also fade your LEDs when the console is off.
This device also works on the Nintendo Wii's lightbar around the disk slot to pulse and fade it.
Multiple modes allow you to turn it off quickly, or set your LEDs to dim, on, fading, VU, or a select combination of those.
Change modes easily by using an existing button on your console, rather than opening your console each time or installing another switch.
Connect up to 10 LEDs, or with a SICKmods Power Extender to add 3Amps of power (~150 more LEDs).
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September 9th, 2007, 21:10 Posted By: CoinCollector
Daedalus is an open-source N64 emulator for Windows that hasn't seen any updates in a while. But according to the official site, it can run 35% of the N64 games in a playable state. The current version is 0.07b.
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Glide64 is a graphics plugin for N64 emulators such as Project64, 1964 and Mupen64. It uses the 3dfx Glide3x API, and it supports many games. If you don't have a 3dfx card, you can use a Glide Wrapper. This project was started on December 29th, 2001.
September 9th, 2007, 23:27 Posted By: CoinCollector
Apollo is an open-source Nintendo 64 emulator for Windows. It's currently at version 0.03 and hasn't seen an update for a long time. The website doesn't seem to be working correctly as well, so it appears that it's a dead project, but you never know who could take it up.
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TR64 (True Reality 64) is the Windows OpenGL port of the True Reality project - a collection of emulator for number systems including MacOX. It is one of the most promising emulators out there, but after the team decided to have a 'vacation' period of coding, little was heard from them. Saying that, releases are not non-existant and icepir8 continues to work without rest on his OpenGL plugin.
Required:
K6-2 450Mhz
64MB RAM
D3D or OpenGL video card
Fake64 is a Nintendo 64 emulator for Linux. So far almost every emulator has been made for Microsoft Windows. With Fake64, we're trying to bring the Nintendo 64 action to Linux. The name, Fake64, was based on the name of the coding group: Fakelabs. HCl, Bluefyre and rs (retired) are the developers of this project. If you think you can help or make suggestions to these peoples you can contact the crew at the emutalk fake64 forum. Note: don't bore these peoples with idiot questions, non-code related questions will be redirected to /dev/null. Bug reports are welcome. Fake64 is GPL'd and modular, so you are free to play around with it and make your own modules.
The emulator is already discontinued, the last version was released in 2002.
Required:
PII 400Mhz
64Mb
Geforce
Recommended:
PIII 900Mhz
256Mb
Geforce 2 GTS
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Nemu64 is one of the older N64 emulators for Windows and is also the favorite of many. Nemu 0.7 had the highest compatibility of any emulator for a very long time and with the release of v0.8, things have only improved. It is very fast and has a high compatibilty but requires quite a high system spec to get full speed on some of the later N64 games.
The emulator is discontinued. This is the official website.
SupraHLE is a hacked & modified UltraHle. If you know what "hacking" means, then you should understand what to expect of such a program and what you should forget from now on. It is using UltraHLE's core with some hacked instructions and brings more speed, compatibility with less bugs and more features.
The project is discontinued, and this is the official website. The last update was in December 10th 2001.
Required:
P2 400Mhz
64MB RAM
Voodoo1
Recommended:
P3 1000
256MB RAM
Voodoo 3-5 card
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This is the standard Windows port of the True Reality project. This emulator has not been updated for a number of years and it is not likely to be updated again, at least any time soon. Compatibilty and speed and reasonable, but is not 'one of the best' N64 emulators. Still worth a look for the enthusiast.
Required:
K6-2 450Mhz
64MB RAM
D3D or OpenGL video card
SixtyForce is one of the few Nintendo 64 emulators produced for Mac, as well as the most active. SixtyForce requires for you to have either MacOS 9 or MacOS X installed.
This is the official website.
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Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
The first three test rounds are now over. Thanks to everyone who participated! There's currently stability issues with both the DS game as well as with the server. I'm currently mostly debugging and fixing bugs, and will return with another test round when the game is more stable.
Version 0.3.7 / 9.9.07
Client re-connection works better in-game when connection has been lost
Fixes on server side in cleaning up old games
Game field is finally properly centered
Dice won't be hidden neither at the top of the screen nor behind the "end turn" button
End turn timer delayed to allow slighly more time for the player to react
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It is an application intended to learn the Japanese characters, developed out of C and using the PAlib bookshops. To use my application you need a Nintendo DS and a linker.
At present, on this first version usable, only Hiragana can be to study, in the direction reading and the direction writing, then will come Katakana and Kanji. Graphics and sound effects are well on unfinished and ergonomics and the contents will improve with the son of the versions.
Download and Give feedback Via Comments
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glN64 (0.4.1): It's a video plug-in for Nintendo 64 emulators that conform to Zilmar's plug-in specifications v1.3.
Rice Video plugin (6.1.1beta10): This is Rice's D3D8 and OpenGL plugin based on StrmnNrmn original code in the Daedalus emulator.
Daedalus Graphics (0.08b pre4): Official Daedalus plugin developed by StrmnNrmn.
Daedalus Graphics Source (0.08b pre4): The source of StrmnNrmn's plugin.
Direct64 (0.5a): A new N64 plugin based on glN64 , This plugin uses DirectX 9 to render graphics on the screen.
Glide64 (0.8 Wonder Plus Plus): Glide64 is a graphics plugin for N64 emulators such as Project64. It uses the 3dfx Glide3x API, and currently supports many games.
TR64 D3D (0.5): Direct3D plugin based on RCP_D3D source.
TR64 OpenGL (0.8.8): One of the most frequently updated GPU plugins. Worked on by icepir8.
icepir8's Texture Dumping Plugin (1.0): Use this plugin to dump textures from N64 ROMs.
RCP's D3D (0.6): Basic GPU D3D plugin by RCP.
1964 OpenGL (Build 4): This is an experimental OpenGL graphics plugin. Currently, it will only be worthwhile playing it with Mario. Several other games will "work", but will likely look poor.
Basic CFB D3D (1.0): Very basic example plugin made by zilmar for his plugin specification.
NiGL (0.01 Build 508): A plugin developed by Linker and still in its early days.
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Azimer's Audio Plugin (0.56 WIP 1): One of the best SPU plugins developed by Apollo author, Azimer.
Azimer's Audio Plugin (0.56 WIP 2): A new WIP
Azimer's LLE Audio (0.50 beta 1): Another of Azimer's SPU and again it is very respectably programmed.
TR64 Audio (0.1): The TR64 Audio plugin developed by the TR64 team.
zilmar's Basic Audio Plugin (0.1): Very basic example plugin by zilmar. Emulates only the most basic of functions and should only really be used by developers. Includes sourcecode.
zilmar's No Sound Plugin (0.1): If your system is not very good or if you do not have a sound card, you may want to try this plugin. It does not process any sound emulation, and so allows more CPU power to be used for other things. Includes sourcecode.
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N-Rage's DirectInput8 2 (1.83): One of the best input plugins in the zilmar spec., developed by N-Rage.
N64 Virtual Pad (0.51): SJR's excellent pad plugin - the first to emulate force feedback and memory pack support. Also the first to emulate force feedback on keyboards via. a flashing Scroll Lock light.
Darkman pad plugin source (2.1): Sources for the N64 pad plugin.
Orkin's Input Plugin (0.1b): Plugin by Orkin that supports four pads and has preliminary wmulation of the rumble-pack.
Darkman Direct Input (4.0): This is an Input Plugin written based on \\\"Common Controller plugin spec\\\" version #1.0 by zilmar, for Nintendo 64 emulators. It is intended for playing 3D FPS Games: Doom 64, Duke Nukem 64, GoldenEye 007, Perfect Dark, Quake 64, Turok and Turok 2.
Def's N64 Direct Input (0.54): Opensource plugin developed by Deflection. Support for up to four gamepads, but does not contain mouse support.
NooTe's Direct Input (0.4.2 build 17): Direct Input plugin developed by NooTe. Kaillera support included.
DesktopMan's Basic Keyboard (1.1): Basic keyboard plugin developed by DesktopMan. Only slightly more advanced than zilmar's Basic Keyboard plugin.
zilmar's Basic Keyboard Plugin (0.1): Basic plugin developed by zilmar as an example only plugin to show his specification in work. Predefined keys and only works with a keyboard. Includes sourcecode.
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blight's glN64 Linux Port (0.4.1 RC1): Yet another port of an excellent plugin, glN64 to Linux by blight.
blight's TR64 OpenGL Linux Port (0.7.4 pre1): A port of another great GPU plugin for N64 emulators, TR64 OpenGL, and again, by blight.
Sound plugins
blight's UltraHLE Audio Plugin Port (0.1a): blight's Linux port of UltraHLE's audio plugin by Hacktarux.
JttL SDL Sound (1.2): A new SDL sound plugin for Linux.
ALSA Sound (v0.4): A linux sound plugin created for usage with Mupen64. The author based this plugin on the new ALSO sound system, which will be the default one for linux soon. Still in early stages but progressing nicely.
Input plugins
blight's SDL Input Plugin (0.0.8): One of blight's many contributions to the Linux N64 scene and this time it comes in the form of an Input plugin for use with the Linux port of Mupen64.
Hacktarux's Input Plugin (0.1): Plugin developed by Hacktarux for use with the Linux port of Mupen64.
Wingman64 input plugin (0.3): A linux input plugin that does not require SDL to work. This plugin uses the libjsw library
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As the name says, this is a track editor for F-Zero X. Tracks can be made from scratch or you can load one of the many tracks that have been created by the MrFixitOnline members. Even the F-Zero Expansion Kit courses have been included!
September 10th, 2007, 08:17 Posted By: CoinCollector
Sometimes referred to as the "successor to a legend", UltraHLE 2064 is a new, unofficial version of the popular N64 emulator for Windows, UltraHLE. Its official website is now down and hasn't been updated in a long time, but the current version, 1.0.5a, is in many ways better than the original.
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Here are some N64 items to mess with. They are all at the same site, but here are all the links to make it easy to put whatever is needed up on this site.
1964 Tracer - A custom build of the emulator 1964 featuring a tracer, a memory logger, and the ability to dump RDRAM and SPRAM. This uses a “hook” system which is similar to a breakpoint, except it logs where the hook occurs to a text file instead of snapping a debugger.
Super Mario 64 Object Editor v2 - A program created with Game Maker 5.3a, edit’s Object Positions, Object Id’s, Rotation Values and Behaviour code, based off VL-Tone’s guide.
We kinda knew about it already, but it now seems official that developer Vicarious Visions is working on an external peripheral for their adaptation of Guitar Hero on the Nintendo DS, rather than relying on touch screen controls.
Games Are Fun was in attendance at this year's Austin Game Developers Conference, and caught up with Vicarious design manager Adrian Earle, who spilled the beans on Vicarious's port of the acclaimed music franchise. In addition to the horrible decision to build a peripheral for a portable device, Vicarious plans on leaving much of the game's visuals as-is, making them two-for-two in a "if it ain't broke, don't fix it" mentality that may prove problematic when moving an established console title to an entirely new platform.
We'll give Vicarious Visions the benefit of the doubt, and assume the decision to ignore the touch screen was to avoid comparisons to Jam Sessions. Still, here's hoping Vicarious will let us rock out and still fit the darn thing in our pocket.
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Football season got started in earnest yesterday, and probably left some of you still hungry for more pigskin. If so: Eat pork rinds, they're delicious. If you want more football though, the Virtual Console has you covered. Imagine: Football in video game form.
NES Play Action Football (NES, 1-4 players, 500 Wii Points): The press release from Nintendo touts a "distinct overhead viewpoint" creating an "almost 3-D field." Also, there eight available teams with "multiple running/passing plays" and "a wide selection of defensive schemes."! Madden who?
Sonic the Hedgehog 3 (Sega Genesis, 1-2 players, 800 Wii Points): If you think about it, in many ways, Sonic the Hedgehog 3 is exactly like football. You run as fast as your can always trying to collect rings. And Dr. Robotnik kind of looks like a bald Mike Ditka. Also, you're competing against an echidna that you eventually befriend. ... Just like football.
Neutopia II (TurboGrafx16, 1 player, 600 Wii Points): Despite what we will occasionally put on mortgage applications, we are not scientists. But we think that Neutopia is scientifically the polar opposite of football. That's so much the case that we feel free from tying it to our theme, and can instead just say that this game wants to be Zelda so bad that it's considering seeing Dr. 90210 for ear extensions.
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We've heard this from a couple of sources independently now, and we feel relatively confident about passing it along. Apparently Gamestop managers meeting for their annual conference have been told that the Wii Zapper will launch with pack-in game Zelda Crossbow Training. As Ars Technica's source told them, "The game looked beautiful. I'm pretty sure it was running on the Twilight Princess engine. It's a third-person game, and you had some control over Link."
The best part? Reportedly, the Wii gun will still retail for $20, which just promoted the Zapper from "likely purchase " to "foregone conclusion." Hopefully we'll hear official word from Nintendo on this soon.
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features
Extensive Multiplayer Action: Few other gaming series' have had multiplayer so central to their focus and "Worms: Open Warfare 2" extends this even further. Take on anyone online, anywhere and at anytime.
It's Worm War throughout the Ages! 6 all new landscapes allow the worms battle it out through history's most famous wars! Pirates, WW1, WW2, Cold War, Gulf War, and Space War!
Brand New Game Modes: As well as classic "Worms" deathmatch, a range of new single player and multiplayer modes like "Puzzle Mode" and "Fort Mode" will demand new strategy and team-play from you and your worm army.
Customization: Customize your worms and create your own landscapes with all new custom editors.
description
Retaining the classic 2D game play, cheeky humor and clever mix of action and strategy from Worms: Open Warfare, Worms: Open Warfare 2 takes gaming on the move to the next level by taking the battle online. Test your skills and fight it out with other worms fiends from anywhere around the world. With all new single player and multiplayer modes, weapons, scenarios and unprecedented customization options for your worms, Worms: Open Warfare 2 is the most comprehensive Worms title yet.
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features
Wireless Sensor Bar™ for Wii™ remote - play up to 25 feet away
Wireless technology allows for sensor bar to be placed anywhere in the room with no restrictive cables
Allows for clean, easy, wire-free installation
Ideal for wall-mounted flat screens
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SuccessHK have reduced the price of 3 of their DS Lite range to a rather nice USD:146.90 (around £72) the colours available at that nice price are Jet Black, Noble Pink and Crystal White
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RockIT! Is a game where YOU can take on the life of a rock guitarist!
Using the touch screen slide the notecatcher to catch the notes and rock the guitar! With real guitar sound samples for 9 different notes and 9 different chords, this game has much potential.
Expected Features:
Song Creator (Make your own songs to then play on the touch screen)
Career Mode (Work your way to the very top)
Online Highscores (See who's really the best!)
Anyone like the sound of this game? Any ideas? Suggestions?
Version 0.0.1 has been released! It is of course not very much but only a taster of what is to come! I hope. All feedback, comments and criticism will be accepted thankfully. Enjoy!
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It is time for me of releaser the first version of my first Dev. on NDS (and first “public” Dev. very short besides).
Presentation:
I present the principle quickly, but I think that everyone connait the emission: “Of the Figures and the Letters”. The Account is Bon is the part “Figures” of the play televises. Thereafter, I also think of carrying the part “Letters”: The longest Word and to include the whole in only one play (with a course of “normal” part: 1 blow of figure, 2 blows of letters… and a management of the points, and why not a version “online”, but really if I have time).
LeCompteEstBon.0.1
The rule of the game:
The goal of the play is to obtain a number (from 100 to 999) starting from elementary operations (+, −, ×, ÷) on natural entireties, on the basis of randomly drawn numbers (from 1 to 10, 25, 50, 75 and 100) parmis twenty-four “plates”. The numbers from 1 to 10 are present in double specimen and the numbers 25, 50, 75 and 100 present into only one specimens.
Course of the play:
The number has to find is located on the screen top… it is easy, it is mark “we seek: ” in front.
The drawn plates with the fate are in top of the screen of bottom
There are then zones of calculation on which it is necessary to come to pose the plates to be calculated (the whole thanks to the stylet). To make change the operators of calculation it is necessary to click above (at the end of 4 times one returns to “+”). And to calculate, the box should be selected on the right (for the moment, calculation is automatic).
When “the account is good”, “Gains” is poster on the screen top.
To cancel all the operations in progress, it is necessary to touch the button “Strong current” and to have another pulling: the button “Nvo”.
History:
Version 0.1: 09/09/07
Evolutions “already” envisaged:
- To post the number has to find a little more nicely
- A timer to leave only 40 seconds to find the result
- A small animation for the victory and the defeat
- To ask a confirmation before carrying out a new pulling
- And well on, the player will have same to calculate his results to him (at least in a “Difficult” mode).
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Of Course, complete translation of the whole Text (even the names of the element ... damn there are so many ;-) )
In the C16Text there are no "Umlaute" (foreign letters like:ä,ü,ö ...) So i have to write it like ae,ue,oe ... no big deal. MasterDje is working for a solution for this "translation" - Problem.
There were a few words,which i´m not exactly sure if they are 100 % correct. so i gave them a (*) - sign.
In the credits i commendet the 2 pics out on screen 0 (the palib logo and an avatar), because i needed space for one more entry (2 people, who helped me with the translation). If you don´t want it, delete the Credit entry and delete the comment sign ( /* , */) in the function int clean_affichage(int phase_) in the case nr 5.
I haven´t found a word for "poor metal" (i think there isn´t one either) so i let it this way in the translation
The GBA did not die! CrazyLapinou, member recent of the forum comes from poster its first project: Conker Advance.
The project is at its beginnings and the Conker squirrel, which makes party of the mascots of Rareware, is part. One wishes all a good courage with the coder for this future play of platform!
As much fun as Wii Sports, Wii Play, and all the rest of the PG games on Nintendo's latest console are, we suspect that what gamers have really been waiting for is the ability to shoot all manner of enemy on-screen a la the Duck Hunt days of old, so itchy trigger fingers will be pleased to learn that we've finally been clued into the enabling Wii Zapper's $20 pricetag and November 19th release date. In announcing this all important info, Nintendo also revealed that the plastic housing for Wiimote and Nunchuk will ship with Link's Crossbow Training, which sounds like an archery sim set in the exciting world of Zelda. Other games that will support the Zapper include Resident Evil: The Umbrella Chronicles, Medal of Honor: Heroes 2, Sega's Ghost Squad, and various other titles that will surely push Wii Chess even lower down your stack of games.
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Here is a forum that contains many different mod patches for Super Mario 64. Some are pretty generic, but some are pretty good too, just have to sift through it all.
I would also like to ask if anybody knows of any more Super Mario 64 mods/patches out there that are any good? I see some very very nice work done with toads tool on youtube videos through google, but i never find any actual patches or anything for them, just people saying how "cool" they are. ANY links would be appreciated.
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Here are all the emulators I know of for Nintendo 64. This section of the site hasn't been updated in a long time but still contains emulators that run on N64 for Gameboy, NES, SNES, MSX-2, and Sega Master System. I would imagine the Master System one probably plays GameGear too, although, I have never tried it. Here is the link.
Mother 3 is set in a land called the Nowhere Islands. Chaos ensues in the Nowhere Islands after an invasion by the Pig Mask Army, humans in uniforms that resemble pigs. The Pig Mask Army is named for its creator, The "Pig King". The Pig Mask Army slowly constructs a police state, while performing bizarre experiments on the land's flora and fauna.
The invaders also introduce new technology and infrastructure to the islands. The story unfolds in different chapters. The various chapters of the story record the trials and tribulations of a boy named Lucas, his family, and friends, who reside in Tazmily Village and band together to rid Nowhere Island of the Pig Army's influence.
Nintendo's classic Gameboy Advance™ RPG hit Mother 3 is now available at discounted U$ 14.90 only.
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Taiko no Tatsujin DS is a rhythm action game. Like other Taiko games, the player plays the notes of a chosen song's drum part as they are displayed on the screen. The taiko drums can be played using the touch screen or the buttons. Taiko no Tatsujin DS has the ability to engage in 4 player wireless multiplayer. Users can also dress up and add decoration to the cartoon taiko characters.
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Sega announced today that they're bringing two Genesis games to the Wii's Virtual Console: Crack Down and ESWAT: City Under Siege. We know that you probably are reading the post because of the headline, so let us burst that bubble first: It's not that Crackdown. This is an entirely different game, sort of a hybrid between Smash TV, Gauntlet and a game that only uses 1/4 of the screen to display the action. (No, seriously, go look.)
Then there's ESWAT, which is Robocop with a jet pack. ... Well, Robocop with a jet pack and a rocket launcher, which, objectively, sounds like the best game ever made. We're not sure when these will be available, so keep an eye out on Mondays.
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features
Official licensed Water Mini Game
Fill up the Nintendo DS Lite™ toy with water and enjoy a simple game
Three different models available (shipped randomly)
Limited availability
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Marat Fayzullin has posted a new version of his GBA Emu for windows/dos
Heres whats new:
* Fixed line coincidence bit not being cleared with each new scanline. This made Treasure Planet dialogs work.
* Fixed inline WRdARM() function to read from serial EEPROM.
* Fixed a memory corruption bug in the SoftReset() and RegisterRAMReset() routines. Lufia no longer crashes after a quick-save.
* Moved FlashROM and EEPROM memory allocation to ResetGBA() where it belongs.
* Now preserving debugger breakpoint settings when loading state.
* Now locking keyboard processing when inside built-in configuration menu or debugger.
* Added GBA-specific debugger view (press [N] in debugger).
* Added new, much better, scanline simulation and video softening effects to VGBA-Windows.
* VGBA-Windows full-screen mode now runs in 640x480 resolution.
* Now switching sound off when entering built-in menu in VGBA-Windows. This mainly affects melodic sound mode (i.e. MIDI).
* VGBA-MSDOS now runs in 640x480x15bpp VESA screen mode when -zoom or -tv options used, otherwise it runs in 320x200x15bpp screen mode.
* Added new "Fill & Soften" zoom mode to VGBA-Symbian. It is rather slow though.
* Added screen orientation and backlight controls to VGBA-Symbian.
* Fixed possible source of instabilities in the S60 open file dialog in VGBA-Symbian.
* Fixed exit via Symbian-specific menu.
* Fixed premature termination of the emulation thread when exiting VGBA-Symbian, soundtrack recording and config saving work again.
* VGBA-Symbian signed with a new certificate, as the old one has expired.
The controls are explained in the program, but here are the basic features:
- 2 layers ("BG" and "frame"). BG gets copied over when you create a new frame, so you can have a persistent background, or modify it as you go.
- 60 color palette, which can all be modified.
