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October 2nd, 2011, 00:23 Posted By: wraggster
72 Pins has recreated modern classics by designing custom NES cartridges to feature hit games of the post-8-bit world, as seen above. These time-warped squares of nostalgia are awesome art installments -- not actual remade games -- although the cart's original game is intact. Think of it as buying a piece of art and getting a used game thrown in for free.
Available redesigned cartridges include God of War, Dead Space, Halo, BioShock,Shadow of the Colossus and others, with Super Meat Boy, Castle Crashers andPaRappa the Rapper coming soon. All cartridges run $20, but follow 72 Pins on Twitter for some sweet deals, such as today's, which is a code for 50 percent off anOkami cartridge.
Suggested uses for NES-cartridge art include wallpapering, bookshelf-filling, 3D-sculpture building, framing and wall-hanging, or sprawling carelessly across your table at the local coffee shop to complete that old-school hipster vibe your thick-rimmed glasses, plaid button-up and copy of the Communist Manifesto have been trying to attain for months.
http://www.joystiq.com/2011/10/01/ne...new-new-games/
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October 2nd, 2011, 00:25 Posted By: wraggster
The doctor is not in -- suffer on your own and in silence, 3DS players. Doctor Lautrec and the Forgotten Knights has been delayed until Dec. 6. Doctor Lautrec was originally slated for a Nov. 13 release on 3DS, but Konami has sent out emails confirming the delay and Amazon has updated its page accordingly. You know how these doctors are; he's probably stuck at a conference, or performing last-minute open-heart surgery, or -- oh. He's an archaeologist? Well, then we hope he isn't doing that heart surgery thing.
While you wait for Doctor Lautrec to launch, take your sickness away and play another handheld game involving puzzles and a super-smart dude in a trench coat and top hat. To make it challenging, we won't even tell you what this mysterious other game is called. Good luck, professor doctor.
http://www.joystiq.com/2011/10/01/if...-cold-what-is/
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October 2nd, 2011, 00:36 Posted By: wraggster
Sega has announced that Shinobi will feature a special guest in the form of theoriginal shinobi, Joe Musashi (seen furtively crouching here). The game's challenge mode features a playable Joe Musashi, and will be unlockable via either Play Coins or StreetPass.
As the name implies, challenge mode faces players with a difficult set of levels. To make them even tougher, Sega notes that players will die in one hit, a nod to Shinobi's arcade roots. See Joe in action in the trailer above.
Shinobi will be released this November.
http://www.joystiq.com/2011/09/30/jo...hallenge-mode/
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October 2nd, 2011, 00:46 Posted By: wraggster
Gamers will be able to tone down Zelda: Skyward Sword's obtrusive HUD in the game's full release.
The final version will include three HUD settings - Standard, Light and Pro, reports IGN.
Standard is the bloated HUD version used by Nintendo in previous screenshots. It dumps a replica of the entire Wii remote on-screen, with each control labelled.
Light will rid you of the remote graphic, but the buttons remain.
Pro is your option if you want to clear the screen of clutter completely. It just leaves health, shield strength, rupees and stamina amounts in the upper left corner of the screen.
The opening act of the game is a control tutorial that has you rescuing Zelda's lost pet Mia.
The game's HUD in 'Standard' mode - thankfully optional.
Skyward Sword moves closer to providing dialogue for silent protagonist Link than ever before. Players are able to choose different ways of responding to direct interaction with other players, according toGamesRadar.
http://www.eurogamer.net/articles/20...-skyward-sword
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October 2nd, 2011, 23:50 Posted By: wraggster
It’s been a long time coming, but Mr Fwibbles has returned as part of a brand new group called “Adventurous Translations†to finally bring us the 100% complete version of his English translation patch for the Game Boy Color RPG, Grandia: Parallel Trippers! There are NO known errors. It wasn’t a simple project, either - more information and screenshots in the zip.
RHDN Project Page
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October 2nd, 2011, 23:50 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,13313.html
I am pleased to announce the public release of The Rat Race, a subtle hack of EarthBound which restores a great many censored elements from the original Mother 2 while altering and switching some of the major characters to make it a different story from the original.
The best way to describe this game, in my opinion, is as a kind of applied fan fiction; while literary EarthBound fan fiction abounds and several game hacks as well, I’ve not seen these concepts combined until now. Where EarthBound is a rather satirical look at modern life in the West (especially in the USA), The Rat Race is a similar story told from the point of view of those being satirized.
In any event, anyone who’s played EarthBound should find the settings and story of The Rat Race both familiar and strange much as the characters in the original Star Trek found their mirror universe to be in the “Mirror, Mirror†episode, albeit (I hope) not so much more evil. Enjoy!