- Up to 10000 frames, or until memory runs out.
- Undo/redo. Up to 32 levels, or until it fills its 128KB buffer.
- Onion skinning (sort of, only shows one previous frame).
Things I'd like to add:
- Larger brush sizes.
- "Virtual" frames (let you go past the end of the animation, and then if you draw, automatically create new frames up to that point), so you don't have to go click that "add frame" button all the time.
- Better onion skinning.
- Better save system. At the very least, thumbnails or something.
- Some way to share animations.
- Offsetting (like to scroll the background a few pixels per frame).
- Less stylus jumping.
- A Mario Paint style music sequencer.
Feel free to add to the list, or to vote for which of the ones on there that you'd like to see first.
Cheers!
EDIT: Oh, and I should mention that you do need to unzip that empty folder onto the root of your card, or it won't be able to save. Can libfat create new folders? If so, I could add some checks to do that if it doesn't already exist.
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News/release from Fatquackof an update to his Game Maker:
Set devkitPro install path
WYSIWYG game design interface
Create C code for PAlib to make a gs game that looks like what you have designed, but you will need to code it in C
Backgrounds
Sprites
Makes the magenta part of your images transparent
Sprites can snap to grid http://fatquack.net/
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I posted a while ago an EDict reader application (rather proof of concept) on this forum, that I kinda droppped due to lack of free time... I had more time to come back to DS coding recently, so Here is "DS KanjiDict" v0.1, a Kanji Dictionary application (yes, yet another one) based on JStroke for input (Kanji recognition) and KanjiDic for the Kanji definitions. It is not much more advanced than the EDict reader, but hopefuly you'll like it. Feedbacks/proposals are welcome in terms of features/graphics/etc (you may have noticed that graphics is not my area).
DS KanjiDict v0.1
Usage :
At the moment it does not do much... Simply draw your Kanji on the bottom left draw area. Then click appropriate Kanji that appeared on one of the buttons on the right (if it was properly recognized of course). This will display its readings, meanings and additional info. Press L to clear the Kanji Draw area.
Eo
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Alex has posted a new release of puzzle game collection for the DS:
After a version 2.0 with a lot of (little but annoying) bugs, here is the version 2.1 that should be better.
Changelog:
New game integrated: Map
Rules are now in the right order…
Folder pzmk which contains theme files can now be moved to a /data/ folder.
Selected language is now saved locally and will be restored when rebooting.
Graphic bug in Untangle has been partially fixed.
A big work has been on internationalizing the game, a big thanks again to all the translators.
New option in Net game is available (was introduced but not selectable in 2.0…).
Icons in Net game are now the right one.
Icons in Slitherlink game have arrived.
All themes have been improved
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Stop wasting money on batteries and easily charge a set of Wiimotes with the Dragon Double Wiimote Power Pack with Charger Stand! A light indicator will let you know once remote controllers are fully charged, and you are ready to play again with many hours after around 2 hours of charging.
Features :
- 2 hours quick charge function
- Full charge auto detect function
- High quality and efficient product
- Remote controller stand function
- Rechargeable AAA size dry batteries compatible
- 4 * AAA size rechargeable batteries are included
- Power charge cable is included
- Normal alkaline AAA size dry batteries compatible
- Simultaneously charge 2 Wii-remote controllers
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Now you can be sure to maximize everything the Nintendo® Wii™ has to offer with the Talismoon Wii™ component cable. Become in awe of tremendously enhanced visuals and super crisp textures! Immerse yourself in the digital gaming world and get closer to the game with another premium quality product by Talismoon. Live every jump, shot, and twist and turn to the fullest thanks to the highest quality image displayed on your TV set. Experience the benefits of premium quality gaming for one third less of the retail cost in relation to the official counterpart.
· Ideal for standard for HD TV’s
· Supports screen resolutions up to 480p (progressive scan)
· Stereo sound available through left and right RCA cables
· 1.80 meters long
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Zarxrax developed DSLearn, released the source and switched to DSLearnJ to support Japanese language. This release is a sort of downgrade from DSLearnJ to DSLearn plus adding of some features to DSLearn:
- increased the number of section from 3 to 4
- changed the font to support more Westeuropean languages and size
- added possibility to switch section 1 and 2
- added English pronounciation support using NEWDICTS-pronounciation function (Thanks Sesa who did most of the job in this matter)
beatwho has released the source-code of his turn based strategy game Warlords DS.
Release notes:
9/10/2007 - The source code is now available in the downloads section. I basically went through cleaning up classes that werent needed and joined classes together. There were a few issues with the compiler when i did this so the FSM stuff looks kinda dodgy. The grunt of the work is in the gamevar class, in the Update() function. Any questions about the code can be sent to the email address at the bottom of the page.
The game source code itself is free for anybody to use as long as you dont pass off the work as your own (you dont even have to mention me!), the art, of course, including the art source files remain the property of Lobo and you will need specific permission from him to use.
If you are feeling generous and want to incorporate any changes you make into my codebase then please email the source files and Ill see what I can do about merging it into the current codebase. If this happens enough Ill set up an svn server or something to use.
Cumulative sales of Nintendo's Wii have now surpassed sales of the Xbox 360, making it the best-selling console of the current hardware generation.
According to a Financial Times report, consumers have purchased 9 million Wii consoles, 8.9 million Xbox 360 consoles, and 3.7 million PlayStation 3 consoles.
Wii sales have now overtaken those of the Xbox 360 despite the fact that Microsoft's machine was launched a year earlier.
"The fact of the matter is that, despite the Xbox’s earlier launch in November 2005, it only sells in two markets – Europe and the US," said one analyst in Tokyo. "Japan is home turf to Sony and Nintendo, so the Xbox is not a player at all. In contrast, Nintendo has been selling well in all three major markets."
Nintendo hasn't been in the top-selling hardware position since it launched the Super Nintendo Entertainment System worldwide between 1990 and 1993. Sony has dominated the hardware market ever since the first PlayStation was released in 1994 (Japan) and 1995 (North America and Europe).
In July, Nintendo surpassed Sony in market capitalisation for the first time.
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Well its been fun. Im officially retiring from development of this project with the reason being I am utterly bored with the nintendo wii software library and sick to death of the 1/2 arsed opera browser.
Sorry to sound bitter but I will not be buying another nintendo console, I was there for the n64 and gamecube both of which didnt share the wii's initial success but are carbon copys of the wii's pathetic game release cycle.
Expect to see the tired old argument "We are not focused on hardcore gamers" to be used constantly to explain: lack of games, yet another minigame compilation, xbox/ ps2/psp ports and general piss poor software library.
The only game I am interested in playing on the Wii in the near future is mariokart, but given that nintendo has pushed it back yet again it became the final straw for myself. I sold my wii for $300au with all original equipment so I didnt lose out to much.
What console next, well for my the ps3 seems ideal for several key points:
Web browser is actually 1/2 decent from all reports
linux support out the box
bluetooth / wireless support
free online gameplay etc
The only thing that holds me back the current price, which will drop to my acceptable level soon enough.
Should anyone wish to take over the project feel free. For myself it was always a curiosity seeing as I have a linux pc hooked up to my tv in the lounge.
mem out
Each to their own i suppose
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This is a port of MegaZeux to the DS. Extract it to the root of your flash card so the files are in /games/megazeux. Apply the appropriate DLDI patch. Gameplay works for medium-sized worlds (~500KB). Larger worlds will run out of memory and crash.
By default, the top screen shows a zoomed-in portion of the screen, and the bottom screen shows the entire thing. The stylus can be used to perform mouse clicks and pan around the top screen. Use the right trigger to toggle a software keyboard.
This port is still very rough, and just for testing. Be sure to make backups, as earlier versions have caused filesystem corruption on my CF card.
Controls:
D-PAD = movement (arrow keys)
A + D-PAD = shoot in this direction
B = enter
X = save game
Y = load game
START = start (in title screen)
SELECT = escape
L TRIGGER = tab
R TRIGGER = toggle bottom screen
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New software from Supercard team, heres whats new:
1.Optimized patch code. Resumed to support save to SD directly in patch mode. This function is very useful, player DO NOT need to worry about losting save when battery out.
2.Rewrited the display code of game guide, there is no size limitation of game guide file.
3.Fixed homebrew can not be patched error when "save patch" unselect.
4.Seperated the patch datebase and save type datebase, user can DIY save type database.
5.Fixed ROMs 192, 223, 390, 989 can not RESET bug.
6. Fiex ROM 1279 can not save in patch mode buy.
7. Patch database update to 1350.
8. Added search cheat code file "/scshell/cheat/GAMECODE_crc.scc".(Such as A2DJ_d793026e.scc), easy for user DIY the AR cheat code.
9. Fixed halt game bug when trim ROM.
10. Cheat code files update to 441.
11. Fixed the problem witch small size of flash memory card can not be supported
12. Added mult-language support. Maximum 8 languages support.
13. Added function witch user can appoint language package.
14. Fixed some games halt bug when "Fix download" selected.
New drivers from Nintendo for their Wifi USB adapter:
these are the Beta versions of the drivers.
The final versions will be available in Autumn 2007.
We currently offer no support for Beta drivers, and you install them at your own risk. Thank you.
September 13th, 2007, 05:40 Posted By: shadowprophet
I dont normaly post a lot of news, But I had to post this.
The Guys over at the Virtual Console News site Have Confirmed the
impending US release for the Neo Geo expansion to the Vc lineup.
An interesting snippet of news, even if its nothing we haven't already heard before
Anyway Here's what they had to say.
Via Virtual Console News
SNK has issued a press release to inform us that Neo Geo games will indeed appear on the American VC. They have also revealed 3 of the titles to appear, and all of them are fighters! They are Art of Fighting, Fatal Fury and World Heroes (Yes, unfortunately, no Magician Lord quite yet). Note that these have only been mentioned as "key titles", so there might be others on their way soon as well. The full press release below:
"SNK to Release Classic NEOGEO Arcade Games on Wii Virtual Console
Wall, NJ - September 12, 2007 - SNK PLAYMORE USA CORPORATION, the U.S. publishing arm of the SNK PLAYMORE CORPORATION, today announced that the Company will release several of their greatest NEOGEO arcade games via the Virtual Console feature on Wii. Wii owners with a high-speed Internet connection can redeem Wii Points to download these classic games through the Wii Shop Channel. D4Enterprise, Inc., headquartered in Tokyo, will manage the release of the titles.
Key NEOGEO titles will include "Fatal Fury," "World Heroes," and "Art of Fighting." Each title is expected to cost 900 Wii Points. More titles will follow over the coming months.
About SNK PLAYMORE USA CORPORATION
Headquartered in Osaka, Japan, SNK PLAYMORE CORPORATION (SNK) develops, publishes and distributes interactive entertainment software in Japan, North America, Europe and Asia. Founded in 1978, SNK is one of the largest privately held interactive entertainment content providers in the world. Known for such franchises as THE KING OF FIGHTERS, METAL SLUG, and SAMURAI SHODOWN SNK continues to be an industry leader by focusing on their rich arcade history. More information on SNK PLAYMORE CORPORATION can be found at www.snkplaymore.co.jp SNK PLAYMORE USA is a wholly owned subsidiary of SNK PLAYMORE CORPORATION with offices in Wall, NJ. It handles operations in North America including publishing, marketing, development and localization. More information on SNK PLAYMORE USA can be found at www.snkplaymoreusa.com"
UPDATE: The OFLC has now rated Fatal Fury, meaning Europe/Australia will get Neo Geo games too!
*Oh yeah leave feedback Via comments below and all that jazz
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Nintendo has announced a new model DS Lite for Europe, due to go on sale October 12.
The Silver model now joins the Black, White and Pink units already on sale in the region, at the RRP of GBP 99.
After unveiling new Metallic Rose and Gloss Silver units for Japan in May, Nintendo had originally said that they would not be making the new colours available in Europe.
Nintendo has also revealed that European sales of More Brain Training from Dr Kawashima are close to the one million mark just 11 weeks since release, and Pokemon Diamond and Pokemon Pearl have sold approximately 1.6 million units combined in just seven weeks of sale.
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Nintendo boss Satoru Iwata has said the key to attracting fresh gaming audiences is to surprise them with new entertainment ideas, GamesIndustry.biz reports.
He was wording-off about how Nintendo could "do the easy" by making great games and sequels, but said that wouldn't necessarily mean reaching new customers.
"Our mission is to surprise people in a good way, and this became very clear as we made Nintendo DS and Wii. You can't open up a new market of customers if you can't surprise them," he said in an interview on Shigesato Itoi's blog.
"Even if we make great products, if the number of new customers doesn't increase, it won't reach people. That was clear to us, so doing the easy was not an option," revealed Iwata.
But Iwata held his hands up in honesty and admitted that if the Wii and DS hadn't been as succesful as they are, he would probably seek safety in sequels for easier money.
"I think we can say 'we won't do the easy' because we are currently making profit," he said.
"If we were having a hard time, maybe we will choose the easy, so that we can make profit for certain."
While talking about the world of sequels, the Nintendo boss said simply adding polish and a few new features wasn't the way to deliver new entertainment experiences.
"If you start making such decisions without thinking, you start doing the easy stuff. You disengage yourself with the pursuit of true entertainment," he said.
The Financial Times recently published a report stating that the Nintendo Wii was this generation's best selling console, despite the Xbox 360 having a one year head start.
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Sure, you love your Nintendo DS. It's light, it fits in your pocket, and you can play it wherever you go, whenever you want... right? Well, wouldn't it be a little cooler if it were super-huge and you had to push two full-size kitchen tables together just to put it down somewhere? Okay, maybe we're exaggerating a little bit, but still, this mod from some DS enthusiasts is a huge -- literally and figuratively. Using two tablet PCs and some type of interface which allows the game system to be controlled by / displayed on the larger screens, these DS fans have created the ultimate antithesis to the original system -- for no apparent reason other than the fact that they could. Check the video after the break to see the madness in action.
Wiideo Center is a small application which can transcode and stream all videos from your PC directly to your Nintendo Wii Console (Internet Channel required!).
I came up with the idea of creating this app because of the great work of the people from WiiCR. After some extensive testing of WiiCR i realized that i would not meet my needs. Furthermore the project currently seems unmaintained so i started writing an application of my own. I will not say too much about the flaws of WiiCR, because i admire the work done there, but what i can say is: I analyzed the process and tried to improve every aspect of the software.
The most important things i believe are: easy installation and it should always work! WiiCR is fine, no doubt about that, but i don't think the casual Wii User wants to go through the trouble of installing Xampp. Furthermore it seemed like WiiCR did not always like my directory structure so that not all folders could be selected, or videos just didn't transcode. I hope i can fix all those issues with Wiideo Center!
here is newest Glide64 wrapper with ziggy's fixes for Glide64HQ (yours truly finding the culprit texture format) on ATI Radeons and my code for hi resolutions
Could be useful, to some...
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Graph05 has released yet another update to his Sudoku game for the DS:
Heres whats new:
- More problem of extinction of the screen (apparently?)
- Splash screen during starting
- Disappearance of the last button (SEND) which was not used for nothing, it is replaced by beautiful a copyroght Grin
- One can solve by the key High and erase with Bas
- The dialog box the top is never empty
- The current figure does not disappear any more of the framework when one wants to solve or erase
- Obliteration of the grid a little more progressive
- Improvement of the sprites of the figures: more than 10 sprites, one by figure, and the color of the figure depends on the selected pallet
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While it is just a chess game, I was getting a bit tired of the custom of just putting DS before or after everything, but if you want, just think of it as ChessDs
The main change I've made to make between this and chess however, is that you don't get checkmate to win, instead, the goal is just to take the opponent's king. It does make it easier, but I've spent two days just trying to work on a checkmate algorithm and while I got it working for certain situations, it didn't work for them all, so meh... I'll have it working for some point though.
Most other things are working, such as promoting pawns, so if you find any bugs, let me know. I am aware that there are some problems with the movement, which I'm working on fixing, but it works for the most part
The main reason I made this is to get some practice with tactical moving. I'm planning to make a Strategy RPG, which I've started work on and just wanted some feedback regarding movement;
On the left screen, the movement tiles are 16x16, and on the right they are 16x32, same as the sprites. I just wondered which way people preferred as personally I'm leaning towards 16x16 as it'll allow for room to move on screen. The only problem is having is when you get people standing behind each other they get obscured ^_^"
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We will soon be carrying Wii XCM cases! Express your Wii's awesomeness with these high quality cases. Live up the night with the XCM case LED system. First batch of XCM cases are expected to arrive late next week.
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Alex has posted a new release of puzzle game collection for the DS:
As you’re better everyday when playing the daily challenge, scores are now displayed in milliseconds and not in seconds anymore on daily challenge ranking page.
To continue playing this daily challenge, and/or to continue to use wifi features, you must download this new version.
Internally, I improved the daily challenge process. This is transparent for you, but this will mean more features soon…
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September 14th, 2007, 06:24 Posted By: CoinCollector
cooliscool, the author of the Zelda 64 editor, Utility of Time has released the first version of his new tool Bottles' Glasses! It's a model viewer for the classic Nintendo 64 game, Banjo-Kazooie. It requires The Rare Witch Project's Rareware game decompressor, included with Bottles' Glasses to decompress Banjo-Kazooie then create model files out of it, using the program's Model Isolator feature. Features for future releases include:
*Donkey Kong 64
*Texture support
*Editing features
*VRML exporting
The 'games make kids violent' furore has now turned its fiery attention on Nintendo as the company gears up to launch the gun-shaped Wii Blaster Remote attachment.
Angry parents are in fits over Nintendo's decision to release the peripheral for the family-orientated console. "Great, this is what we need," said one furious parent blogger. "Children with guns learning how to aim and shoot. Then we can sit back and wonder what is happening to our country with kids killing kids."
They added: "What's next? Could we make it squirt blood, too?" Well, no because it would go all over the TV and that would be rubbish.
Advertisement:
"Why don't they enclose an application to the NRA (National Rifle Association) in every box as well? The marketing person who came up with this brain child of an idea should be fired," commented a "very concerned grandparent".
Another said in the US blog: "I think it's irresponsible for Wii to come out with a controller that looks like a gun. What kind of message are we sending as parents when we buy these things for our kids?" If you think it's irresponsible, why would you buy it for your child?
Is it not down to the parent to take responsibility for what games their children own and play?
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Nintendo's North American vice president of marketing George Harrison has confirmed he will be leaving the company at the end of the year.
Following Nintendo's decision to move the US sales and marketing departments from Washington to New York and San Francisco, rumours circulated that senior execs would not be making the transition.
At the time, Nintendo dismissed the chatter as speculation, but Harrison has now clarified that he won't be following his team to the West Coast.
"I have confirmed to all employees that I will be leaving at the end of December and not making the move to California," said Harrison to Reuters.
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Nintendo has told us a three week “Hanabi Festival”, has just begun on Virtual Console. Which means, excitingly, lots of Japanese and American titles will be playable in Europe for the very first time.
The first of these will be Super Mario Bros. sequel The Lost Levels, originally only available in Japan. It builds on the original with new levels, more difficult enemies, challenging obstacles and new secret worlds to explore. This special treat costs 600 points (GBP 4.20 / EUR 6) and is only available until the end of the celebratory period on 30th September.
Joining this is Mario's Super Picross, another Japan-only title where you have to solve silly old picture crosswords. It's a bit like Picross DS, as you might think – what with being based around the same puzzle – and has a save function and changeable music. This one carries a slightly inflated price of 900 points (~ GBP 6 / EUR 9).
Over the following two weeks we're promised Virtual Console offerings in the shape of classic US NES platformer Ninja Gaiden, and iconic shooter Gradius III. These will compliment hidden Japanese treasures Ninja JaJaMaru-Ken (NES), plus Sin and Punishment originally for the N64.
Not invited to the party but available anyway is the TurboGrafx-16 action-adventure Neutopia II. Once again you'll have to save the day from evil person, much like you did in the original – which also happens to be available on the Virtual Console. Both will cost you 600 points (GBP 4.20 / EUR 6)
That's all very nice, then, but we still want Secret of Mana!
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Look at these large open landscapes and vivid colours - NiGHTS is turning out to be a very pretty Wii game.
First impressions are that NiGHTS: Journey of Dreams will stick faithfully to the 2D-based gameplay format of the Saturn original, albeit with much better visuals.
If you haven't seen the game in action, take a look at a gameplay video and in-game footage here.
NiGHTS will be out in Japan on December 13, while us westerners will have to wait until an unconfirmed date next year.
Screenshots here. It's a shame folks outside Japan still have to wait for a release date to be annouced.
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Pokemon fans around the world rejoice! At 5PM Central European Time today, Nintendo is launching the Global Trading Station website, allowing you to stay up to date on the latest Pokemon trading trends across the globe. The site will feature a bevy of stats on Pokemon trading, including most traded, most wanted, and most deposited, and they will be able to bookmark any Pokemon they discover via the site for when they use the GTS in game. The site will also feature a spinnable globe that will let players check out trades around the world while learning facts about the various countries, such as capital cities, population, native language, etc. See? Pokemon isn't just about a deep-seated love for Mudkips - it's about learning as well.
See the Pokemon Global Trading Station website here
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To coincide with pre-TGS coverage, SEGA announced today that NiGHTS: Journey of Dreams players will be getting a bit more content than they thought when the final version hits. According to SEGA representatives, NiGHTS "will feature a two-player mode and network support at launch."
While details are still sparse on this feature, the official Japanese site also refers to this addition as "duel" mode, implying that it'll be competitive and not cooperative. In addition to "duel" mode, we got official word from SEGA of America that the game will actually feature multiple two-player modes, some of which will be available only locally, and others that work the full potential of Wii with Nintendo WiFi Connection. Since details at this moment are still relatively secretive, we were able to confirm only one online mode of play, which is a two-player "race" competition. Details of whether or not you can play against only friends, or if a random matchmaking system will be included are still unknown.
As for other details, SEGA also plans to reawaken the Artificial Life (A-Life) feature in NiGHTS, which allows users to control and manage a sandbox environment where you can capture, raise, and combine animals from the Nightopia world.
Details on both "duel" mode and the A-Life system are still pretty sparse, but we'll know more once the Tokyo Game Show kicks off officially. More as it develops.
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Change your DVD slot light color on the Wii. One of the easiest customizations for the Wii, and you do not have to break a warranty sticker in the process.
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Readers with good memories probably remember our annoyance at having a dangling remote and wire sitting on our lap when using the Wii's classic controller. So you'd probably think we're psyched about Thrustmaster's recently-announced wireless classic controller. But we're not.
For one, Nyko's classic controller grip pretty already solves the problem elegantly for less than half the price of Thrustmaster's $18 controller.
Secondly, this thing is a monstrosity, with ugly aqua blue rubber on the grips and analog sticks and a bloated design that reminds us of the PS3's scrapped boomerang controller.
Finally, the thing is really just a wireless GameCube controller with a modified button layout. Besides meaning less-than-perfect compatibility, this also means the unit requires an ugly dongle that hangs down from one of the GameCube slots on your Wii. At that point you might as well just go with the better-designed WaveBird, or just make your own solution. In either case, you can probably just skip this cash-in accessory.
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Remember when CD technology was the future of gaming, and only the most expensive, cutting-edge systems could handle the awesome power of the laser? Now, even the cheapest, least powerful system on the market can easily emulate these classic games, as will be proven by the imminent release of Turbo-Grafx CD titles Ys I & II and Chou Aniki on the Japanese Virtual Console for 800 Wii points.
While we're excited that the Virtual Console is expanding into the world of optical media (note to Sega: We would not be adverse to a downloadable Sonic CD) So, we have to wonder how the system will handle the larger of these games. After all, a filled-to-capacity CD-ROM can easily dwarf the Wii's puny 512MB of on-board memory, and all those orchestral scores and spoken-word introductions aren't small. Then again, the games that ended up filling discs back in those days were mostly FMV crap, so maybe it's no great loss.
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features
Team up with Diddy Kong! Diddy helps you attack far-off enemies, swings a powerful hammer to clear your path, and even carries a handy map!
Simple controls make the game fun and easy to play – use the L and R Buttons to make DK and Diddy climb their way to new heights!
In the mood to rumble? Take on up to three friends in multiplayer challenges. Take your pick from the DK Crew – DK, Diddy, Dixie, and Funky are all here!
description
King K. Rool is up to no good again, and it’s up to Donkey Kong to swing into action. Using the same simple control scheme that made the DK: King of Swing Game Boy Advance SP game so accessible and fun to play, players of all skill levels can swing and climb to new heights made possible by the dual screens of Nintendo DS.
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features
Draw and design your own characters, weapons, and items to help your Hero conquer adventures.
Take control of your artwork by utilizing the huge variety of drawing tools with a multitude of colors and brush types.
Exciting and unique worlds that will allow your hero to run, jump, swim, and fly.
Watch your drawings be part of the game and interact with the characters.
Swap your greatest works of art with your friends through multi-card play.
description
Help save a dying village from a shadow-like evil and rebuild it back to greatness by creating a Hero! You can draw anything imaginable! Draw and customize heroes, weapons, tools, animals, plants, and almost anything in the game! Swap and share your drawings with friends. Play as your creations and watch them come to life! Your Hero. Your Adventure.
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Requirements for installer: A Windows PC with ~20 megs HDD free. Run the exe and tell it to unzip to the desktop.
Heres the full details about this release that was posted a few days ago:
What's Happening: The Botched GC Forth Beta
To get this post moving along, I think it will help to write it in a question-and-answer format.
1.) Where is GC Forth?
It's definitely on an SD Card. Due to a recent computer crash and failed attempt at system recovery, the source code may or may not be backed up properly on my external hard drive. But I have a working image that I could download onto the PC.
2.) Why haven't I released it by now?
For all intents and purposes the Forth compiler is finished; as are the rudimentary interfaces to graphics, sound, and input. But there is a lot more to access and frankly I've become more than tired of writing drivers; I'm sick of it. There are too many devices and not enough programmers. The former is the more significant problem because the 2nd can be alleviated.
Furthermore, a lot of the underlying code was unplanned and written impatiently. Its finished state was vague; I had no clear idea of what I was creating and I thought, at the time, that that was a good thing.
I also thought that I could pioneer a lot of technology but I've realized that the reason I've been having such a hard time and constantly having to rethink driver interfaces is not because I keep changing my mind but because I have been eschewing real-world up-to-date experience with other software, and I have been having the wrong attitude towards software development, confusing it for art-making. (Art-making being something that can be supported by software but low-level programming being a terrible medium for art.) And although I may be bright, I may not be the most logical thinker. I have been building blindly and running into traps that I set for myself.
It has not helped my goal that I basically stopped using my creativity to put anything artistic together - no games, no music, no stories, no drawings - thereby removing any chance of me knowing why or what for I was developing this software. This had been going on for a long time. To put it simply, I was running on fumes, and I ran out of steam. More at the bottom paragraph.
In other words, the Beta of GC Forth hasn't been released because it is not fit to be called a Beta of any program.
3.) Is GC Forth vaporware?
Yes, and no.
At this time I have no more plans to release GC Forth as a commercial program.
This doesn't mean that I've given up on creating the best game development software. In that sense, GC Forth, among the other experimental Forth-based systems I've developed, will live on as inspiration to motivate my next tool. Which I am hard at work in planning. More on that at the bottom.
I should and do realize that I am damaging my young reputation by declaring my own program vaporware. But I think that I am showing that I am developing as a serious software architect as well as the artist that I want to be. And at least I have the courage to admit that my idea may not have been so great.
4.) Do I think it will do anyone good to release GC Forth as it is?
Well, it can certainly be released - but I doubt it will go farther than being a mere curiosity in its semi-unfinished state. It can definitely be used to create amusing little games. But advanced things are very difficult with the low number of high-level functions.
There are many good reasons to cancel GC Forth as a commercial endeavor. The new version of Action Replay blocks out SDLOAD as a mass-market platform. And, while interesting and wacky, using a keyboard and mouse on a Gamecube is expensive, cumbersome with the many adapters required, and not as smooth as a standard computer because of the limitations of the joystick ports. Also, it is not possible to burn your own Gamecube discs - so would you give or sell your games to?
Finally, and perhaps the most interesting, blocks - the simplest way to access disk. Virtual memory, when done the proper way with blocks, is a fantastic way to optimize any application. But I did not realize at the time that I was busy working with GC Forth that blocks are not much good if you don't have an idea of what you need to be doing with them; for instance it is not against the rules to write words for accessing a section of disk as if it were an array of cells; or to use blocks as the underpinning for a FAT16-compatible filesystem. All of these things COULD have worked - but again everything goes back to the problem of not having any applications. (Even flat blocks could simplify an applications by another order of magnitude - but only if the disk is structured out from the start!)
It remains to be seen whether or not GC Forth should be resumed in the future.
5.) Last paragraph: So what am I doing now?
I have begun a new project. It is a multi-faceted project. It is a slow, but progressive project. A large part of it is an exciting process of rediscovering my creative mind. It's like a muscle; I've got to exercise it to get it to where it needs to be. As I mentioned in a previous post, I am playing around with different platforms. At the same time as I am learning about them, I am also evaluating them, and making notes. (List of programs and platforms: Game Maker, Flash, NES, GraphicsGale, FL Studio 5, Reason, Audacity)
My primary interest is in exercising my imagination, my ability to come up with new ideas, initiate projects with a goal in mind, and see them to completion. And to tell stories, and to make points. As an artist I've let a preoccupation with programming, and an obsession with doing something pioneering, rob me of valuable time that I could be spending working on things intended for other people. Which would provide the essential experience needed to create a tool of my own.
The second part is plans for a game-making program. It will run on established computer platforms and it will be based on this singular idea; simplified, straightforward game creation for creative individuals.
I am selecting the best features from already-made software, piecing them together in the best way possible, and throwing in a healthy helping of original ideas to fill in the gaps and fix what doesn't work in my view. This is the right way to develop software. You've got to build on what others have done but you've also got to have a fresh mind - you shouldn't just keep adding crap and never evaluating ideas.
As for GC Forth, since I am very interested in documentation, I want to put together some kind of documentation that not only has the info, but looks good and is actually interesting to read. I have been thinking about doing it in software form but I'm not sure. If I release GC Forth, I'd probably get lots of questions and I think that would help guide me, so for that reason I'll be uploading the GC Forth image as soon as I feel comfortable that it doesn't have any live wires sticking out and that it doesn't have any confusing remnants from the past still lying around. I WILL GET AROUND TO THIS SOON I PROMISE!
* The relationship of 3D it is to be from God + system in p<ry d3d_sw which is done respect - with thing. 3D emulation precision substantial improvement.
* With the Direct3D geometry engine, the number of apexes which can be issued between vglBegin~vglEnd substantially (about 10 times?)It increased.
* DirectX SDK was renewed to up-to-date ones.
* Releasing the skeleton of picture revolution. As for coordinate transformation mathematics doing properly, the [re] it is not difficult, it is with, well to do also the fact that you try doing by your. It is sin cos.
* The main loop the [chi] [yo] it is, with house keeping
* Modifying the cooperation system of UI. Because it understood, that PeekMessage is slow, the call reduction function which is from the time before was enabled.
* In addition workmanship strengthening and the like which is detailed.
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Music is now supported, with caveats. ROTTDS cannot (currently) play the game's music natively; however you can extract the music files from the game, convert them to ADPCM on your PC, and place the resulting files in your /rott/ directory, and ROTTDS will play them. I'm providing a music package containing the shareware music in ADPCM format. See the README.NDS file for more info.
Limitations:
Music requires extra work, and has some glitches.
No network support.
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Hi, I've been messing around with DSLinux and came up with this. It'll use dosfsck to check or repair your filesystem when it gets messed up. I've only tested it on a Supercard SD but in theory it should work on anything that supports DLDI.
Sorry for the crappy download link but I don't have anywhere to put stuff online at the moment.
Don't forget to dldi patch, use at your own risk etc etc
Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
The first three test rounds are now over. Thanks to everyone who participated! There's currently stability issues with both the DS game as well as with the server. I'm currently mostly debugging and fixing bugs, and will return with another test round when the game is more stable.
Version 0.3.8 / 13.9.07
* Fixes on hotseat game mode
* Local hotseat players can be now renamed
* Optimized the field paint and fixed the sorting issues with areas and dice drawn in wrong order
* Fixed automatic turn ending when no more moves are possible
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One is a graphical adventure for DS that will mix I touch of Resident Evil and Silent Hill. In the game you wake up to you because you hear rare noises and you rise to investigate. But you will realize of which everything is still more rare of which you believed. The mechanics of the game consists of being clicking on the prerrenderizados bottoms to examine and to take objects, to see tracks, to go to other rooms, etc.
The bottoms at the outset have certain touch Resident Evil, they are dark and tétricos but more ahead you will enter yourself in another abstract and completely macabre dimension.
Here this completes version of the Superpong! , my game homebrew based on classic pong but with many but extra ones. They have been corrected most of failures of constant wonderful previous versions and flows to 60fps.
Characteristics:
- In the way 2 players, first stick with crosspiece moves his arrives and down and the second with the bellboys B and X. Each player plays holding a side of the console.
- When one of both players obtains 5, 15, 25, 35, etc. points, the screen will begin to rotate until a player puts goal, doing but difficult to be able to stop the ball.
- When one of both players obtains 10, 20 30, 40, etc. points, which appears in the screens interchanged between a screen and another 2 times per second also making difficult stopping the ball, that is to say, the game board wrath appearing in the screen of above and down alternating itself until goal puts.
- When the ball happens through the star of the center, I complete player who has touched to the ball with his stick, it activated the way to him bonus and it happened to handle the ball freely dragging it with stylus by the touch screen. In order to be able to drag the ball, it is necessary to maintain pressed R or L according to the player. That is to say, if the first player (the one that handles the left part of the console) is the one that has touched the ball I complete, tendra that to maintain pressed L and while to drag the ball, to put goal easily. The same with the second player but with button R. The way bonus disappears in a second as of which the ball leaves the star of the center, reason why is necessary to be fast.
- The background music this in format PCM and, although I have put it in the smaller possible quality, causes that the game occupies but of which deberia.
Characteristics of the final version:
- To return to the main menu, Select presses while you are in pause.
- Or this activated the menu options, in which there is the possibility of activating or of deactivating music.
ArchonDS - A remake of the original game from 1983 (Atari ST) with new graphics. It is a strategy & action game, the battle light vs. dark! More on wikipedia.org.
UPDATE (14/09/07):
ArchonDS Version 0.2 available!
Actual informations in my developer diary (only in german): www.wiesnewski.de
I want to release regularly the latest build, so that you can follow the developing process.
I you have some good playersprites, backgrounds, soundeffects or MODfiles, please send it to me!
Einfach Genial is a german board game.
Single player is almost finished. (Still some bugs and some features to add)
Multi player is already connecting and i'm working on the game protocol.
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A new game from Wescene that gives a basic football game:
To play soccer.
Futbolin is a game to the style that we have for the NDS. The controls that we have are simple, but the game todovia this very beta when it finishes not can return to the initial menu, it have left many things to improve.
Controls:
To shooting
Crosspiece + B to happen
Special X
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Project JDS is a handy package to help you learn the Japanees basics.
With this you can learn back and from hiragana, katakana and romanji.
There is an option to show nigori and/or the maru of characters if any.
Seeing how it's written, hear how it's pronounced and make your own set on the fly.
Hi,
It seems that people need a little ‘push’ to respond because since i announced that Project JDS is final i got several requests and updates. Due to this i revoked the ‘final’ status from Project JDS, which is now at version 1.29
In this release i re-sampled the 48 speech files so they are louder as many of you requested. I also added a good/false sound, an intro sound and a few other sounds to bring things more alive. In the previous release i introduced an new error that i hadn’t noticed. That one is removed to in this release.
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HI this is AlarmclockDS!
it's a simple palib made alarmclock.
somebody said that this isn't usefull because the nds has an in built alarmclock, but i dont like the way this clock rings (bip bip bip) and it isn't very good to handle if you have an M3 sipmly or an R4, because you have to put the simply out e4ery time you want into the menue...
so this is AlarmclockDS
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Graph05 has released yet another update to his Sudoku game for the DS:
Heres whats new:
- Leger cleaning and reorganization of the code at certain places
- The screen does not die out any more at the time of the resolution (in the preceding version this bug persisted). If the bug persists always and still, thank you to contact me Azn
- During the filling of the grid, if a figure cannot be placed there (for example it is in double in the line), it will be red
- The animation of the obliteration of the grid can be done in 4 different ways (random choice)
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On the heels of NPD data showing 403,600 consoles sold in August, Nintendo's Reggie Fils-Aime promises an "unprecedented" Wii supply in North America for the holiday season.
Speaking to Dean Takahashi and Mike Antonucci of the San Jose Mercury News, Fils-Aime promised "substantially more than the launch, substantially more than has been seen to date."
Even so, given the level of demand, Fils-Aime suggests that it will still be difficult to obtain a Wii this holiday season.
Although noting that Nintendo does not take its success lightly, and realises it is in a long-term battle, Fils-Aime did not seem concerned with the recent PS3 and Xbox 360 price cuts.
"In terms of our competitors, what we continue to see is that 360 and PS3 essentially trade share as they alternate on price reductions. But, really, none of that is impacting our business," he said.
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Assemble button to Wii remote controller
Directly to operate Wii remote controller by 3D button
Have 6 exchangeable buttons for choice
Availale colors:Transparent, Grey, Green, Blue and Red
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Crystal face protects the front of your Wii remote from any scratch and dust
Crystal back protects the back of your Wii remote from any scratch and dust
Rubberized battery cover provides more comfortable wave-shaped grip feeling
Wrist strap, to secure your Wii remote for a safe gaming environment
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Don't want to miss any game of the WCR 2007? Then this application is for you! Just point at a date and you will see the upcomming matches whom against whom.
A new version of VL-Tone's Toad's Tool 64, the Super Mario 64 level editor has been released! No new features this time, just lots of bug fixes. There have actually been two other releases besides 0.57b since 0.5b which both also consisted of bug fixes. Here's the full list of fixes for all three versions:
Bug Fixes in 0.5.7b
•Fixed a stupid bug where saving was actually disabled.
Bug Fixes in 0.5.6b
•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos".
•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening.
•Saving modified description labels should now work properly.
Bug Fixes in 0.5.5b
•Fixed a bug where putting a 0x42 object that had a Macro Preset value of "1E" would cause all subsequent objects to become invisible and in-editable when reloading the ROM.
•Some previously missing 0x42 objects in Bowser course 3 are now visible and editable. (Related to the bug above).
•Previous versions of TT64 would only show you Object Combos and Behaviors used in the ROM that was loaded. That means that if you were to change the behavior that was only used by a single object in the game, the behavior wouldn't appear in the menu list the next time you'd load the ROM since it wasn't used by this ROM.
•TT64 0.5.5b will list all Behaviors and Object Combos from the original game even though the loaded ROM doesn't use them.
•Changing the text of a parameter label wont cause the yellow pop-up menu to switch to the parameter.
•Camera and move controls are now disabled when not in 0x24, 0x42 or 0x43 object mode, as they were supposed to be.
•Yellow pop-up menu should now update correctly when pasting params.
•Pasting params should not cause script errors anymore, as it did in some contexts.
•Editing 0x22 commands now updates the objects in the 3d view and object lists.
•Yellow pop-up menu for Destination Warp ID will update correctly while changing the destination level to reflect which warps are available there.
•Maximizing before the ROM is first loaded shouldn't cause an error anymore.
•Unnamed Behavior params won't show as "B. Param: B. Param" in the pop-up menu header.
•Yellow pop-up menu should now update correctly when reverting objects.
•Rotating in "relative" mode would cause a script error. Rotation with the widget is now only done in absolute mode. The "relative" and "absolute" options will only affect the move object widget.
•Reverting a 0x43 object that has a rotation parameter should now revert the rotation value, as expected.
•Reverting commands other than 0x24, 0x42 and 0x43 will only revert commands of the current command type.
•Sorting in the yellow pop-menu would fail in some context. It should now work correctly.
•When changing a coordinate value manually, or when pasting coordinates, the camera should now follow the object as expected, when in Orbit Camera mode or when the "Follow Selection" option is checked.
•In some cases, every item in the yellow pop-menu would become underlined. This shouldn't happen in this version.
•Exporting grayscale textures would cause the alpha mask to get inverted, and the gray depth would be severely reduced. This is fixed.
•The Export To Folder button in the Texture Importer/Exporter should now work as expected.
•Mario Colors interface had a few glitches that are now fixed.
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September 17th, 2007, 07:15 Posted By: Shane R. Monroe
We have been given worldwide exclusive first-look at all aspects of Dragon's Lair on the DS! We now have a mini-portal giving eager players a beta-tester's first hand insight on the development of this
highly anticipated title!
On the heels of NPD data showing 403,600 consoles sold in August, Nintendo's Reggie Fils-Aime promises an "unprecedented" Wii supply in North America for the holiday season.
Speaking to Dean Takahashi and Mike Antonucci of the San Jose Mercury News, Fils-Aime promised "substantially more than the launch, substantially more than has been seen to date."
Even so, given the level of demand, Fils-Aime suggests that it will still be difficult to obtain a Wii this holiday season.
Although noting that Nintendo does not take its success lightly, and realises it is in a long-term battle, Fils-Aime did not seem concerned with the recent PS3 and Xbox 360 price cuts.
"In terms of our competitors, what we continue to see is that 360 and PS3 essentially trade share as they alternate on price reductions. But, really, none of that is impacting our business," he said.
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Nintendo president Satoru Iwata says that a Wii Sports sequel isn't the inevitability you might imagine.
Speaking to Japanese blog 1101.com in an interview partly translated by GameSpot, Iwata says: "We're not closing our doors to the possibility of a sequel, but it's definitely not coming out soon."
Rumours of a Wii Sports follow-up have been doing the rounds since last December. The original game comes free with US and European consoles, and is sold separately in Japan.
Doing a quick sequel would undoubtedly be popular, but Iwata reckons that that's the "easy" route and that by taking it "you disengage yourself with the pursuit of true entertainment".
And of course it all ties in with Nintendo's grand plan to grow the market rather than simply pumping out sequels to diminishing returns. "Even if we make great products, if the number of new customers doesn't increase, it won't reach people," he says.
Besides, if they did a Wii Sports sequel then people would be less impressed by my bowling skills. So, good work.
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Capcom has decided to step up to the tee with its very own golf game for Wii.
It's called on the help of Mario Power Tennis and Hot Shots Golf developer Camelot to do the honours, and aims to bring about the most realistic simulation on the console to date.
Top of We Love Golf's bragging rights is a promise that swinging the plastic controller will feel like doing the same thing with a metal club in real life, taking into account things like wind, physics, squirrels, and flying animals like birds.
There will also be a strong cast of characters with their own look and styles, who you'll be able to differentiate even further by dressing them up in all sorts silly golfing clobber.
And when you eventually do get bored of taking the computer on in tournaments or practising your drives, then you can phone up four strangers and invite them over for a bit of take-it-in-turns golf.
Camelot has a history of entertaining games, and on paper this should tick all the right boxes. We'll let you know a bit more when we do.
We Love Golf! is due out in the US next year. Plans for Europe are still undecided.
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SEGA has spilled news-beans that NiGHTS: Journey of Dreams will feature two-player and network support at launch, although exactly what form it will take is unconfirmed.
Both will join the returning A-Life feature from the Saturn original, which lets you capture and manipulate the inhabitants of Nightopia - even combining them with Nightmaren enemies to create weird Mepians.
NiGHTS: Journey of Dreams is an action-adventure game that takes place in a dream world. You play as flying jester-like character that enters the thoughts of two youngsters when they fall asleep.
Your goal is to help them overcome the fears accumulated in their waking life, by soaring through levels collecting orbs, defeating enemies using special abilities, and facing "unforgettable" boss battles conjured up by their nightmares.
The original game on the SEGA Saturn drummed up a significant following, and the publisher is hoping to cause more of a stir this time around with its fancy Wii controls.
NiGHTS is due for release in Europe early next year.
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September 17th, 2007, 19:48 Posted By: michael1384
In the ledgend of zelda ocarina of time, there is an arwing found by the use of action replay cartridges. I have an action replay cartridge and the pal 1.2 version of ocarina of time. I have found the US codes but I can't find the pal ones. Help will be much appreceated.
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Every Monday brings new VC goodness, and this week is no different, as Nintendo has updated its Wii Virtual Console to bring you a trio of gaming enjoyment. Hitting the system this week are Yoshi's Story for Nintendo 64, Super Thunder Blade for SEGA Genesis, and World Class Baseball for TurboGrafx16. Each game is hitting at its expected price point, and is currently available for download.
Per tradition, we've included Nintendo's official game descriptions below:
Yoshi's Story (Nintendo 64, 1 player, rated E for Everyone, 1,000 Wii Points): The evil Baby Bowser has cast a spell turning Yoshi's Island into a picture book. Worse yet, the Super Happy Tree has been stolen, making the island dark and gloomy. Players must take control of six Yoshis, each a different color, and travel through six pages (worlds) of platforming adventure to recover the tree and return the island to normal. Featuring huge character models and bright, vibrant colors, the game's various environments (such as woods, caves, mountains and oceans) come alive in a uniquely gorgeous 2¿-D look. Eat fruit, avoid enemies and obstacles, and throw eggs from the Yoshis' never-ending supply in your quest to stop Baby Bowser's plan from succeeding. If you're good enough, you can aim for higher scores by being picky about the fruit you eat. And who knows, you might even find the mysterious black and white Yoshis.
Super Thunder Blade (Sega Genesis, 1 player, rated E for Everyone - Mild Violence, 800 Wii Points): In this follow-up to Thunder Blade, you'll fly a new and improved attack helicopter in a series of attacks against guerilla armies that are bent on taking over the world. Although your aircraft is formidable, your enemies are vast and varied. You'll have to take on submarines, tanks, fighter planes and more. Your command of this state-of-the-art battle copter must be top notch, as you'll have to dodge oncoming fire and use your various weapons to eliminate all enemy targets so you can reach the guerilla base and end their nefarious plans once and for all. Put on your flight suit and step into the thrilling action of Super Thunder Blade.
World Class Baseball (TurboGrafx16, 1-2 players, rated E for Everyone, 600 Wii Points): Acclaimed for its steady game play, World Class Baseball is the definitive baseball game on the TurboGrafx16. Battle the computer in OPEN MODE or play a friend in VERSUS MODE. Customize your team in EDIT MODE or even watch a game between two computer opponents in WATCH MODE. World Class Baseball offers the complete baseball gaming experience. Of course there's also plenty of single-player action. The main feature is PENNANT MODE, where the player chooses a team from one of the world's leagues and strives to win their team's league. Beat league rivals and save your progress with passwords on your way to becoming league champions. After winning your league, get ready to the face the other league's champion in the heated series for the world championship.
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It's the sort of thing you'd expect to find on a market stool in Thailand (or some dodgy shop in China Town); these 'Wee' DVD players are a blatant rip-off of Nintendo's hugely successful games console.
It reminds us of the days when the PSone became a hit and crap VCD players and illegal Atari-game compilation machines shaped like Sony's console flooded the market, either to fool stupid mothers or let the poor kids at least pretend they had the hottest gaming kit.
Sure, we'd never mistake the imitated clean which box with similar grey font (pictured) and hilariously mimicked name for Nintendo's motion controlled gadget, but we feel sorry for the one kid who's know-nothing mother will make that terrible mistake this Christmas. Make sure that's not you.
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Nintendo has asked South Korean prosecutors to investigate local websites that have uploaded illegal pirate copies of DS games.
According to the Financial Times, the move marks the first time the Japanese video games maker has called upon prosecutors in Asia to help combat piracy.
Nintendo’s Korean unit filed the complaint today to the Seoul Central District Prosecutors’ Office, accusing some internet users of uploading pirated copies of software – and web operators of permitting the incidents.
"Nintendo will take further measures if copyright violations continue," the company said in a statement.
Nintendo only established a presence in the Korean market last year and began selling its DS Lite handheld games player in January. Sales reached 270,000 units in only four months.
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Pokemon fans worldwide now have a globe-spanning Web site with which to track their favorite characters and research potential trades.
The Pokemon Global Trade Station Web site is a companion to the existing Trade Station system that allows Pokemon Diamond and Pokemon Pearl owners to swap creatures over the Nintendo DS wi-fi connection.
The new site can be reached via any Internet-connected computer and will let users see which Pokemon are the most popular to trade, provide statistics about the number of trades completed and allow them to bookmark their favorite Pokemon.
The site will operate in seven different languages and inform users about the nation they're "visiting" electronically. Users can also listen to audio files to learn how to say "hello" and "thank you" in select countries' languages.
"Pokemon is now truly global in nature," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "A Pokemon trainer from Chicago can be traveling in Sydney and trade one of their Pokemon with another owner in Helsinki."
Sounds like a fun trip. Let's hope it won't break any international wildlife laws.
The site went live this weekend.
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Samuelv has released a new version of SvSIP, the VOIP application for the DS, heres whats new in the last 2 versions:
Fourth public version: Correct bug with IP address including 10 or 100. Volume control of micro in config file. Switch off wifi and reboot the DS a the end.
Third public version: SplashSreen. Possibilty to hangup when you receive a call. Screensaver after inactivity or lid closure, audio continues to work. Disable wifi at end (after press 'A')
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Nightfox has released a new version of his game for the Nintendo DS
Heres whats new:
Hi!
I just finished the Artificial inteligence for Princess and Armor. Now they can walk arround whole castle. I fixed also some minor bugs on map change and removed the fade effect when someone goes to new stage.
Waiting your comment and bug reports
Fox
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Setsuzoku no Puzzle v0.3 is available on my blog with many important changes :
- There is now three difficulty modes, instead of the single "Normal" mode. In "Easy" mode, there is few different tiles at first, but a new tile is added every 5 levels. The "Difficult" mode is for those who want a challenging game . In the three modes, the time speeds up at each level.
- In "Easy" and "Normal" modes, there is now 20 different board patterns.
- There is now three highscores tables saved on the DS and saved on the net on leaderboard.palib.info to handle the best scores of the three difficulty modes.
- When you do a highscore, you have now the choice to send it right now on leaderboard.palib.info or to send it later if you are not close to a wifi access point. In order to send unsent scores, go to the highscores screen (unsent scores are preceded by a red "L") and press X. Yes, you can now send on the net those incredible scores that you do during those endless train trips
- The current level is now automatically saved. Thus, you can turn off your DS and later you can continue to play the previous game when you choose "Play".
- Some minor graphical and animation changes.
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I've been anxious to show off my latest project for the Nintendo DS handheld, RTS4DS.
After having been working on it for so long, I feel the time has finally come to show its current status to the public with a short video.
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I have not posted this here before but a few of you may have played version 1.0a of Shooting Watch DS about a month ago. I am posting here because yesterday I completed v2.0 of the game which is now available for download from the new homepage for Shooting Watch DS.
This new version has a vamped up slots mode which now costs coins to play and you can win coins. Coins are initially earnt by playing the Shooting Mode where you need to press the A button (or touch the screen) as fast as you can within 10 seconds.
Also new to this version is a shop where you can buy new icons and skins. The skins are just a little visual enhancement whilst you play the game but the icons have a bit more to them. You can transfer your scores over WiFi to the Shooting Watch Ranking table where your best score will be displayed along with the icon you purchased from the shop.
There appears to be some small issues with transfering data over WiFi and the game has a tendancy to lock up during this process. If this happens to you, reboot your DS and try to transfer again, this should fix the problem.
You can download the game from the official website download page which can be found here.
If anyone has any questions, please feel free to ask. For those that played the first version, here is a quick list of what is new in this version.
** Version History **
v2.0
* Added score and progress saving via DLDI
* You can now win coins for playing Shooting mode or one of the Slot modes
* Menu system added
* Hi Score system implemented
* WiFi transfer to send your scores and recieve a worldwide ranking
* The top 10 ranked players from the website are downloaded to the DS after a WiFi transfer
* Removed being able to use stylus and A button at the same time in Shooting Mode which allowed cheating. You must now use the control method you start with*.
* Added a shop with the ability to buy skins and icons
* Website created to store scores, coins, exploded melons and icon selection for the top 100 players
* Audio Test menu added
* New rewards for playing games
* Can now see all the combinations to win on the slot mode
Allright, finally I got around to publishing the next update. This time it's just cosmetics, as in a couple of effects and an intro screen.
Also, I have set up a Google Code project for this, and I am using Subversion for tracking my code, so you can browse and download it as much as you'd like. Please be aware though, I may have made the code a bit messy :/
The Chrome Black Katana replacement case with interchangable DVD lights.
The Black Katana is a state of the art replacement case for the Nintendo Wii Console. In addition to the exclusive look, you will also enjoy some custom features available only on the Katana. It is also available in a large selection of colors.
Specifications & extra information
Features:
Custom Color
The ability to change the color of the DVD slot lights
A special rear access panel that allows easy exit for cables and future modifications
Completely pre-assembled front DVD bezel
Removable doors
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Change your DVD slot light color on the Wii. One of the easiest customizations for the Wii, and you do not have to break a warranty sticker in the process.
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A user at the Nintendo-Scene forums just posted a lengthy post about his discovery that the Wii savegame files are signed and encrypted with NIST B 233 bit elliptic curve cryptography. Could this be the first step for a Wii softmod the homebrew community have waited for? From the post: 'It appears a Wii savegame file ends with a certificate chain. The certificates contains a public keypair (the one that is being "certified") and a signature (another number pair) from the signing entity. The number pairs are stored as a compound 60 bit data (first 30 bytes for the first number, and the next 30 bytes for the second). Hence, the first and middle byte is always 00 or 01 for keys, and 00 for signatures. One can check that the keys are indeed NIST B 233 keys using openssls EC_KEY_check_key function (code forthcoming).
Interesting
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features
Use the Nintendo DS to make music just as you would with a real guitar, while experiencing authentic, remastered sound modeled after an actual acoustic guitar.
Free-play design allows users to learn and play ANY song ever played using an acoustic guitar. What you play is entirely up to you.
Play and sing songs from some of today and yesterday’s most popular artists with accompanying chords and lyrics actually built into the title.
Not a Musician? No problem. Advanced tutorial modes allow novice musicians to learn how to play guitar without paying for lessons!
Jam Sessions is basically a pocket guitar for artists to write, play AND save original music … anytime, anywhere thus making it a virtual notepad.
Controls can be adjusted for both left-handed and right-handed musicians, up and down strokes can be swapped to a players’ preference.
A built-in effects processor lets players add reverb, chorus, low/high pass, tremolo and more to customize the sound; un-lockable backgrounds for performing well in Performance and Training modes.
description
Jam Sessions™ is a ground-breaking music experience that transforms the Nintendo DS™ system into a portable guitar. Players will literally strum the guitar via the Touch Screen and select chords with the +Control Pad. Now even the most “non-musical” person to become an instant rock star!
The portability of the DS system makes Jam Sessions a concert-on-the-go, perfect for parties, commuting to school/work and other social gatherings.
Jam Sessions will appeal to a wide audience of music lovers and creative souls; it’s definitely a must-have for all Nintendo DS owners.
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Long ago, an evil spirit known as Mumm’hotep plunged the Land of Egypt into Darkness. The Gods have called on the only one that could save Egypt and rid the sands of evil monsters…
The mighty Anubis, Guardian of the Underworld!
Armed with the Golden Sceptre of Ra and the fire of the Gods, Anubis must battle his way through the Ancient cities of Egypt.
On his quest, Anubis will encounter maniac Mummies, stinging mosquitoes and Swarms of deadly locusts!
Journey through Egyptian Tombs in your search for the Golden Pyramids of Power that will help Anubis complete his quest.
Solve puzzles and progress through the monster infested Tombs until you reach your goal and confront the evil Mumm’hotep in a FINAL battle that only the hardiest of warriors will reach!
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features
Play as 10 Characters from the major motion picture
6 ping pong venues from the major motion picture
Each Character has a Power Shot and Power Serve
All levels controlled by Nintendo DS™ stylus
Over 10 Trophies to unlock levels and characters
Multiplayer on Nintendo DS™
description
In the unsanctioned, underground and unhinged world of extreme Ping-Pong, the competition is brutal and the stakes are deadly. Down-and-out former professional Ping-Pong phenom Randy Daytona is sucked into this maelstrom when FBI Agent Rodriguez recruits him for a secret mission. Randy is determined to bounce back and recapture his former glory, and to smoke out his father’s killer – one of the FBI’s Most Wanted, arch-fiend Feng. Balls of Fury™, the hit movie starring Christopher Walken, is now an action-packed ping pong game for the Nintendo DS™ system! In Balls of Fury™, you actually play table tennis using the touch screen. You will need to keep up with the ball as the pace gets faster and the opponents get tougher! There are many fun ways to play Balls of Fury™ including Exhibition mode, Arcade mode, and Story mode. Play wireless on the Nintendo DS™ against a friend.
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The highly successful jewel matching game is here for the Nintendo DS! The popular jewel matching adventure returns in a daring journey across the seas and into the heart of Africa.
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You're born. You crawl. You walk. You learn to throw a Frisbee® Disc. One of the most genuine and recognizable slices of Americana is this wondrous disc introduced by Wham-O® nearly five decades ago. From children's toy to competitive sports gear, Frisbee® Disc IS the ultimate American pastime. Now, Frisbee® Disc spins onto your Nintendo DS™ system in this exciting new dual-pack that brings the spirit of Frisbee® Disc to your favorite handheld video game system!
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features
pages: 176
Platform: Nintendo DS and WII
Sims:Tables of all commercial and Townie sims along with strategies to attract them to your town.
Tasks: A complete walkthrough of all tasks assigned by Commercial Townies as well as essence lists and rewards.
Essences: Learn where to prospect and gather Essences for every town.
Blueprints: Detailed tables of all blueprints and decoratives with instructions to obtaining them all.
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features
pages: 176
Platform: Nintendo DS and WII
Sims:Tables of all commercial and Townie sims along with strategies to attract them to your town.
Tasks: A complete walkthrough of all tasks assigned by Commercial Townies as well as essence lists and rewards.
Essences: Learn where to prospect and gather Essences for every town.
Blueprints: Detailed tables of all blueprints and decoratives with instructions to obtaining them all.
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17 September 2007 - version 2.4f
- cheat: fixed conditional counter for cbds parameter lines (thanks Hiei Youkai)
- cheat: raised strnlen to 5kbytes for about 256 codes/line (thanks Hiei Youkai)
- nds/gba/help: added info on unknown add-ons (gba ir/wifi and nds memory exp)
- nds/help: added info on ds rumble option paks (thanks bottledlight ds wiki)
- gba/help: added some very basic info about the gameboy player (thanks flubba)
- gui: allows to resize debugmsg/cheat/fileslst windows (with anchored buttons)
- gba/help: added yoshi x/y-axis info (thanks flubba) (still incomplete though)
- gba/help: added warioware z-axis gyro info (thanks momo vampire for the cart)
- gba/help: added rumble and fram info (thanks momo vampire for warioware cart)
- gba/help: added notes on special meaning of 1st (and 4th) letter of gamecode
- nds/3d: emulates alpha blending master enable/test mode bit (disp3dcnt.bit3)
- gba/memfill: fixed memfill code (data step/repeat count) (thanks Hiei Youkai)
- nds/cheat: removed various ARDS checks (accepting addr with unknown offsets)
- gba/nds: corrected hblank durations (thanks sebastien), no-vblank in lastline
- gba/nds/help: notes on hblank=0 duration (1006/1606/1613 on gba/nds9/nds7)
- gba/nds/help: notes on no-vblank-flag in last line, and hblank in ALL lines
- nds/cheat: removed alignment check for [[X]+Z] (works with uninitialized [X])
- nds/cheat: changed ARDS enable-code detection (9 lines with specific 4th/9th)
- multi-cpu-timing: machine_switch_request processed AFTER all event_handlers
- nds/3d: emulates texture master enable bit in disp3dcnt (thanks peter schraut)
- nds/3d: emulates material-alpha (rather than only color-alpha) (thanks peter)
- nds: emulates hinge/unfold irq (additionally to hinge status) (thanks antonio)
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VDigi Electronics is set to release a VD-W2 Wii VGA cable that allows you to connect your Wii to a CRT/LCD monitor. VDigi boasts that it is compatible with every region Wii console and boasts a high quality VGA output.
Easy to setup and use
Compatible with Japan, U.S. and UK version console Wii, backward compatible with Gamecube 480p supported games
Advance Debugger is a tool I have made to build and debug homebrew GameBoy Advance programs. It runs on Windows 2000/XP platform and need at least DirectX 8. It is made up of two programs:
* ADVDBG.exe
An IDE which used to build GBA programs developed in C/C++ language.
Its built-in emulator gives it debugging capability while your program is running.
* Emulator.exe:
This program's behaviour close to a classical GBA emulator and offer a better emulation speed than ADVDBG but has less debugging features.
At any time you can switch the program execution to ADVDBG.exe.
Remarks:
========
- Advance Debugger has been built to work with the GCC compiler (DevkitAdvance, DevkitArm and HAM).
The building process may not work with any other compiler or devkit.
September 18th, 2007, 07:29 Posted By: CoinCollector
Blade 64 is a Nintendo 64 emulator for Windows that runs a number of commercial games such as Super Mario 64, Banjo-Kazooie, and Goldeneye 007. It hasn't seen an update since 2002 and seems a dropped project. Odd enough, it doesn't seem to have an official program version. It's just "Blade 64 Beta".
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But because this form of communication is greatly affected by the distance between you and your opponent, your brawls may not run smoothly if you’re really far apart—like, for instance, if you’re connecting between Japan and America.
The more distant you are, the worse your connection becomes, and the slower it feels. I apologize, but I hope you understand.
This is the main menu for Wi-Fi!
There are two primary connection methods. The names of these methods are "With Friends" and "With Anyone." The menus and structures of each method are pretty different.
With Friends
Wii friends who have registered one another’s names can play together freely.
Register your friends!
If you’re registered as friends, you can check each other’s status. If a friend is online and you earn his or her consent, you can enter a battle.
You can change your icon...
And even send short messages during brawls!
These short messages are entered in advance, and you send them by taunting. There are four messages for the four directions on the + Control Pad: Up, down, left and right.
With friends, you can brawl any way you like. And there are other modes besides just free-for-alls.
With Anyone
You can also battle with people you don’t know who are looking for brawls. The most important point here is that you will not know each other’s names.
If you think of your opponent as a simple scarecrow, any psychological barriers may melt away.
Your opponent will not know your name or any information about you, and neither of you can send short messages. There will also be no battle records kept for this mode, so whether you win or lose, it doesn’t matter. Just sit back and play.
Now, while you’re waiting for a match to start, you can kill time with a little practice on Sandbag.
Practice, practice!
We’re planning a number of services that make use of Wi-Fi, but we’ll reveal them gradually with the other modes. Enjoy.
A NeoGaf poster discovered, in the cover art of Super Mario Galaxy, the most humorous coincidence of the year (or perhaps the devious work of a box artist). In the box art for Super Mario Galaxy (taken here from Nintendo's official press site), stars highlighting certain letters in the title spell out: U R MR GAY.
Nintendo is almost certain to change this now that it's come out, but it does make us recall all those urban legends about sexual innuendo hidden in Disney films. Sony Defense Force and Xbots have a field day 'cause even Nintendo artists have given you fuel for your crusade. Maybe Nintendo just means people who buy Super Mario Galaxy are happy? Not that there's anything wrong with that.
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LucasArts has revealed that Star Wars: The Force Unleashed will is coming to Wii next spring and it'll allow you to wield the Wii Remote as a Lightsaber. Now that's what we're talking about.
You can wield the Wii Remote as a lightsaber while using the Nunchuk controller to torment others with Force powers.
The game's story is set during the era between Star Wars: Episode III Revenge of the Sith and Episode IV A New Hope.
The Wii version, in development by Krome Studios, will also feature an exclusive duel mode in which players can compete head-to-head with their friends. Whether this si online remains to be seen, but we doubt it.
"Wii is a great platform for The Force Unleashed, because the console's motion-oriented controllers really bring the game to life," said Jim Ward, President of LucasArts. "We've worked hard to make the Wii version of the game unique in order to truly let you unleash the Force."
I want this game )))))))
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This is an excellent trailer, and if you're not excited about NiGHTS yet, this should do the job.
Unlike yesterday's Mario & Sonic trailer, which did little more than show off how good Sega is at CGI, this trailer does the game justice in showing just how good it looks in real-time, too.
NiGHTS fans will no doubt recognise that classic theme tune, brilliantly remixed in this trailer. You'll also recognise the giant clown boss from the Saturn original, and a giant fish thing makes an appearance too. By the looks of it the boss battles are going to be ace.
From the official site:
"Daedalus-Lkb is a modified version written by me, Lkb, of the Daedalus, an emulator of the Nintendo64 console written by StrmnNrmn with help from other people (see credits.txt).
Modifications introduced in Daedalus-Lkb, if accepted, are included in the original Daedalus."
Program info:
"Minor changes:
•Memory regions allocated with VirtualAlloc instead of new (ensures page alignment, automatically zeroes memory and is more efficient for large memory areas)
•Memory regions allocated with VirtualAlloc instead of new (ensures page alignment, automatically zeroes memory and is more efficient for large memory areas)
•Memory tables and registers declared in a different way to align them on 4096-byte boundaries
Major changes:
•'New' memory address resolution system: instead of indirectly calling functions, it reads a pointer from an additional table and adds the MIPS address. If the result is signed (above 0x80000000, in kernel space) it falls back to the old system, otherwise the address is already computed without any function call and with only 4 instructions except register loading (MOV, SHR, ADD mem, JS)
•Added another dynarec buffer in the last virtual 64 MBs of the main one - it is used to store code reached by conditional branches that must be predicted as not taken
•Modified SR_Emit_L?, SR_Emit_S?, ReadAddress, WriteAddress, WriteValue, EPILOGUE and the ESI/ESP caching code to use/generate code for the new memory system"
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Dream 64 is a Nintendo 64 emulator for Windows that currently only runs demos. It also has no keyboard support and seems like an inactive project. Dream64 is at version 0.25. This is its initial release and never saw another update, but it could always be picked up by someone else. You never know.
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Nintendo Europe has spouted out a statement that unearths a bug in the PAL version of Super Paper Mario.
Specifically it affects English, German, and Spanish versions of the game, where not completing a section in the right order will freeze proceedings and force you to restart from your last save. Eek.
It all happens after you meet a character called Mimi at the start of Chapter 2-2, who soon tells you to go up a floor and travel to the furthest room to meet Merlee.
When you eventually get to the room an event will trigger the spiked ceiling to fall, which you'll have to dodge by flipping into 3D. Do all of this correctly and you'll see a key.
Pick the key up and you will encounter no problems. But talk to Mimi without pocketing it and your game will crash, making you restart the console and lose your unsaved progress.
Oops.
Nintendo is very sorry about this, though, and is offering to replace your disc free of charge should you want it to. Details of how to do this will be posted on the official Nintendo site soon
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Ubisoft has cooked up another giant serving of beserk mini game action in Rayman Raving Rabbids 2, and unlike the original, the controls in this more polished sequel actually work.
We've recorded three videos of the nonsensical madness in store, each one giving you a taster of the different styles of play in the various mini games and the cool ways it uses the motion controller.
The first video contains three of the shorter, simpler mini games. In Burp, you shake the Wii Remote to build up the fizz within the short time limit, then rip the cap off with the A button and tip the Remote upside down to drink. The harder you shook the Remote, the louder the Rabbid belches and, in turn, the higher the score.
Burgerinni has you holding the Wii Remote flat in your hand. You tilt the Remote to guide the Rabbid to the fat bloke in the background making sure to balance the tall burgers on the plate.
Dial R for Rabbid is a good laugh. You're in the cinema where mobile phones are supposed to be switched off. It's a game of dare as you raise the Wii Remote to your ear to talk on the phone, watching out for the inspector. When he bursts in you have to lower the Remote to stop talking and hammer the A button to send a text message to your opponents, causing their phones to bleep. Anyone caught talking or receiving text gets a giant cup or statue in the face.
In the second movie we plunger-gun our way through one of the shooting gallery levels in the game. The background is actually real-life filmed footage with a cleverly implemented physics map built in, so you can actually shoot plungers at object in the environment.
And the third video is of the rhythm action game that has you beating the Wii Remote and Nunchuk like drumsticks to the beat of a rocking tune. Getting the timing right when you're essentially hitting thin air is tougher than it seems.
These videos are taken from early preview code and already the game looks and plays better than the original, and although we're not the biggest fans of the new mini game trend, this could be the best party game on Wii.
Look out for a review closer to its November release.
Nintendo has achieved over 700,000 unit sales of the DS Lite in Australia, with the Wii also continuing to "perform well."
Director of sales and marketing Rose Lappin also announced the company's software line-up for the rest of the year, which includes The Legend of Zelda: Phantom Hourglass for the DS.
"This promises to be one of the most exciting times for the video game industry, I cannot remember a time when there were so many quality titles released that delivered to everyone."
Forthcoming Wii releases in the territory were also detailed, and include Big Brain Academy, Metroid Prime 3: Corruption, Super Mario Galaxy and Resident Evil Umbrella Chronicles.
This news comes at a time when Nintendo products are enjoying significant success globally, both in the hardware and software sectors.
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Japanese publisher shows off Metal Gear Solid 4 at Asia's biggest game event in Tokyo, reveals series of Wii fitness games, Winning Eleven, and more.
[12:27] Ah, the big moment--Hideo Kojima comes out to present Metal Gear Solid 4. First, a new trailer. No English interpretation provided on this one. Bear with us, folks.
[12:28] First we see a character who's probably Naomi Hunter, talking frantically about the Foxdie virus into the camera, as if someone is approaching.
[12:34] Okay, we haven't seen that much concentrated craziness since MGS4 was unveiled. Give us a moment to digest. Konami has promised you'll be seeing a nice clean version of this trailer online once TGS starts.
[12:48] Yeah, so how about that MGS4 trailer? It was totally nuts. TOTALLY.
[12:49] Okay, we've got a script for that trailer right here in front of us. In English. Joy!
[12:50] In that first scene with Dr. Hunter, she talks about how Liquid Snake is holding her prisoner and forcing her to hijack the "system" because she knows how Foxdie works. She begs Snake to rescue her.
Hideo Kojima takes the stage to talk a whole lot about Metal Gear.[12:53] The next scene showed Meryl, the bald African-American character from previous trailers named Ed, and a few other armed soldiers moving cautiously through an enclosed car park. Meryl says "These guys are Liquid's private army. Shoot first, think later." They soon engage in a firefight with a number of soldiers in metallic, futuristic armored suits, before Solid Snake emerges from the shadows and saves the team.
[12:54] Meryl talks about the network of nanomachines in each of her soldiers' bodies, which allows her and her team to literally share each other's senses and "operate as one."
[12:56] All throughout these sequences, titles popped onscreen: "Final Chapter of the Metal Gear Saga."
[12:56] "Final Mission of Snake."
[12:56] "Finally, Everything Will Be Revealed!"
[12:58] Next up, we see Snake talking to a slightly shady new character who calls himself Drebin. The guy's a "gun launderer" who takes the genetically-encoded weapons of MGS4's future private military companies and unlocks them for use by anyone. The guy describes himself as "neither enemy, nor friend," but it sounds like his services will come in pretty handy. The guy apparently likes to keep a small primate around with him. Comic relief, anyone?
[1:00] Snake questions Drebin on the identity of the Patriots, asking if they're even human. "Not anymore, they ain't." Then we get shots of a strange little girl named Sunny, who Otacon says was taken by the Patriots at birth.
[1:03] Snake encounters an older, wrinkled blonde woman who compliments his close-quarters combat technique. She says "Call me Mama. Big Mama." But this script we've got reveals her name as Eva! Seems like everyone in any Metal Gear, ever, is showing up in this purported last installment.
[1:06] Excitement in the trailer reaches fever pitch by this time. Finally we see Snake taking a stand against Revolver Ocelot/Liquid Snake, who appears to be piloting the same Metal Gear RAY unit he was last seen escaping in at the end of MGS2.
[1:06] Lastly, dialogue between Naomi and Sunny, during which Sunny says "Her name was Olga... my mother." See? Every character ever.
Anyone for more Metal Slug? Course you are. You're gagging for it. Latest issue of Famitsu has the news that the seventh installment of SNK's immortal franchise is heading to the DS, and the DS only. Guess it guarantees a decent control scheme. Oh, and maximum profits.
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features
Play alone or with friends using different game modes such as Classic, Duplicate, Anagrams or Puzzletters
Contains ground-breaking adjustable computer intelligence and a personal coach to help improve your skills.
Enjoy easy-to-use interface. Play wherever you want!
Experience the real thing; Scrabble 2007 Edition uses the Collins Official Scrabble Dictionary.
description
The most popular letters game of the world is back on PC! Compete in craftiness against the computer or against friends to combine the letters in the most appropriate way! Place your letters wisely to complete already formed words or create new ones and take advantage of bonus squares to increase your score. Developed in partnership with the French Federation of Scrabble, this new edition will make everyone, if they are not already, hardcore players of Scrabble! Every Word Counts!
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Colors! is a simplistic digital application for Nintendo DS based on modern painting-techniques developed for drawing tablets in programs like Photoshop. By taking advantage of the pressure sensitivity of the DS touch-screen it becomes a perfect portable digital sketch-book.
Current features
-------------------
Hard and soft circular brush
Pressure-sensitivity can affect opacity and brush-size
512x384 image resolution with 2 stage zoom
Replay the whole painting process of an image
Hue-circle and luminance and saturation-triangle style palette
Load and Save to memory card
Send painting to e-mail using Wi-Fi
Major updates in v1.06
--------------------------
Major precision overhaul
Opacity slider in brush-screen
Pressure-Controls-Size option in brush-screen
New user-interface with graphics by madwurmz.com
Playback controls with the option to continue painting from mid-playback
The possibility to send your painting directly to an e-mail address
Unlimited save slots
One additional zoom-level
Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
The first three test rounds are now over. Thanks to everyone who participated! There's currently stability issues with both the DS game as well as with the server. I'm currently mostly debugging and fixing bugs, and will return with another test round when the game is more stable.
Version 0.3.9 / 19.9.07
Player and game statistics are now logged into database
Flagging / i.e. player can surrender in game after first 3 rounds
Kdice-like scoring system implemented
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This is a very early demo of a windowing system I'm working on in C++. The aim of the project is to create a simple windowing system that other programmers can use for their applications, which should decrease the tedious amount of GUI code that people have to write.
The system itself is loosely based on the Commodore Amiga's "Intuition" windowing system. Everything in the system is treated as a "gadget" (in the same way that Windows treats everything as a sub-class of a window), everything takes place within a "screen" environment, and the look-and-feel of the system intentionally resembles the old Amiga system. There are several reasons for this:
- It gives me a template to work from, reducing the amount of work I need to do;
- Intuition was designed for low-power, low-resolution hardware;
- It seemed like a good idea at the time.
The windowing system is *not* intended to be a complete desktop environment. It is *not* going to be a DS version of GNOME, KDE or Windows Explorer. It will simply provide a system for rapidly building window and gadget-based interfaces.
Features so far:
- "Screen" concept in place;
- Draggable windows;
- Borderless, non-draggable windows;
- Clickable buttons;
- Smooth scrolling text boxes (using code from TextViewerDS);
- Object-orientated design for easy integration into other C++ software;
- Uses the old AmigaOS 3.0 "Topaz" font;
- Support for any standard PALib-style bitmap font (8-bit only).
he also updated:
Here's demo number 2. Improvements are:
- Addition of active/inactive windows;
- Automatic activation and depth sorting of clicked windows;
- Per-window event detection (gadgets on windows below the top window no longer get clicked if they are obscured);
- Button text centred both vertically and horizontally.
Things to do next:
- See if I can make events a little more intelligent - at the moment, I work from the top of the gadget hierarchy downwards. What I should do is locate the clicked gadget then bubble the event upwards;
- Improve the redrawing system - this is really slow at the moment, but it's just a quick hack to prove that the rest of the system works. I've got a plan to optimise it.
I'm also thinking of renaming the system to "Woopsi", as a bit of a pun on the original "BOOPSI" name for the Amiga's object-orientated gadget system. Eventually, once it's all finished, I'm planning on breaking with tradition and releasing this under the BSD license. That'll mean you can incorporate the code into your own projects and not worry about open-sourcing your code.
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Sesa updated to v0.7r
Some of the improvements are:
- support for Japanese pronounciation files
- bigger English pronounciation file
- integrated e-book reader with direct wordlookup function (just click on the word and see the results on the upper screen)
- integrated multiple-choice vocabulary trainer
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Publisher working on new fitness-themed game, also shows off Soul Caliber IV, Ace Combat 6, and Time Crisis 4.
TOKYO--Developers for the Nintendo Wii seem determined to get gamers up and off the sofa while they play games.
First there was Wii Sports, although that may be relatively docile compared to Wii Fit, which was announced at this year's E3 Media and Business Summit.
And now there's an even more energetic Wii game coming to the console--with a working title of Active Life: Athletic World for the western world.
Called Family Trainer: Athletic World in Japan, the Wii-exclusive game uses a special custom mat controller, and will feature a series of mini-games for one or two players.
Namco Bandai then demonstrated some of the mini-games at the company's offices in Shinagawa. The first was called River Rapid, and gamers use the Wii remote like an oar to paddle left or right, which steers the boat through the rapids.
Other games shown briefly included a snowboarding game, a two-player log jumping game, and a barrel jumping game. Players use the mat to run on the spot, which makes characters run, jump, and move around.
Active Life: Athletic World will be released in 2008, although pricing details have yet to be confirmed.
Namco Bandai also showed off some new levels of Ace Combat 6: Fires of Liberation, and a trailer of the weapon-based brawler Soul Caliber IV. The new Soul Caliber IV video introduced a brand new character, Hilda, who was dressed head to toe in armour. The title is being developed for the Xbox 360 and the PlayStation 3, and is due for release in 2008. Other games shown in the presentation video were DragonBall Z Budokai Tenkaichi 3, and Time Crisis 4.
For all the latest news and previews from the Land of the Rising Sun, be sure to check out GameSpot's complete coverage of the 2007 Tokyo Game Show.
This is the moment you've been waiting for, Kingdom Hearts fans! Tokyo Game Show is underway, and guess what? We now know the names of the three new Kingdom Hearts games! The Square Enix Conference is going on as we type! And believe it or not, this is official stuff! Thanks to 1up, which gives us the official information, we now know the new titles of the games along with some descriptions.
Kingdom Hearts: 358/2 Days for Nintendo DS
-appears to star Roxas from Kingdom Hearts II
-looks like there is four-player simultaneous play using members of Organization XIII.
-It will be in full 3D.
Kingdom Hearts: Coded for Mobile Game:
-Looks like it's for Japanese cell phones.
-It stars the main characters. (Sora and Co.)
-Seems to be set between the first and second PlayStation 2 titles. [Bits like this are speculation from the presentation of course]
and also mentioned was :
Kingdom Hearts: Birth by Sleep for PSP:
-Looks like a singleplayer game similar to the Playstation 2 games.
-This is not Kingdom Hearts III.
-1UP is guessing the protagonist of this game is a young man that looks a lot like Zack from Final Fantasy 7. KHInsider is guessing they mean Terra from the Famitsu scans today.
The top-selling Super Paper Mario has a serious bug that causes the Wii console to crash, Nintendo has revealed.
The bug, which occurs at the start of Chapter 2-2, forces the gamer to re-boot their console and restart the game from their last save point.
A Nintendo spokesman, who claims the bug is avoidable, said: "At the start of Chapter 2-2, you will come across a character called Mimi. She will tell you to go to the farthest room on the first floor to meet a character called Merlee.
"Enter that room and press the green switch. A trap will be triggered, and a spiked ceiling will descend upon Mario. Before the ceiling reaches him, flip into 3D and jump on it to find a key.
“If you pick up the key, you won't run into any problems. Use it to open the locked door to Mimi's right. However, if you talk to Mimi without picking up the key, the game will freeze. You will then have to turn off your Wii console and start again from your last save point.”
The company has assured users the problem will not damage the Wii or the game disc - but has promised to replace the disc for anyone who feels concerned.
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US, September 20, 2007 - Let's make this perfectly clear: I'm one of those fans of the original Saturn version of Nights: Into Dreams, one who played it to death to the point where there was nothing more to see. I'm one of those gamers that begged and pleaded openly for SEGA and Sonic Team to revisit the property for a sequel. I'm one of those gamers who got annoyed at the company teasing with Nights cameos in other SEGA games; who got excited when SEGA gave away a really cool Game Boy Advance Nights gameplay/tech demo in Phantasy Star Online for the GameCube. And now I'm faced with the dilemma that is Nights: Journey of Dreams on the Wii.
Nights: Journey of Dreams was announced for the Wii a few months ago, and sped through development to make a Christmas release. It's been slowly taking shape between then and now, and it's been a rough journey…no pun intended. At the Electronic Entertainment Expo this July we had an opportunity to watch an early, choppy version of the game being played by a SEGA employee, but couldn't control it ourselves…we just had to imagine how the game might play simply by what was going on during the demo. And honestly, that doesn't really help a game that really needs to be played to understand - the Nights design isn't your traditional videogame.
So it's been two months since our last viewing of Nights: Journey of Dreams. It's on the show floor at Tokyo Game Show in SEGA's booth, in a high-profile space with more than a half-dozen kiosks dedicated to the game. And I have to say that, though the game has had its rough ups and downs and never really came across as a "high quality" Wii game in screens and early video…the demo that's here brings back that ol' Saturn feeling.
First, a little background: Nights is more a racing game with action than it is a platformer. The idea is to gracefully fly around the 3D environments on a 2D plane, looping around enemies, snagging orbs and flying through hoops for score. While this is going on, a timer's ticking away, so you have to make it to the "track's" finish line before the seconds expire. Each level is broken down by three laps, each one changing slightly from the one before it to let players explore portions of a level that the previous lap didn't let them see. At the end of each lap, the player's ranked by the score they earned on each lap, so players are encouraged to snag items and fly through hoops to keep a chain going that'll increase the multiplier. It's a fantastic, yet very deceptive game design that might not float everyone's boat. But it floats mine, and the Wii version captures a lot of that same Saturn magic, even if it's not doing it quite as impressively or as efficiently as it could have.
The Wii version's controlled via the Nunchuk's analog stick, and the Wii remote's only being used for its buttons - no waggle. I hear that the game will have many control schemes, including Classic Controller support as well as one that uses the Wii Remote's pointing function, but at TGS it was Nunchuk/Remote exclusively.
The demo starts out with you as a child, and you must climb up a chain to a cage that'll free the Nights jester. That's when the action really begins: lots of ups and downs and loops must be performed, but the main task is to catch up with a bird that's flying the course with a key in its beak. Attack the bird, grab the key, and head to the cage to start the second lap that heads down a slightly altered path in the 3D environment. The Wii version emphasizes the "racing" aspect of the design by showing a map of the course in the corner of the screen…much like every racing video game does.
At the end of the three laps, it's off to the boss battle. In one boss battle, you're up against a balloon clown that bounces around the environment - the idea is to attack it from below and bounce it up high to the top of a very pinball machine-inspired level layout to defeat it. In another boss battle, it's a chameleon lizard magician that hides in a cloud of purple mist - the idea is to make large loops to remove the mist in chunks and reveal where he's hiding.
There were some hidden treats that I saw other players doing that I couldn't recreate myself during my short hands-on. In one stage, for example, Nights can snag a pick-up that'll transform him into a dolphin (complete with the same jester clothing) to swim deep into the underwater areas. It was a neat addition that I'm looking forward to trying out myself.
I definitely came off of Nights: Journey of Dreams happier than I thought I would - I'm a little irked that the game's not as smooth as I would have liked. The Saturn game doesn't exactly have the smoothest framerate either, but in the first generation of 3D systems this was an area where we looked the other way, but now a herky jerky framerate can be a real gamekiller. It's not so bad, but it's hard to understand what's causing the framerate to dip every so often.
You want some FIFA 08 screens? Here's some for you - will 42 shots of the Wii version do?
Along with a whole bunch of screens of the main football in action, (which is coming along quite nicely) we also have screens here of the table tennis and keepy-uppy mini games that will be exclusive to the Wii version of the game.
As you will see in one shot, there are two ways to play the game on Wii. Hardcore gamers have the 'Advanced' control method that lets you take full control of the players' movement with the Nunchuk analogue stick, along with a combination of buttons and simple motion gestures to perform you usual shooting, passing and lobbing plays and tricks.
But EA's new Family Play initiative in FIFA introduces a simpler control system that allows less advanced players to play the game using just the Wii Remote. The computer moves your players around automatically, leaving you to concentrate solely on passing and shooting with Remote motions. That one's for your little brother then.
FIFA 08 is due out on pretty much every format under the sun on September 28.
Samuelv has released a new version of SvSIP, the VOIP application for the DS:
Fifth public version:New interface of numpad. Managing of DTMF for IVR. Should be correct problem in authentication step with some provider (e.g. BroadWorks)
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Cobain has released a new version of his puzzle game for the DS:
V0.3 20/09/07:
- addition of 4 levels moreover
- addition of a small sound during the displacement of a case
- addition of a function which makes it possible to count the number of levels in the file (to allow the future reading of the files which will come as of the BDD with a number of levels inconus)
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- Fixed a couple of bugs in the fast rectangle routine;
- Fixed an uninitialised pointer bug in the gadget release code;
- Added a screen depth gadget (top-right corner of each screen);
- Added multiple screen support (that's multiple workspaces, rather than using both of the DS' physical screens);
- Begun work on a glyph font;
- Fixed a bug in the XOR rectangle routine that shows where the window is being dragged to (corners were getting XORed twice).
If you want more info, I'm documenting the development process on my blog:
It appears the ESA has forced the Cyclowiz web site to shut down. Apparently because one could buy the mod chip from there. The site instead goes to a plain text explanation of the ESA requesting the web host to shut it down.
Spoiler!
Dear [Hosting Company]:
The Entertainment Software Association (“ESA”) is a U.S. trade
association that represents the intellectual property interests of
numerous companies that publish interactive games for video game
consoles, personal computers, handheld devices and the Internet
(hereinafter collectively referred to as “ESA members”). ESA is
authorized to act on behalf of ESA members whose copyright and other
intellectual property rights it believes to be infringed as described
herein.
The sale of circumvention devices, including modification chips, is
actionable under federal law. The Digital Millennium Copyright Act (17
U.S.C. § 1201) ( “DMCA”) prohibits the manufacture, sale, import or
offer to the public of any technology, product, service, device,
component or part thereof that is designed to circumvent a technological
measure that protects the right of a copyright owner or controls access
to a work protected under federal copyright law.
ESA has a good faith belief that the IP address 207.96.32.240
(http://www.cyclowiz.com/) infringes the rights of one or more
ESA members by offering for sale circumvention devices.
The circumvention devices appearing on, or made available through, the
through the above-listed IP address are listed and/or identified thereon
by depiction, description, and/or name (the circumvention devices are
hereinafter referred to as “Infringing Material.”)
Based on the information at its disposal, ESA has a good faith belief
that the Infringing Material is not authorized by the copyright owner,
any licensee or agent thereof, or the law.
Accordingly, ESA hereby requests Hosted Solutions, LLC to immediately do
the following:
1. Notify the account holder of the Infringing Material.
2. Remove, or disable access to, the Infringing Material detailed
above.
3. Take appropriate action against the account holder under your Abuse
Policy/Terms
of Service Agreement, including termination of a repeat offender.
ESA believes that the information in this notification is accurate.
Under penalty of perjury, I hereby affirm that ESA is authorized to act
on behalf of ESA members whose exclusive copyright rights we believe to
be infringed as described herein. Hosted Solutions, LLC or the account
holder may contact ESA at the above-listed contact details, with email
preferred. Please include the above-noted Reference Number in the
subject line of all email correspondence.
Thank you for your cooperation and prompt response in this matter.
This is currently a work in progress. Newest version is 0.6 (released Sep 20, 2007).
Many thanks to GPF for porting SDL to the DS. I've built upon his work: rewriting parts of the video code, fixing a bug in the keyboard handling, and adding a mouse driver for the touchscreen.
Recent Changes:
Some changes to reduce memory usage (should avoid Z_Malloc() crashes)
Fixed the video corruption on the Apogee logo, and the story screens before each episode of the registered version.
Limitations:
Music requires extra work, and has some glitches.
No network support... yet.
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MySims™ introduces a charming cast of whimsical characters while delivering the creativity, customization and classic open-ended gameplay that has enchanted The Sims™ players worldwide. Players begin by creating their own toy-like Sim that reflects their personal style and attitudes. From pig-tails and baseball caps to dreadlocks and Mohawks, the options are endless and the style is unlike any other The Sims games to date. By unlocking cool new clothing, hairstyles and accessories, players explore the game's incredible depth of cus-tomization and expression… and the characters are just the beginning!
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MySims™ introduces a charming cast of whimsical characters while delivering the creativity, customization and classic open-ended gameplay that has enchanted The Sims™ players worldwide. Players begin by creating their own toy-like Sim that reflects their personal style and attitudes. From pig-tails and baseball caps to dreadlocks and Mohawks, the options are endless and the style is unlike any other The Sims games to date. By unlocking cool new clothing, hairstyles and accessories, players explore the game's incredible depth of cus-tomization and expression… and the characters are just the beginning!
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features
120 unique puzzles increasing in complexity and difficulty.
Infinite Mode - fresh puzzles served up endlessly.
Time & Hyper Modes - solve puzzles under pressure.
Two-player Multiplayer-mode
description
The Truly Brilliant Puzzle Game. Color the light, split the light, bounce and bend the light to create the one illuminating pattern that solves all. Solve 120 unique puzzles increasing in complexity and difficulty. Infinite Puzzle mode serves up and endless stream of fresh challenges. Beautifully addicting.
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Get into the drift with Juiced 2: Hot Import Nights - the only place where superstar DJs, smokin' hot models and totally tuned cars come into close contact. Juice up your ride with complete customization and boost your NOS power as you draft, drift, slide, spook and fight for your rightful place on the racing line.
Fast-paced, adrenaline-fuelled, pick-up-and-play action lets you enjoy the pure rush of powersliding your way around the globe. Wow the crowd, keep tabs on your opponents and take the crown as the rightful king of drift!
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features
13 Different Game Modes
10 Different Rooms and Tables
Your Choice of Cue & Various Sets of Balls
Supports Single Player and MultiPlayer Games
Full 3D Environments and Characters with Stylized Graphics
Immersive Sound Environment that Enhances the Gameplay Experience
Variety of Dynamic Characters to Choose From
description
Grab your stick and go head-to-head in POOL PARTY for the Nintendo Wii system. With 13 different types of pool, including 9-Ball, 8-Ball, Rotation, Black Jack and Snooker, there’s a game of billiards to satisfy any pool shark where you will be hustlin’ pros in dive bars, honky-tonks, mansions and even yachts. POOL PARTY includes competitors with intelligent AI and tables with real-world physics. Rack ‘em up!
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Nintendo has confirmed to Eurogamer that Link's Crossbow Training and the Wii Zapper will be released here before the end of the year.
The peripheral was unveiled earlier this year at E3, where we saw Nunchuck and Wiimote disappear into a plastic machine gun-style housing.
It will be available to buy separately, or with Link's Crossbow Training - a shooting-gallery title based around the hero of the Zelda series.
Here, Target Shooting and Defender modes will get you used to firing at things - the latter even lets you shoot off screen to turn around - while Ranger mode will add-in player movement through the Nunchuck control stick.
Nintendo has previously said Medal of Honour: Heroes 2, Ghost Squad and Resident Evil: The Umbrella Chronicles will all be compatible with the Zapper in the future.
The Wii Zapper will go on sale accross North America on 19th November for USD 19.95. A European price is yet to be confirmed.
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Sega believes that Mario and Sonic at the Olympics will sell 4 million units, equaling the feat of the original Sonic title released in 1991.
Mario and Sonic at the Olympics, which goes on sale for Nintendo Wii in November, will pit Nintendo and Sega's flagship characters against one another for the first time, and Sega believes it has a sure-fire hit on its hands.
Bloomberg reports that Masanao Maeda, a corporate director at Sega's gaming unit, forecast that the title will sell 4 million units, although he didn't specify a timeframe for achieving the milestone.
The target is equivalent to almost 20 percent of Sega's games sales during the last financial year ended March 31.
Sales of the title will no doubt be given a boost by next year's Beijing Olympics.
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A family in the US town of Loveland became concerned when their dog started vomiting blood - something that the first aid chief on our floor will tell you "ain't quite right."
So naturally the dog was whisked off to the vet, where X-Rays revealed what appeared to be an old TV remote.
Vet-induced vomiting revealed that there were pieces of TV remote inside the dog's stomach, but there was something else in the pooch's tummy as well...
"The Vet started massaging the dogs belly and it just came flying out of the dog," said Marie Becknell. "I knew what it was right away by the color and shape of it. It was my son's video game remote." Yep, the dog had swallowed the boy's Wii Remote.
We're sure you'll agree that this is one talented dog, but instead of having him run around the living room, hilariously flailing the bat in Wii Sports, the family had the Remote removed.
"The dog spent the night at the Vet and boy's punishment for leaving the controller out was two weeks allowance to replace the Wii remote," said Mrs. Becknell. Don't him leave the SixAxis lying about...
Rejoice, Blue Dragon fans! According to Jump magazine, Mistwalker's popular JRPG is now coming to the Nintendo DS. That's right. Now you can use the DS stylus to hack and slash at poo snakes. Details are not available as of yet, but stay tuned as more about the game is revealed.
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When Mario & Sonic at the Olympic Games was first announced earlier this year, those of us who grew up during the 16-bit console wars were both shocked and titillated by the premise of playing a video game starring the former arch-rivals. Surely the universe had gone topsy turvy, as not since comic book's Deathmate had the world seen such a prodigious crossover.
Wacky or not, however, Sega Sammy expects big things from the forthcoming title, with the company anticipating sales of 4 million units. If accurate, this would equal nearly 20 percent of the sales of all games sold by Sega Sammy over the previous fiscal year. The prediction was made by the firm's corporate director Masanao Maeda, who interestingly did not elaborate on when he believes the games will reach this prestigious milestone.
Realistic? Given the amount of namedropping associated with this title, and that its development at Sega is being overseen by Nintendo's Shigeru Miyamoto, all signs points to 'possibly.' Mario & Sonic at the Olympic Games hurdles to retail for both the Wii and Nintendo DS this Christmas.
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When Mario & Sonic at the Olympic Games was first announced earlier this year, those of us who grew up during the 16-bit console wars were both shocked and titillated by the premise of playing a video game starring the former arch-rivals. Surely the universe had gone topsy turvy, as not since comic book's Deathmate had the world seen such a prodigious crossover.
Wacky or not, however, Sega Sammy expects big things from the forthcoming title, with the company anticipating sales of 4 million units. If accurate, this would equal nearly 20 percent of the sales of all games sold by Sega Sammy over the previous fiscal year. The prediction was made by the firm's corporate director Masanao Maeda, who interestingly did not elaborate on when he believes the games will reach this prestigious milestone.
Realistic? Given the amount of namedropping associated with this title, and that its development at Sega is being overseen by Nintendo's Shigeru Miyamoto, all signs points to 'possibly.' Mario & Sonic at the Olympic Games hurdles to retail for both the Wii and Nintendo DS this Christmas.
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Gea vs CoDOS is the first game developed with ZEngine, a multiplatform 3d engine. Currently supported platforms are: NDS, Symbian s60 and PC. ZEngine is not currently available for download, but it will be pretty soon.
In Gea vs Codos you take control of GEA a super heroin that has to capture the photons trapped in the atmosphere by the greenhouse effect. Co2 particles won't make the things easy for you. This is a one button game, so only key up will be used.
Remember how Nintendo didn't show anything from Smash Bros. Brawl on the first two days of E3 2006, but gave the game a surprise showing to close off the third day? This is exactly like that, except with Onechanbara R instead of Smash Bros.
Onechanbara R is the latest entry in D3's hack and slash action series that started as a Simple 2000 budget game on the PlayStation 2. The series, which subsequently appeared on the Xbox 360, is mostly known for its heroine, who wears a bikini and cowboy hat. In fact, to announce the game during the first public day of E3 today, D3 brought out gravure star Erina to cosplay the character (see famitsu for the results).
D3 is making the game Wii-ready with a new control scheme that puts the Wiimote to full use. You use the nunchuck analogue stick to move around, and press C to ready your sword. To swing, you hold down B on the Wiimote and swing away.
This latest in D3's attempt to take its Simple series out of the gaming ghetto and into full-priced releases is being prepped for a Japanese Wii release in 2008.
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I have been working on a menu based on chishms dldi loader. The main reason I have done this is because I have a Neo R6 Gold and the menu doesn't look very nice (yet?). I have used chishm's code unaltered, you can get it from his post here.
It currently will load only from the root of the card as there is a but somewhere that shows itself when it re-reads the file list. If you would like to see this bug in action, press Select a couple of times to re-load the file list.
- Textbox gadget with various alignment options;
- Improved the button gadget with text alignment options;
- More optimisation to the filled rectangle function;
- Event handling;
- General code tidying.
I also tested the system by creating a simple calculator application, which is on the second screen of the demo (click the gadget in the top-right corner to switch between screens). More info on my blog, as always - link in my signature.
Hi all! Been looking into developing on the DS for a while now, and finally came across PAlib, which seemed to be a great way to go about it. Am new to C++ having mainly used Java and a touch of C previously, but thankfully it's not too different, and PAlib definitely makes things easier! I was in the early stages of developing a blackjack game as a Java app for mobile phones, when I decided to port across what I had to the DS and then use that as the primary platform from then on. And now I've got to a stage where I've got something that's playable and (hopefully) bug free! There's still plenty of scope for adding and improving features, hence this is version 0.1.
Hopefully you'll know how to play blackjack, as it's quite a common game, if not then just have a playabout and you'll get the hang of it. All you really need to know about the game itself is that the options in green on the top screen are available to you at the time, whereas the red ones are not. You cannot split hands at the moment even although the option is visible. Obviously I'll be including instructions with the app at some point.
It uses the PAlib random number generator, so running in an emulator will give you the same numbers every time as I believe it uses the DS's clock as a seed. So for the best experience, use on an actual DS if possible.
Any feedback would be greatly appreciated. As mentioned, this is my first foray into homebrew DS developing and I'm hoping to build on things from here, so any advice, critisism, bug reports or anything would be welcomed.
Jesse has updated his Colors app for the DS, heres whats new:
I've released an small update called v1.06g that is now available on the homepage.
* Some compability solved - Let me know if there still are flashcards it's not working on.
* Colors data-folder located next to executable instead of in the root
* Minor graphical artifacts removed (thanks Noah)
* Continue from mid-playback bugs fixed
* Fixed a out-of-memory crash (thanks adamrgolf)
* Wi-Fi stability fixed - But the flooding thing is probably still there.
Big thanks to Xenon and Rattboi for helping me track down compability problems.
Brunni has released a new emulator for the DS, heres the details:
Hello everyone
I launched out in one moved GB for the NDS, while leaving on DSBoy. I know that at the base it was not terrible (and especially ultra slow), but I tried to better do my.
There was already some releases deprived before that, chancune making improvements in general at the level speed and returned.
23.09.2007: Version 0.4, Improved thoroughly the speed of the CPU core thanks to the direct translation of the PC (to avoid to have to say for example yew addresses between 0x0000 and 0x2000 Romanian return [addresses] etc to each instruction). More various modifications in the structure of the core to accelerate. One can return to the menu of selection of ROMs with L+R but that does not go well (often that plants or slows down with the launching of the next play).
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Graph05 has released a new version of his Karoake app for the DS
Changelog:
- new graphic interface (with a beautiful range well smashed, hein Molusk)
- improvement of the file concerning the music
- editor of karaokés with half made, I wait to finish it to place it at the disposal
What remains to be made:
- not to include the music with compilation, but to put an external file on the memory board
there - to play the music (for the moment is still necessary to play it in bottom on the PC….)
- correction of the remaining bugs (notemment them “@” which are posted at the end)
- to finish the editor, even to include it in the play (for the moment it is an external prog')
- to add a splash screen and a menu (or one chooses between the play and the editor)
Here approximately it has not badly remained of thing to make Désolé not have updated for one week, but what took the most time to me it was the synchronization of the music: /
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Good evening, a few weeks ago, I discovered this play. The concept is very simple, the history even more. A kind of Merlin Echanteur démene to prevent that its castle with him is invades by robots. This small play is adapted perfectly to the DS, what could be more natural than to draw incongruous forms on a screen of a few centimetres broad? It is thus yesterday evening, between the dinner and the douzes blows of midnight that I undertook the remake of this play on Nintendo DS. Helping PAlib, here me is this evening with a version functional. Music, graphics and other detections of forms function in truth. The only lack is the recording of the scores by WiFi, which will not delay (can be only if in fact). Therefore, this evening I places at the disposal this mini play. With regard to the authorizations, I have any on behalf of the Nitrome studio, to tell the truth I of it did not ask, there I just carried out this bearing to laugh, and to be able to play on DS!
Addendum: I am not responsible at all owing to the fact that you have problems to draw certain forms… But I tested and made tested, normally the pattern recognition goes to the hair. If you appercevez a bug, do not hesitate to bring it back!
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September 24th, 2007, 15:34 Posted By: twistedsymphony
Nintendo-Scene is pleased to announce that the WiiTracker now has a pool over over 1,000 unique serial numbers that is uses to track Wii hardware data. Not only do we have a massive pool of data to pull from but that data has helped over 80,000 people who have used the search page to determine what is inside their console.
For those of you who don't know what the WiiTracker is: the WiiTracker is a database that contains Wii serial numbers and information about the specific hardware that Wii contains. Through the tracker you can enter a serial number of any Wii console and the system will give you an estimate of what hardware is inside based on similar serial numbers and manufacturing trends. This allows you to know what is inside your Wii without even opening it. In addition to the estimate, the data provides an excellent base for the creation of charts and graphs to map out hardware trends in Wii production.
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Paint by DS producer Jason Harman reckons a similar title could be a possibility for the Wii, although the lack of physical contact might prove to be a burden.
But not to worry, he said smilingly, "The Wii version could include other painting media such as a spray paint can and a roller."
Paint by DS is "a digital colouring book" that challenges you to recreate masterpieces by renowned painters like Cezanne and that one who chopped his ear off. You use the stylus to mix up oil and water-based paints to the right shade and consistency, then slop them around the screen in a paint-by-numbers fashion.
It sounds simple, but Harman is confident Paint by DS can teach us valuable lessons that will help us better understand the world of clever pictures we know as art.
"Not only will your basic understanding of painting be improved, but some of the finer nuances of artistry will have to be used to create your masterpiece," Harman told Eurogamer.
"From mixing paints to creating different colours, or using a pencil or paintbrush on its side for creative art and blending multiple colours - they all add to making Paint by DS an educational as well as relaxing and entertaining game."
There are around 15 colouring-in challenges to complete in total - some tricky enough to tax even the most skilful virtual painter - plus a flurry of mini-games based on famous pictures to distract you. Each masterpiece will take around an hour to do, apparently.
Paint by DS is part of the Zen series of titles from Mercury Games, so called because they are designed to relax as well as stimulate the old thinker. Perfect for a train journey home from work, for instance.
Those announced so far are Aquarium by DS, Fantasy Aquarium by DS, and Match Stick Puzzle by DS. There's more to come soon, too.
Atari will be distributing Paint by DS in the UK on 26th October.
The previously hinted Wii version of Samba de Amigo looks like a dead certainty after the official US Nintendo magazine legitimises rumours with new details.
Sega have remained tight-lipped on rumours of the much-loved Sega rhythm action game coming to Wii, after a frenzy sparked from a listing on a retailer website.
But according to Nintendo Power, the game's on its way "some time next year".
Apparently in development at Gearbox Software (Brothers in Arms developers), the game will feature both new songs and favourites from the Dreamcast original, and will use the Wii Remote and Nunchuk in replacement of the original maracas.
Once again, Sega remains quiet on the seemingly immanent sequel, but we'll be having further words soon.
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Speaking in an interview with Net-Gen, Sony's world wide studios boss Phil Harrison has spoken about the success of Wii and how it's taken many by surprise, including himself.
When asked if he was surprised by its success, Harrison replied, "Yeah, I don't remember reading anybody's analysis that called this route two years ago or even a year ago to 18 months ago, but that doesn't mean it's a bad thing. We work in an entertainment business, basically, and entertainment has elements of fashion, and it has elements of the latest cool thing.
"If that stimulates interest in the videogame business and causes more people to play games, causes more people to go into retail stores and buy games, causes retailers to dedicate more shelf space to the category, and causes game developers and publishers to have a better macroeconomic foundation for their business, that's a win-win for everybody, best of all for the end consumer. It's a virtuous cycle."
When asked if he could equally recognise the success that Microsoft has had, Harrison said, "It would be churlish to try and suggest that you would wish ill on any company, because as I said, if the business has got a lot of momentum and it's aggressively acquiring new users, new forms of creativity are being accepted in the marketplace and the kind of games that we can make as creators gets wider, that's a great thing from a game designer point of view, from a game creating organization.
"That's incredibly empowering because it means that people's minds are more open to new challenges. In the 16-bit and the 8-bit era on 8-bit Nintendo and 16-bit Genesis and Nintendo, it was all about 2D platformers, some sports and that was it. And that's a pretty boring place to be."
The Wii version of Rockstar's Table Tennis will not include an online mode, Rockstar has just told us.
The online multiplayer mode featured in the 360 has been dropped on Wii because, as Rockstar explains: "All the focus is going into making it the most advanced control system on the Wii."
Granted, the control system is very good - you can read about that in our preview right now. But we can't help but feel it's completely unrelated to the omission of online play.
Surely a good control system AND an online mode in the same game isn't too much to ask.
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Considering Wii's almost non-existent online presence, it's hard to believe that Medal of Honor Heroes 2 will pull off its promised 32-player multiplayer, but it's real and this trailer offers the first glimpse of it in action.
It's only a brief look, mind, but if EA can achieve this feat on Wii, MoHH2 will raise the bar for online Wii games and lead the way for what will hopefully be much better online modes in future Wii titles.
There's not too much to be excited about this week on the Virtual Console, just a spin-off, a sequel and a mish-mash of both. We look forward to the comments when some of you will inevitably tout Kirby's Avalanche as the best Puyo Puyo rip-off, or Streets of Rage 3 as the best in that series or Legend of Hero Tonma as the best ... something. We're looking forward to it.
Legend of Hero Tonma (TurboGrafx16, 1-2 players, 600 Wii Points): For the following analogy, mustaches are not withstanding. Imagine, if you will, if Mario was a superhero. Now imagine that his power was "somewhat more impressive fireballs". Now remove him from the Mushroom Kingdom and put him in a fantasy setting. Congratulations, you have just designed Legend of Hero Tonma. Enjoy your royalty checks.
Kirby's Avalanche (Super NES, 1-2 players, 800 Wii Points): One thing you've got to give Kirby: He's got his fingers into everything. He's like the P. Diddy of video games. This week, we find K. Biddy in a Puyo Puyo clone called Kirby's Avalanche.
Streets of Rage 3 (Sega Genesis, 1-2 players, 800 Wii Points): Sometimes, the rage on the streets is so great that you have to come back for a second helping of beat-em-up action. But when you return for a third time, people start to get upset. They start neighborhood watches, it's bad. If you like this genre, Streets of Rage 3 might be worth your time, but we're spiritually opposed to buying any game that features a character named Skate.
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- EventArgs and EventHandler system implemented.
- Added key and VBL events.
- Added drawFilledRect() function for drawing to gadgets.
- Added SuperBitmap gadget.
- Converted from 8-bit display to 16-bit.
If anyone's reading, I'd like to hear your thoughts on the last change. I initially went for an 8-bit display because it uses less memory and should be twice as fast as 16-bit. However, it's become painfully apparent that the complexities of moving 8-bit data around at speed are slowing down the development process and making things much more difficult than the need to be.
I switched everything around to use a 16-bit display instead, and it looks like any speed difference is negligible, but re-implementing some of the more complicated features took next to no time. Can anyone think of any real disadvantages in working in 16-bits? The advantages are faster, easier development, and I can support things like loading image data onto the screen without having to write complex palette remapping functions. As far as I can tell, there aren't any disadvantages.
Any opinions?
I've also added a couple more demos to the second screen. There's a very simple Pong demo that shows the new key events (click the window and use up/down to control the left-hand bat), new rectangle drawing functions, and the VBL event system.
There's also a demo of the SuperBitmap gadget. At the moment, the demo is very simple - it just shows a rectangle that can be dragged around with the stylus. However, the SuperBitmap gadget is actually a window into a much larger bitmap stored elsewhere in RAM - it enables windows to contain much more content than their dimensions allow, and that content can be scrolled around smoothly by dragging the stylus in the window. (This was the real reason for the 16-bit switch - it's impossible to scroll smoothly in the horizontal axis using the DMA hardware when working with 8-bit data, as we can't copy an odd pixel into an even pixel since the data is treated as a single 16-bit value).
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New version alert! It's up to version 0.3 now. I've had some beta-testing help so it isn't full of major bugs (well, it is, but not the ones you spot at first glance).
The big addition this time round is a re-done UI with better controls for navigating about the pages. It makes use of the new dswifi 0.3.3, so any connection bugs are all my own work ;-) Fuller details of the changes here:
As this is a devver's forum, I'll add a note about the actual coding here, in case anyone is interested: First of all I'd just like to say - what a nightmare writing sodding GUI widgets is! :-) My design for the GUI library ("BWT" - Bunjalloo Widget Toolkit... naff, eh?) is semi-inspired by Java's Swing library, but in mini-minature. This sort of OO design seemed the only reasonably sane way to go, but it requires a fair amount of discipline to not add nasty hacks (which I've fallen into temptation and added several times). I already had a MVC thing going on for the HTML Document(M) -> Rendering/input(V) -> Controller(C), so this release is aimed at rewriting most of the "V" part. There have been changes in the "C" part too, mostly fixing the annoying "unable to load" gaffs. The "M" part is pretty stable for 0.3, if somewhat incomplete. But if I'd known how much work was involved to get a DS web browser to do *anything* I probably wouldn't have bothered. It's a bit late now..
BTW it's only known to work on my particular EZF5 and my particular US-import old-skool phat DS (with 2 dead pixels; one green, one blue). It uses all the latest mod cons - DLDI, libfat, dswifi, etc - but it's all pot luck and no doubt won't work on whatever hardware you happen to be using. If it does, nice one! but if not, there ain't much I can do I'm afraid.
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More than 200 interactive animations, both audio and visual, in each floor of the rocket
Customize rooms, brush a monster's teeth, play dress-up with various characters, nurture plants from seeds and more
Find the hidden surprise in the rocket as you search and play
Intuitive gameplay using the Wii controller to interact and play with the various characters
Original, colorful graphics
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Fishing fun for the whole family
Over 100 fish ranging from freshwater trout to mythical oddities
4 Player Head to Head Fishing Derby
Over 30 saltwater and freshwater fishing locales to discover
Fish Encyclopedia to learn about every fish as you become a Fishing Master
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Classic Sonic 2D Gameplay with improved action stages. Sonic returns with his signature 2D gameplay presented seamlessly across both screens on the Nintendo DS? New action-packed gameplay will have gamers
A high-speed ocean adventure! Sonic travels from island to island in search of objects and materials to build up to five different ships and battles with wicked pirates both on land and at sea throughout 14 stages.
Enhanced touch screen controls. Players will navigate the oceans and perform aerial tricks to avoid treacherous water mines and aim their cannons during ship-to-ship battles by using the stylus and touch screen on the Nintendo DS.
Compete with friends via DS Download Play in two battle modes. Two players will face-off in intense dual screen races or collect the most items spread throughout the map in exciting mission battles.
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features
Pac-Man: Play the most popular arcade game of all time! Navigate the yellow fellow through the original Pac-Man maze, avoid ghosts while chomping pellets and fruit, and use power pellets to turn the ghosts blue and get some payback
Pac-Man Vs.: For the first time in the series, you and your friends now have the chance to be the famous Ghosts from Pac-Man! With one person playing as Pac-Man, and up to 3 people playing as Ghosts, this incredibly fun multiplayer game offers endless enjoyment with just one game card
Galaga: Pilot a space ship, fend off frantic swarms of bee-like aliens, try your luck with “Challenging Stages,” and find the best way to deal with enemies’ powerful tractor beams
Dig Dug II: Equipped with only a drill and a pump, hit weak fault line points in an attempt to sink portions of an island sending your enemies deep into the sea
Galaxian: A precursor to Galaga, destroy flying aliens as they move in from formation to attack you
Mappy: Control Mappy, a police mouse. Bounce on trampolines and open or close doors to dodge chasing cats, all in an attempt to retrieve valuable items from the cats’ mansion
Xevious: Use a heavily armed fighter plane to destroy enemies and targets in the air and on the ground
description
Namco Museum DS lets gamers experience a virtual arcade portal where they can choose from up to eight games including Pac-Man, Galaga and Dig Dug II. Bringing back the meaning of family-fun, Namco Museum DS delivers excitement to gamers of all ages and offers entertainment all can enjoy.
Features that are unique to Namco Museum DS include a screen mode selection that allows the use of different screen combinations on the Nintendo DS. This will allow players the chance to fit their classic games specifically to the Nintendo DS or in the "stand-up" arcade style. Players can also enjoy wireless battles in Pac-Man Vs., an addictive take on Pac-Man which was previously only available exclusively with the purchase or pre-order of previous games. This version of the game features downloadable play where up to four players can battle using only one game card.
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Seven Wonders lets you journey where no one alive has ever gone before. Travel to the Great Pyramid of Giza, the Hanging Gardens of Babylon and trek through the Mediterranean islands to behold the glory of ancient Greece. You have to build the 7 Wonders of the Ancient World. Time is short and the journey is filled with peril. You must match three same-colored magical rune coins to supply your workers with the building stones needed to create the Seven Wonders.
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For the first time in Digimon History, two games with parallel, yet connected stories will debut on the Nintendo DS at the same time.
In Digimon World ® Dawn, take control of a rookie Digimon Tamer from the Light Fang team of Sunshine district. When a huge earthquake with unknown life energy damages the access points to the Digital World, many Digimon mysteriously devolve into Digi-eggs. With rumors that the incident was caused by the Night Crow team, you must investigate the cause of the earthquake, understand what happened to the Digimon, and restore the city !
In Digimon World Dusk, take control of a Tamer from the Night Crow team of Dark Moon district. When a huge earthquake with unknown life energy strikes the Digital World, the whole town is heavily damaged. With rumors that the incident was caused by Light Fang team, it is now is up to you to find out what caused the incident, and restore the city.
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features
Play as Nancy Drew, the world’s most recognizable teen sleuth, in this 3rd person action adventure game that marks Nancy’s first appearance on the Nintendo DS.
Unique graphic novel format pays homage to the classic book series that introduced Nancy Drew to
Use the Touch Screen to play conversation and unlocking mini-games. Nancy also accesses clues, tasks, maps and inventory information with the stylus.
Unravel more than 13 intriguing chapters as Nancy completes progressively difficult tasks including: delivery missions, push puzzles, following suspects, sneaking, interrogations, accessing areas, inspecting items and more.
Solve an array of logic and action puzzles along the way to reveal clues.
Unique conversation mini-games help Nancy build a rapport with witnesses and suspects so she can learn critical information for the case. Nancy can even bribe a character if necessary.
Use the shadows to sneak past danger areas and avoid detection.
Use your lock picking skills to sneak into areas to search for clues.
Use Nancy’s Clue Journal to check current objectives and discover new information.
description
Become Nancy Drew as she unravels the mystery of the missing billionaire in this engaging action adventure game for the Nintendo DS. Use Nancy’s detective skills to solve puzzles and discover clues left by a slew of suspicious characters.
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Nintendo stock has become the second most valuable in Japan following investor confidence in the company's performance ahead of the crucial Christmas period.
As noted by Reuters, the games giant sits behind only Canon to become the second most valuable traded company. Mitsubishi UFJ Financial Group has a bigger market value than Nintendo, but shares are currently suspended due to a imminent share split.
Shares in Nintendo were up to 59,200 JPY on Tuesday, or 3.1 per cent, bringing its market value to 8.39 trillion (GBP 36.4 million).
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Nintendo stock has become the second most valuable in Japan following investor confidence in the company's performance ahead of the crucial Christmas period.
As noted by Reuters, the games giant sits behind only Canon to become the second most valuable traded company. Mitsubishi UFJ Financial Group has a bigger market value than Nintendo, but shares are currently suspended due to a imminent share split.
Shares in Nintendo were up to 59,200 JPY on Tuesday, or 3.1 per cent, bringing its market value to 8.39 trillion (GBP 36.4 million).
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Free Radical creative director David Doak says that he would like to see TimeSplitters 4 on Wii.
He'd also like everyone to start petitioning them to redo Second Sight for Wii, as he joked in an interview with Game Informer.
"I think it's a good thing to do," he said, when asked about the idea of doing a Wii FPS, "and I think we want to put [TS4] on the Wii."
"And I'm sure it's possible to do a control scheme that works," he added.
Early examples of Wii FPS games include Red Steel and Medal of Honor Vanguard, but Metroid Prime 3 is the one everyone's waiting for.
"Metroid is on my list," Doak told Game Informer. Good man.
As for TimeSplitters 4, the prospect of a Wii version is exciting, but we shouldn't get our hopes up about seeing it any time soon. When asked in general about the game's development, Doak said that it was happening, but that if they showed what they had done to anyone then it wouldn't look like development.
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It's been a while since we've had a fresh batch of Mario and Sonic at the Olympic Games screenshots but here's some new ones, revealing the full roster of playable characters in the Wii button-masher.
We're all for choice, but why do we get the feeling Sega should've stopped at five characters each? Who wants to play as Vector the crocodile?! And who the hell is Daisy (Who's Daisy? You need to stop playing Halo - Ed)?!
For more, we point you in the direction of the recent gameplay trailer. It should turn out to be a pretty good party game.
Today D3Publisher announced it has shipped Dragon Blade: Wrath of Fire for the Wii. Built especially for Nintendo's latest console, Dragon Blade sends players on a quest to build the titular sword out of six lost pieces, each infused with the soul of a dragon. The game uses both the Wiimote and nunchuck to control the winged serpents' arms, wings, tail, and fire-breathing head.
"Gamers have been asking for fun, original games on the Wii and D3PA has answered their call with Dragon Blade," said Alison Quirion, VP of marketing, D3PA. "Dragon Blade stays true to its game design roots by focusing on the pure beat-em-up, arcade style action that gamers love while taking full advantage of the Wii controls to achieve as close to one-to-one motion as possible so players will truly experience the action like never before."
Dragon Blade: Wrath of Fire follows a story penned by author Richard A. Knaak, who has written tales of DragonLance, Warcraft, Diablo, and Age of Conan. For a recent update, check out our preview from the TGS 2007 show floor.
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Alex has posted a new release of his Puzzle Game collection for the DS:
[INDENT]New game integrated:
Inertia
Untangle is back (was not working on 2.4)
More translations have been integrated => rules/text menus available in 7 languages: English, French, Italian, Spanish, Brazilian, German and Dutch.
Bug fix in ‘online scores’ (thanks to Stephen & Albert) INDENT]
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The new version of SNEmulDS 0.6 comes closer… The new GUI is nearly finished and is being integrated to the main core. I’m waiting for artworks from my friend to complete the GUI design.
A new feature of the next release will be multi-language support. For the moment, the language setting is read from the DS firmware, and the charset used is ANSI Western occidental (Windows-1252) so the translation is limited to : English, French, German, Spanish, and Italiano. But in future, Japanese and other language will be included.
New release of a rather revealing puzzler for the DS from Odin
First release of my Taquin. And to give pleasure with Yus, I put a photograph of Madoka.
For the moment, there is only one image and a cutting of 4x3.
You can mix while pressing on button A.
You can move a whole of blocks and not only block per block, which is the first contract announced in my blog.
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It was less than a week ago that Lick agreed to improve the licensing of RAM API. Now I've made a simple memory test app based on the description of the tests performed by memtest86. But I'm still waiting for 1. my Nintendo DS Browser to ship from $retailer1, 2. my EZ-Flash 3-in-1 card to ship from $retailer2, and 3. my cousin to arrive with his SuperCard SD. Until then, the app falls back to testing 3 MB of DS's internal RAM if it doesn't detect a RAM pak.
Play your Wii anywhere, even in your car, with this smart 7 inches screen with an incredible number of features. No need for extra power supply, no need for cable, no need for sensor bar, just place your Wii onto the docking part and you are ready!
As it is totally adjustable you can easily configure the best viewing angle to play anywhere. Car adapter is included.
- 180° rotation angle, horizontally and vertically
- High power stereo speakers built-in
- Wireless sensor bar built in
- No video cable required
- 7 inches TFT panel 640*480 RGB
- Share the power with console
- Car adapter included
- Hanging strap included
- Reliable holder/dock to protect the console
- Removable frame
- Compact and portable design to play your Wii anywhere
- OSD menu vision: Brightness, contrast, color, tint, volume, language and reset
- 5 languages OSD display available, English, Chinese, Russian, Italian, German
A new version of the Super Mario 64 level editor, Toad's Tool 64, has been released. 0.5.9 beta fixes a couple of bugs. Here's what VL-Tone had to say:
Version 0.5.9b attempts to fix an issue with checksum verification that would happen on Japanese and other asian Windows systems. Opening an already correctly extended ROM should now work on Japanese systems.
Note that this DOESN'T fix the problem with the ROM Extender on Japanese systems. This problem will require a partial rewrite of the app.
The problem with the ROM Extender is from the Binary IO Xtra. This Xtra enables very fast reading and writing abilities to Director MX. It's fast because it loads the binary data in ASCII string variables, instead of converting them to lists variables (arrays). The problem is that on Japanese systems, Director seems to have a different internal representation of string variables, which corrupts the binary data read into those strings. To fix it I'll need to use another Xtra, and read/write large amount of data with some conversion to list variables, and that will make it much slower. I'll probably have to split the program in two version, so that the fast, but less compatible version is still available.
There is also a new version of the SM64 ROM Extender, which you need to use with your SM64 ROM before loading it into the editor.
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Oshare Majo Love and Berry (DS Collection) is a cross between an arcade game and collectible card game. In order to replicate the arcade experience, the game includes a Oshare Mahou Card Reader card reader with the game. The reader, officially known as the Oshare Mahou Card Reader card reader (Fashionable Magic Card Reader) plugs into the GBA slot of your DS. Players can then make use of the same Oshare Mahou Cards that they collected when when playing the arcade version of the title.
Oshare Majo Love and Berry (DS Collection) for Nintendo DS™ is now available at discounted US$ 12.90 only.
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Grasshopper Manufacture and Suda 51's No More Heroes looks fantastic, which is why we're both pleased and not that surprised that the developer is said to be sticking with the Wii for the long haul.
After its got No More Heroes out the door Grasshopper will be taking care of the new Fatal Frame game for Tecmo - and it's going to be for Wii.
It sort of makes sense; Grasshopper's managed to get its head around the Wii hardware (not that there's much to learn) and you'd think Fatal Frame's ghoul-snapping gameplay would lend itself well to a Wii Remote and nunchuck.
There's no official line from either developer at the moment, but we'll let you know as soon as something happens.
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Get ready to take the plunge with underwater exploration game Endless Ocean following Nintendo's announcement that it's swimming to Europe on November 9.
Starting out on a boat in the middle of ocean, the game sees you playing as a diver researching aquatic life by swimming alongside fish, offering them bait and taking photographs. Using the Wii Remote, you guide your diver through increasingly deep waters, discovering strange and more beautiful sea creatures.
Thankfully, this isn't another boring Ecco the Dolphin clone and, while Endless Ocean may blur the boundaries between 'game' and 'experience', our previous play tests have shown that it's shaping up to be better than a dive bomb in the deep end at your local pool.
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Following up on our report on Kingdom Hearts Birth by Sleep for the PSP, we've got the latest on the new DS entry in the series, Kingdom Hearts 358/2 Days.
Square Enix has drafted Japanese development studio H.A.N.D. for the new game, but the regulars are, of course, overseeing the project. Tetsuya Nomura is the director, with Tomohiro Hasegawa, who served as art director and was responsible for texture work in Kingdom Hearts II, serving as co-director. On the HAND side, the head of production is Kouji Yamamoto. He previously worked on Chocobo and the Magic Picture Book.
The three shared new details on the game in an interview with Famitsu.
The storyline this time around focuses on Roxas and his days with Organization XIII. The game will tell the story of why why Roxas attempted to enter the Organization XIII, and eventually why he attempted to leave. The game starts off when Roxas enters Organization XIII, but we could end up seeing his birth in the game's prologue.
Looking at the Kingdom Hearts story timeline, the game takes place before Kingdom Hearts II, during the one year period where Sora is asleep. Sora's memory is being reconstructed during that time. The development staff is currently thinking up some methods for incorporating the ability to see Sora's memories into the game; this is just in the idea phase, but it could involve something that focuses on the connection between Sora and Roxas.
The game's single player mode will focus on the Disney worlds. The developers are selecting the worlds from past titles that fit in well with the new title. According to Hasegawa, the game may end up featuring different types of play for each world.
As for gameplay specifics, the three developers aren't talking. Hasegawa hinted that the game will have the action-oriented gameplay of past titles, although he admitted that there's a problem with button count. The lack of buttons on the DS is an area that HAND is currently addressing.
Outside of the single player story mode, the game will include a multiplayer mode. This mode has nothing to do with the storyline, according to Nomura, but it will likely have some connection as far as items and character growth are concerned.
Four players can play together in multiplayer mode. The game will let players select from all members of Organization XIII, with at least thirteen characters on offer. The characters have different skills and different weapons.
Multiplayer mode will be mission-based, with bosses to fight and puzzles and traps to clear. The focus will be on short gameplay experiences with high replay value. We can look forward to both competitive and cooperative modes, with Yamamoto even hinting that a score attack mode could be in the works.
About that name. According to Nomura, it's actually a code name whose meaning players will only understand once they've cleared the game. He provides somewhat of a hint, though. The term 'days' in the title refers to the fact that the game progresses on a daily basis, telling the daily life of Organization XIII.
Like the other two Kingdom Hearts games announced at the Tokyo Game Show, Kingdom Hearts 358/2 Days is currently without a final release date.
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CycloDS Evolution Firmware v1.2 has been released, along with the first release of our new "Evolution Tools" software package and an update to the Moonshell media player - all of which are available for download from the support page. The v1.2 final firmware release includes all the changes from the previous BETA releases plus a few other additions. Changes include:
* Custom cheat code support added
* Fixed Wii connectivity (Pokemon Diamond/Pearl and Pokemon Battle Revolution)
* Several game compatibility fixes
* DSLinux is now supported
* Moonshell soft reset is now supported
* RAM pack for Opera (clean rom) supported via CycloDS Mini/Micro and EZ3in1
* Rumble for EZ3in1 supported
* Completely new translations: Dutch, Greek, Indonesian, Malaysian, Russian, Tagalog
* All text is now completely translated (GUI, ingame menu and the updater)
* Updated DLDI driver, will now allow 3rd party loaders such as DSOrganise and DSChannels to load .NDS files
* Date and time are now set properly for .sav files
* Hold SELECT while launching homebrew software to disable DLDI auto-patching
* Fixed cheat core bug
* Will now try to execute ROM's even when auto-patching fails
* Ingame menu changes:
o Time is shown on the bottom left
o Multi-lingual (uses same language as you have set for main menu)
o SlowMotion adjustable between 3 different speed settings
o Realtime cheat enable/disable
o Separated "Return to Game" and "Return to Main Menu" in the in-game menu to help avoid accidentally executing a soft reset
o Improved stability
o Supported for more games * Menu GUI changes:
o Multiple skins are supported, selectable in the settings menu
o Added new file view mode, "list view"
o NDS sleep mode is now supported
o Improved menu file list sorting method
o Folders starting with '.' are now hidden
o Buttons for various dialog boxes
o Press B to exit settings screen
o Stopped game list from displaying invalid items * Many other miscellaneous fixes and additions
Evolution Tools is a PC-side software package for users of CycloDS Evolution. It currently includes the following components:
* Cheat code editor - a user friendly GUI application for manipulating CycloDS Evolution cheat code databases. The cheat code editor has some very unique and useful features such as the ability to automatically retrieve the most recent cheat codes directly from the internet and import them into your cheat database. * Automatic ROM trimmer - can automatically trim your ROM files on the PC without any manual interaction required on your part. * Enable ROM icons - display actual ROM icons when browsing files in Windows.
The new Moonshell release includes the following changes:
* Bookmarks are now working
* Audio file resume is now working (must be enabled in settings first)
* Fixed a problem where soft reset would not work after playing a DPG video
Gizmodo buddy Ramon of Ultimate DS, Wii, and PSP mod fame is back, this time with a Samus Metroid mod for the Nintendo Wii. Not only does it have a big S on the side for Samus (or Sexy) and a Wiimote battery charger built in (!), he's painted the parts red, orange, and green to match her motif. He's auctioning this off on eBay, like his previous mods, so a portion of the proceeds will go to Penny Arcade's Child's Play Charity; which works to allow one lucky little girl to eventually grow up to don a suit of armor and shoot big brains in the face. If not, what charity am I thinking of?
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- Fixed width/height inaccuracies (I wasn’t quite converting from (x1,y1) (x2,y2) to (x,y) (width,height) properly)
- Tidied up border drawing again (related to the width/height thing)
- Added intelligent gadget erasing
- Screen/window borders are now gadgets (so they automatically get redrawn as necessary when they become visible)
- Almost all gadgets now have a draw function that clips to a supplied rectangle’s dimensions
- Swapped the dull black rectangle in the SuperBitmap demo for a picture of many Marios (shows off the concept a bit better)
- The Pong demo now uses the SuperBitmap class as its canvas
The intelligent gadget erasing was probably the most complex bit of the system to implement, so I'm glad it's done. There's a (mostly) full description of the technique spread over a few posts on my blog, but it basically involves just redrawing any rectangles of the screen that are changed when a window moves. Screen redraws are much faster now, and the screen no longer flickers when a window moves.
DSOrganize by Dragonminded is meant as a homebrew organizer application for the Nintendo DS that should have come built in in the first place.
3.0 Changelog
* Added select/cut/copy/paste to all text inputs.
* Added wifi config (including saving back to firmware) with three extra DSOrganize profiles.
* Added ability to bookmark on the web browser by pressing ctrl + b.
* Miscelaneous fixes to the HTML renderer.
* Fixed error in file wrapper causing bad file copies.
* Fixed a weird lingering cursor bug in text editor.
* Fixed startup screen error.
* Fixed an error where images that redirect would change the url of the main page loading.
* Fixed a bug with sites that use 1x1 tracking images.
* Fixed error where confirm delete screen on browser allowed you to select ".." or "."
* Fixed some weird bugs with m3u files.
* Fixed select few files not showing their long file names.
* Fixed everything being underlined on sites with bad <a> tags (ds-x.com, etc)
* Day planner now supports weekly, monthly, and annual events.
* Day planner events are now partially visible on reminder mode.
* Todo now sorts finished events as last.
* Changed handling of escaped characters to include the limited unicode support.
* Changed irc to not display characters under 32 on the ascii map.
* Updated dsWifi again for compatibility.
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It's nowhere near finished... but at a pretty good state. It runs at 56-60FPS solidly, no matter what you plonk onscreen. At the moment, everything acts like sand of different densities. Have a go, and provide some feedback, please! http://www.mediafire.com/?8zxp694qm2b
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Emukidid/tehpola have posted info on the port of the Nintendo 64 Emulator Mupen to the Gamecube/Wii:
Port of the popular multi-OS N64 emulator, Mupen64, to the Nintendo Gamecube through the libOGC library. The emulator is planned to use dynamic recompilation of the N64 machine code to PowerPC (the Gamecube's ISA) and full hardware accelerated graphics to (hopefully) achieve full-speed emulation.
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Emukidid/tehpola have posted info on the port of the Nintendo 64 Emulator Mupen to the Gamecube/Wii:
Port of the popular multi-OS N64 emulator, Mupen64, to the Nintendo Gamecube through the libOGC library. The emulator is planned to use dynamic recompilation of the N64 machine code to PowerPC (the Gamecube's ISA) and full hardware accelerated graphics to (hopefully) achieve full-speed emulation.
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From popular Japanese accessory maker, a protection case for your Nintendo DS Lite. Available in 4 colors: Clear Blue, Clear Pink, Clear Black and Clear White.
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SEGA has raced out new details for plumber and animal-partnering title Mario & Sonic at the Olympic Games.
Finally the two famous characters will get to battle it in 20 authentic sporting events, each calling on the help of seven friends to make up the numbers.
Each character will have their own strengths and weaknesses, too. Bowser will naturally do well at shot put because he's a bit dumpy, while Sonic will run quickly in his buckled-up trainers. Mario and moustache will be an all rounder, as always.
You will be able to play against the computer or your friends at single matches, or string a number of events together in a circuit. On Wii, winning will involve replicating the various movements on the screen using the Wiimote and Nunchuk: pumping your arms to sprint or thrusting energetically to fence. Get bored of that and you can try to beat Mission mode made up of the toughest athletic challenges.
There's also a quiz mode and mini-games to unlock that uncover all the history of past Olympic Games - those ones where animals weren't allowed to compete.
Mario & Sonic at the Olympic Games will be released for Wii on 23rd November, and follow in Q1 2008 on DS.
The full list of events is shown below:
Fencing - Individual epée
Archery
Shooting - Skeet
Gymnastics - Trampoline
Gymnastics - Vault
Field - High Jump
Field - Pole Vault
Field - Long Jump
Field - Triple Jump
Field - Javelin Throw
Field - Hammer Throw
Rowing - Single Sculls
Table Tennis - Singles
Aquatics - 100m Freestyle
Aquatics - 4x100m Freestyle
Track - 110m and 400m Hurdles
Track - 4x100m Relay
Track -100m and 400m
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What do you get when you try to type out the release date of the biggest Nintendo game of year with your elbows and fail? Armies of angry Mario fans, that's what.
A tidal wave of Mario-related rage is sweeping the net as the official Nintendo Europe website mistakenly declared Super Mario Galaxy to launch on Christmas Eve. We just want to let you know it was A MISTAKE.
The site's inaccurate "in the shops now" box (pictured below in the spoiler) has now been changed to state the true European release date of Mario's off-world stunner which remains to be (thankfully) November 16. US get it on Nov 12.
Image in the
Spoiler!
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Cat photoshops used to be funny, but now the humour's officially dead thanks to the campaign for Geometry Wars: Galaxies.
The publisher has adopted the famous 'lolcat' pics for the GWCats PR campaign, with "hilarious" captions like "I'm in ur Wii, bustin' thru battelgrids".
Usually we find this sort of mischief at least mildly funny, but we can't help but think this is a suit's attempt at riding on an old internet fad.
The game itself is out on Wii in November, and looks to be a fun distraction for anyone who lost hours in the comparatively simple Retro Evolved. Can we have a full XBLA sequel now please?
Hey all, I've made a little WIP of Halo 2D DS. It just loads the first map and you can walk around, there's no AI yet so there are no enemies, or weapons. I'm about 16% or so done. I'll add another map very soon as well as AI.
Have fun!
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Nintendo's senior director of public relations, Beth Llewelyn, has officially announced that she is leaving the company.
When Nintendo decided to move its sales and marketing division from Seattle to San Francisco, it was rumored that George Harrison, Perrin Kaplan, and Beth Llewelyn would not be making the move, instead deciding to remain with their families.
Harison officially announced his departure a few weeks ago. Kaplan has not yet made an official announcement.
In a written statement, Llewelyn said that she would be "taking some time off to be a full-time mom for a bit." Her last day with Nintendo will be September 28.
No successors have yet been named.
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Nintendo's senior director of public relations, Beth Llewelyn, has officially announced that she is leaving the company.
When Nintendo decided to move its sales and marketing division from Seattle to San Francisco, it was rumored that George Harrison, Perrin Kaplan, and Beth Llewelyn would not be making the move, instead deciding to remain with their families.
Harison officially announced his departure a few weeks ago. Kaplan has not yet made an official announcement.
In a written statement, Llewelyn said that she would be "taking some time off to be a full-time mom for a bit." Her last day with Nintendo will be September 28.
No successors have yet been named.
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Yeah, I couldn't think of any real advantages to 8-bit except the authenticity of going for an old-school bit depth.
As well as a few minor changes, I've now implemented the optimised drawing routine. Only the visible regions of each gadget are now drawn, which means (amongst other things) that the Pong demo is now correctly depth sorted.
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ArchonDS - A remake of the original game from 1983 (Atari ST) with new graphics. It is a strategy & action game, the battle light vs. dark! More on wikipedia.org.
Version 0.3 has a little bug in the ending conditions. When you kill five particular units the game is already over.
I have fixed the bug in version 0.31 and added the missing deathsprites for the golem, the sorceres and the troll.
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DSOrganize by Dragonminded is meant as a homebrew organizer application for the Nintendo DS that should have come built in in the first place.
Fixes found in 3.01
* Added select/cut/copy/paste to all text inputs.
* Added wifi config (including saving back to firmware) with three extra DSOrganize profiles.
* Added ability to bookmark on the web browser by pressing ctrl + b.
* Added basic signal strength to wifi configuration screen.
* Miscelaneous fixes to the HTML renderer.
* Fixed error in file wrapper causing bad file copies.
* Fixed a weird lingering cursor bug in text editor.
* Fixed startup screen error.
* Fixed an error where images that redirect would change the url of the main page loading.
* Fixed a bug with sites that use 1x1 tracking images.
* Fixed error where confirm delete screen on browser allowed you to select ".." or "."
* Fixed some weird bugs with m3u files.
* Fixed select few files not showing their long file names.
* Fixed everything being underlined on sites with bad <a> tags (ds-x.com, etc)
* Fixed error messages not being readable on startup.
* Fixed wifi to be slightly faster again.
* Fixed seeking broken on some file formats.
* Fixed SSID not centered properly.
* Fixed 256x192 images not showing the bottom line.
* Day planner now supports weekly, monthly, and annual events.
* Day planner events are now partially visible on reminder mode.
* Todo now sorts finished events as last.
* Changed handling of escaped characters to include the limited unicode support.
* Changed irc to not display characters under 32 on the ascii map.
* Updated dsWifi again for compatibility.
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Shash has posted more WIP news on his DS Emulator for Windows:
One year ago...
I was bored a few hours ago, coding and debugging stuff on the DS (not emulation related), and I remembered that I wanted to do some type of "that desmume one year ago" post. That's what you get when I'm too lazy to spend time doing some real work on desmume :P
So... not much to talk about, I just searched for the first public screenshots that were released of a commercial game (I remembered they looked BAD, because I added an ugly hack for transparency, and I didn't know that version of the 3D core would be used for screenshots...), and made new screenshots today with the lastest version. Nothing really new shown on that screenshots, but might be fun for those that saw the original screenshots one year ago.
Speed has increased about 2x-5x (depending on game) in a year, while having way better (or almost perfect) 3D, so I guess it hasn't been a total waste of time... Have fun
Emu_kidid has posted the first release of the Nintendo 64 emulator for the Gamecube and Nintendo Wii (only will work on Nintendo Wii with older system firmware and using SDLoad or with a Wii Modchip)
This is not even considered a beta, more like a alpha.. we already know the bugs so don't bother saying "hey game X doesn't work", or things like "i got game Y to boot the intro". Please only post back constructive feedback such as "You're doing this wrong with the core" etc.. you can find the full source always at http://code.google.com/p/mupen64gc/ . We don't consider this in any way "playable" so don't cry if a game locks up before even booting. This release is simply to show our progress and to perhaps gain more interest from coders out there who'd like to help, if you'd like to join simply join the project at the URL provided above. This build is based on revision 40 of the code in the SVN. Please read the usage before using it.
Features
- 512mbit ROMS
- Pure Interpreter
- Software GFX
- No Audio
- Input & Mempaks supported
- Big endian rom loading from SDCARD (v64)
- Native Saving to SDCARD
- Text GUI
- 4mb RDRAM emulated in this DOL
General Usage example:
- Have some N64 roms in .v64 format (big endian) on a SD Card under the rom dir "N64ROMS"
- Place the SD card in the SD gecko and have it in slot 1 or 2.
- Load up the DOL to your GC or wii. (from SDLoad preferably)
- You will be shown a ROM list if you've done this successfully.
- Press Up/Down on the D-PAD and press A when you've selected your ROM.
- You'll be prompted to select a Slot for the saving of the native game data.
- After you've selected the slot, you'll be prompted to use SD card or Memcard for saving, currently only SD card works.
- After selecting this, the save will be created on your card.
- Now choose your core.. currently only PURE INTERPRETER works, so press X.
- Enjoy a initial port of mupen64 to the GC.
Games working currently with these settings:
- Rampage World Tour (7-12 fps)
- Super Mario 64 (4-12 fps)
- Mortal Kombat Trilogy (7 fps)
- emu_kidid
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Emu_kidid has posted the first release of the Nintendo 64 emulator for the Gamecube and Nintendo Wii (only will work on Nintendo Wii with older system firmware and using SDLoad or with a Wii Modchip)
This is not even considered a beta, more like a alpha.. we already know the bugs so don't bother saying "hey game X doesn't work", or things like "i got game Y to boot the intro". Please only post back constructive feedback such as "You're doing this wrong with the core" etc.. you can find the full source always at http://code.google.com/p/mupen64gc/ . We don't consider this in any way "playable" so don't cry if a game locks up before even booting. This release is simply to show our progress and to perhaps gain more interest from coders out there who'd like to help, if you'd like to join simply join the project at the URL provided above. This build is based on revision 40 of the code in the SVN. Please read the usage before using it.
Features
- 512mbit ROMS
- Pure Interpreter
- Software GFX
- No Audio
- Input & Mempaks supported
- Big endian rom loading from SDCARD (v64)
- Native Saving to SDCARD
- Text GUI
- 4mb RDRAM emulated in this DOL
General Usage example:
- Have some N64 roms in .v64 format (big endian) on a SD Card under the rom dir "N64ROMS"
- Place the SD card in the SD gecko and have it in slot 1 or 2.
- Load up the DOL to your GC or wii. (from SDLoad preferably)
- You will be shown a ROM list if you've done this successfully.
- Press Up/Down on the D-PAD and press A when you've selected your ROM.
- You'll be prompted to select a Slot for the saving of the native game data.
- After you've selected the slot, you'll be prompted to use SD card or Memcard for saving, currently only SD card works.
- After selecting this, the save will be created on your card.
- Now choose your core.. currently only PURE INTERPRETER works, so press X.
- Enjoy a initial port of mupen64 to the GC.
Games working currently with these settings:
- Rampage World Tour (7-12 fps)
- Super Mario 64 (4-12 fps)
- Mortal Kombat Trilogy (7 fps)
- emu_kidid
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Whatsnew:
** FINAL v4 Release **
- DVD9 support added
- Gamecube Supported (Softmod and XenoGC)
- Straight to disc listing, no waiting
- Auto menu video mode setting
- If a game requires audio, it will ask to be setup (bit of a problem on GC)
- Game listing re-coded
- Improved the .iso generation speed ALOT
*DVD9 authentication is dependent on GOOD media and the modchip, not GCOS at all.. It simply parses them once they can be read.
*Do not use Shrunk Audio streaming games (they may crash!)
Full source included, there's nothing omitted, enjoy!
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Visual Boy Advance is a GameBoy Mono, Color and GameBoy Advance emulator for the Nintendo Wii/GameCube. This "demo" version was originally included in SoftDev's implementation of a the TinyFAT filesystem for SD card read/write functions on the Nintendo GameCube. The demo also shows how to implement virtual memory in your applications, which in this instance is used to store the ROM data in.
The demo only came in sourcecode format. Well, TehSkeen is proud to present it in it's fully compiled and operational form. Please read the documentation included in the archive for detailed directions on how to use this emulator. Please note it does require the use of a GC -> SD card adapter.
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- Nintendo Famicom replica
- Contains Famicom branded memo sheets
- 3 different models available: Super Mario Bros., Dr. Mario and Ice Climber
- Officially licensed merchandise
- Shipped randomly
- Approximately 1.5-inch tall
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- Nintendo Famicom replica
- Contains Famicom branded memo sheets
- 3 different models available: Super Mario Bros., Dr. Mario and Ice Climber
- Officially licensed merchandise
- Shipped randomly
- Approximately 1.5-inch tall
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- Mini figure inside the chocolate egg
- 12 different characters from Super Mario Bros
- Officially licensed product
- Shipped randomly
- Approximately 2-inch tall
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Brunni has released an updated emulator for the DS, heres the details:
- Management of the priorities
- Management of the desactivation of the sprites in mid-frame
- Correct Management of the window (remains a shit on the level of desactivation, cf Donkey Kong)
- Management of the modifications of the scrolling there of mid-frame
- Modif of WIN_X0 = R_WX + 48 - 8 in -7
- Extinct Support LCD (LCDC bit7)
- Support of the change of the charset in mid-frame
- Support of the change of map bases in mid-frame
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Alex has again updated his Puzzle Games Collection for the DS:
Version 2.7 was released with Inertia not working.
So here is version 2.7a that corrects that bug.
I never thought that I’ll integrate one day all the 27 games of Simon’s collection, but finally there it is.
I’ve a little bit cheated to integrate Cube, as I wasn’t able to make it work at 100% like the original one. For now, Cube has been integrated as ‘Pyramid’ as you can’t play it with a Cube, but only with a Pyramid. I hope you (and Simon too) will forgive me for that.
So, here is the version 2.7a with:
the 2 last missing games:Twiddle, Pyramid
All translations you can imagine
Some bug fix of version 2.6 (and 2.7 now…)
!
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Paper, Scissor, Rocks is just a basic game where you play against the CPU trying to get the better hand. It's an old classic tool for deciding on trivial matters, as well as fun past time.
PSR4GBA is a port of PSR4DS, which is the original version. For future downloads and news, visit the games project website: http://paperscissor.googlecode.com/
This game ranked 7th place in the recently held PDROMS #3.667 coding competition. Thanks to d3x for this submission.
Broken ASCII Digger is a port of Sektor's Digger port from NDS. Due to the restrictive copyright issues in the PDRoms Coding Competition, he replaced the graphics with regular ASCII letters.
This game ranked 5th place in the recently held PDROMS #3.667 coding competition. Thanks to Sektor for this submission.
Barnabe must retreive the great poem of his family 'THE BALLAD OF JUMPING BARNABE', which is lost in lots of locations. Using the D pad and A button, the idea is to reach the top of the both screens. Each screen consists of 8 floors, and Barnabe has to jump throught the (moving) holes in these floors to progress. If Barnabe falls down one of these holes, he is momentarily stunned, and loses a life if he falls through the bottom floor. Things are made more difficult on later levels with the addition of nasties that walk along the floors, and also need avoiding. The number of nasties present depends on the level Barnabe is on.
After each level is completed, a line from the lost poem is revealed. The game consists of 20 levels, which revealed one line of the poem each time and five differents worlds with differents nasties too.
This game ranked 4th place in the recently held PDROMS #3.667 coding competition. Thanks to Alekmaul for this submission.
Here are the rules: Click 4 tiles of the same color and form squares as big as you can. You will erase all the tiles inside the square and collect points. Time is running... You have 3 minutes to do the best score!
This game ranked 3rd place in the recently held PDROMS #3.667 coding competition. Thanks to birslip for this submission.
The bottom left virus is activated. Every virus of the same color it touches becomes activated too. You can change the activated color by use the left and right keys. Activate all viruses in less than the desired moves, and you win!
This game ranked 2nd place in the recently held PDROMS #3.667 coding competition. Thanks to birslip for this submission.
Codename Hacker is a puzzle game, originally from the Atari Lynx.
Chip would do anything for Melinda the Mental Marvel. More than anything because he wanted to join Melinda's exclusive computer club - the Bit Busters. So you can imagine how Chip felt when Melinda sat down next to him in the school cafeteria and offered him membership... on one condition.
Take control of Chip as he does some heavy interfacing with a few interesting puzzles. Melinda will monitor your progress as you enter and work your way through 149 levels of challenging maze-like paths and puzzles. Once you accept the challenge, there's no escape. Monsters, traps and the ticking of the clock all conspire to delete you before a level is completed.
You must ram blocks of soil together to create bridges over water traps, or use them as buffers against cherry bombs. Invisible partitions will impede your progress. Coloured keys will open doors that kead to other keys that will open still more doors! To make it through, you must keep puzzle sequences stored in your memory.
Most levels have a specific number of chips that you must collect before you can progress to the next level. Sometimes you must snatch those chips from under the very noses of deadly bugs who are just aching to take a byte out of you!
Well Chip, are you still up for the challenge? You can't get that Bit-Busters T-shirt out of your system, can you? OK buddy, make tracks for level one of Chip's Challenge!
Kojote has posted the news of his excellent GBA Coding Competition:
The results of the recently held PDRoms Coding Competition #3.667 are out, the judges (robocop_ - http://www.c64.ch and Evildragon - http://www.gp2x.de ) have spoken!
#1 Codename Hacker GBA by alekmaul, lobo, daydream
#2 Hexavirus GBA by alekmaul, mollusk
#3 Znax by birslip
#4 Jumping Barnabe GBA by alekmaul
#5 Broken ASCII Digger by Sektor
#6 Yet Another SFCave v1.0 by GPF
#7 Paper, Scissor, Rocks 4 GBA by d3x
Follow the link for descriptions, pictures and of course - download!
So that's it folks! See you next coding competition! Thanks to all guys who parcipated! The winners will be notified within this weekend! Congratulation to the winners!
-Kojote, robocop_ and Evildragon
Ubisoft has apologised to its customers after one of them found the word "lesbo" used in an anagram bit of Junior Scrabble 2007 on the DS.
The incident was breathlessly reported by the Belfast Telegraph, complete with a rebuttal from a Gay Rights Association spokesman who claimed "the young men who design these games are not taught by schools that these words can be used as a form of homophobic bullying".
However, Ubisoft argued its corner by pointing out that the game used a word list based on Chambers Official Scrabble Dictionary. "'Lesbo' is not considered as offensive by the official dictionary and therefore is playable in both [adult and junior editions of Scrabble DS]," the publisher explained.
Nevertheless, it said it was "sorry" for any "concern" caused by the word's inclusion, having had no intention of upsetting anybody.
It's not the first time this year that Ubisoft has come under fire in this manner, having already had to recall DS title Mind Quiz in June when it emerged that players' failures were sometimes derided using a term that is offensive to people with disabilities.
At the time the French publisher said it had not spotted the offending word, put in place by the Japanese development team, during routine quality assurance.
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As Nintendo Europe's Hanabi Festival draws to a close, Sin and Punishment, one of the rarest N64 games of all time, finally makes it way to the UK. No doubt infuriating all those eBayers trying to charge hundreds of pounds for the original cartridge version.
Regularly cited as one of the best N64 action games, Sin and Punishment is an on-rails shooter by legendary developer Treasure, originally only released in Japan. While it does come in at a rather hefty 1,200 Wii Points (roughly GBP 8.40), it's probably worth a look given its place in Nintendo history.
This week's other Hanabi title is Gradius III, released on SNES in North America way back when. As with most Gradius games, you're tasked with flying through streams of enemies while blasting away with increasingly large lasers.
Finally then, there's Turbografx platformer Legend of Hero Tonma. Playing as caped hero Tommy (perhaps not the most heroic name ever), you're tasked with rescuing a Princess by jumping your way through side-scrolling platform sections, shooting fireballs and bouncing on the heads of enemies. Hmm... it all sounds strangely familiar.
All three titles are available now - and, as a reminder, if you haven't already downloaded Super Mario Bros. The Lost Levels, this weekend is your last chance with the game set to disappear forever from October 1.
Virtual Console European Releases, September 28
Turbografx - 600 Wii Points
Legend of Hero Tonma (1991)
Super NES - 900 Wii Points (Hanabi Festival price)
Gradius III (1989)
N64 - 1,200 Wii Points (Hanabi Festival price)
Sin and Punishment (2000)
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Copper carries out an adaptation of the play flash “Jelly Block” written by Michael Lee. The goal of the play is to stick all the blocks of the same color together. All the blocks move at the same time. The blocks of the same color are stuck when they are touched. The bearing of the play contains the 100 levels of the original play.
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From the official site: Neon64 is a Nintendo Entertainment System emulator for the Nintendo 64, written in MIPS R4000 assembly by Halley's Comet Software and assembled with U64ASM, our own R4000 assembler. It can be run on the N64 by using a backup device, such as a v64jr. It is also the first program of any kind that can be run on the N64 with a Gameshark Pro.
Last version released on 06/01/04:
The Wizards & Warriors bugs go away when I shrink the graphics cache by half, and the games that need a large cache for speed (Battle Tank, TMNT2 and 3, Xenophobe) all seem to run fine. So here's version 1.2a, with source.
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UltraMSX2 is an MSX2 emulator for N64 based on fMSX 1.5 by Marat Fayzullin. The AY8910 and SCC emulation are replaced for better sound emulation (ripped of the MESS project).
With the rominserter you can insert your favorite game in the emulator. At the moment the maximum romsize is limited to 128kb. The rominserter will generate a file called 'Patched.v64'. Fix the checksum of the file with RTOOLS or IAS or another tool that can calculate the checksum and download it to you N64.
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UltraSMS is an SMS emulator for N64 based on MasterGear by Marat Fayzullin. At the moment only GameGear emulation is implemented.
With the rominserter you can insert your favorite game in the emulator. At the moment the maximum romsize is limited to 512kb. The rominserter will generate a file called 'Patched.v64'. Fix the checksum of the file with RTOOLS or another tool that can calculate the checksum and download it to you N64.
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Fixed a bug in bitmap OAMs with rotation.
Fixed a bug in brightness routines.
Fixed a bug in Emission Color Emulation. (Thanks Peter console-dev.de)
Fixed a bug in GXFIFO Command greather then 0xA0.
Fixed a bug in NORMAL register.
Fixed a bug in Multisample activation routines.(Thanks mudlord adn Danial)
Fixed a bug in Antialiasing activation.
Added support for Auto-Sort with tanslucent polygons. (It's an experiment)
Added support for Multi Language.
Added support for CodeBreakers. (Thanks Kenobi and dualscreenman)
Various speeds up.
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Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
I'm currently preparing the version 0.4.0, trying to make sure all the known bugs are fixed for it. Expected release date approximately one week ahead.
30/09/07 update - So, I promised an update later in September. v0.4.0 is still under development, but I decided to release an alpha preview version so you can see what to expect. Lots of bugs have been fixed and I've further worked on the score / online leaderboard stuff. This is very likely the last beta version until the next public release.
- Matti
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Based on a game called Nethack, but I don’t think there’s any way I could program the amount of commands that the game has in the time I have available. Thus, while based on it, it’s not the exact same game, and henceforth will be known as DungeonS. There’s still work left to do, but the basic game is there;
* Move using the Dpad
* ‘Fog Of War’ is fully integrated
* Random dungeon generation
* Monsters roaming the dungeon
* Attacking monsters, and receiving attacks
* Leveling up
* Picking up items
* Equiping weapons and eating
* Examining and dropping items
Things left to do include being able to equip the armour and the items such as rings. Also, there is currently no way of healing, since I haven’t programmed the spells or potions yet. The title screen has been programmed in a seperate project, where you can input your name, gender and class. At the moment, you can only be the warrior, but more will feature.
The final verison of the game will have a ’story’ mode, which will feature structured dungeons, in other words, they won’t have a randomly generated layout, and will have stairwells to progress through. It will also feature a ‘dungeons’ mode, which will make use of the random dungeon generator, and to progress you will need to kill all the monsters on the level.
Anyways, have fun with it, and let me know what you think, such as improvements or bugs.
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Lordus the author of the very promising Genesis emulator for Nintendo DS called jEnesisDS contacted me last night with regards to getting sound working on his Genesis emulator for the DS. He also gave me some sad news that he is now without a DS because the person who was borrowing him the DS took it back.
Now until Lordus gets a new DS any updates to jEnesisDS will be put on the sidelines.
But there is hope if the community and especially those who enjoy his emulator can help out. He has a paypal donation link on his website here http://www.workingdesign.de/
But also if anyone has a old phat DS they dont want and would be willing to donate towards a goo cause then please contact via the website linked too.
As soon as i get some paypal funds ill be donating and hopefully others will and support coders who give so much to our scene
Thanks for your time.
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