(Now that I think of it, however, exploring an evil mirror universe of EarthBound might be a story worth pursuing. If anyone here has the interest and know-how to make that game, feel free.)
RHDN Project Page
Relevant Link: (http://www.romhacking.net/hacks/807/)
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October 2nd, 2011, 23:55 Posted By: wraggster
As reported a short time ago, a new zine titled NES-Bit Magazine System was in the works and now it’s finally here in all its glory. Created by the Nintendo community, the zine is devoted to the NES with articles, reviews and much more. With a colourful design and enthusiastic team of writers, this is one zine to look out for. For their inaugural issue, the team have put together an article on Nintendo movies, Game Mash-Up, Hidden Gems, Joy of Sticks, A Brief NES History, NES Homebrew, NES vs Game Boy Face-off and much more.
The digital PDF version can be found on the NES-Bit website and costs a measly £2.00 (just over $3.00), while a print version will be available at a later date.
http://retroactionmagazine.com/retro...ystem-issue-1/
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October 3rd, 2011, 00:43 Posted By: wraggster
New version of this excellent NES emulator for Nintendo DS. Among the few new features, support for zip emerged. Various bugs have been fixed.
Changelog :
* Code of .gz replaced with a new one, still works.
* .zip supported. NOTE: Only one file is allowed in the .zip archive.
* Code of ips been re-written.
* 'Double Screen Show' is supported to show all the pixels at the same time. Check 'About' for more info.
* Sprites with SP-perframe updated.
* Some bugs related to 'Scaling' are fixed.
* Some other changes.
* Thanks to avenir
NesDS 1.0a
Site officiel : http://sourceforge.net/projects/nesds/
http://mobiles.gx-mod.com/modules/ne...p?storyid=9705
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October 3rd, 2011, 01:02 Posted By: wraggster
ismaelWii has updated Crazy Golf to version 1.1. This DS project is a mini-golf game in which you must reach the hole with the fewest possible hits, while avoiding obstacles and falls. See the change log for what's new, and be sure join in on the on-going discussion linked below to give the author feedback or to report any bugs.
QUOTE(Change Log 09/26/11)
•Now you can move the camera before shooting.
•Collision system improved:
◦now it's x10 more precise. (Thanks to Jayenkai)
◦Lower bounce, now it's more natural
•Fixed bug with the direction marker when shooting with a 180-270 degrees angle.
•Updated to devKitARM r34
•Non open-source until next version (Major changes)
http://filetrip.net/f26283-Crazy-Golf-1-1.html
Download via comments
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October 3rd, 2011, 01:09 Posted By: wraggster
via http://gbatemp.net/t309831-space-imp...s-v2-0-0-final
GBAtemp member relminator has finished up his work on Space Impakto DS, the side scrolling bullet-hell shmup, and released version 2.0.0 FINAL. See the change log for what's been added, and join the on-going discussion to get more information about this 2011 Homebrew Bounty winner.
QUOTE(Current Features) - 2d gameplay
- 3d background
- Optimized texture use via texture packing
- Oldskool 8-bit/4bit sprites
- Newskool bullet hell gameplay
- Source included (use and abuse license but give credit where it is due ;*) )
- Replay system
- Button config
- Varied and animated Bosses
- Procedurally generated backgrounds
- Procedurally generated 3d models
- 3 types of ships
- 2 Game Modes (Normal and Boss Rush)
- Auto-bomb (see Options menu)
- (When autobomb is ON, you won't have bomb powerups at the end of the stage so "Pick Your Poison".)
QUOTE(Change Log 09/27/11)- Migrated code to latest DKP toolchain
- CPU controlled demo(wait 20 seconds in the main menu to activate)
- AutoBombs "pick your poison" version.
- When you use autobomb, you won't have bomb powerups at the end of the stage.
- AutoBomb State is saved for future gameplay.
- Saves are now incompatible with older versions.
- Player name is saved for future gameplay as Cyan suggested.
- Button Configuration is saved future gameplay.
- Loop and Stage is displayed on the lower right corner.
- Cheat c0d3z!!! Score is limited to 50k. Ask Wasim how.
- Score bonus system changed
- Demo and Replay games skip the intermission as suggested.
- Included some bragging rights in the splash screen for kicks.
- Bug Fixes
http://rel.phatcode.net/
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October 3rd, 2011, 01:21 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- implemented mappers 16, 108, 112, 113, 115, 117, 118, 119, 120, 148, 158, 159, 193.
News source: http://nesdev.parodius.com
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October 3rd, 2011, 01:24 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
My work with the paging support for DS2x86 still continues. I did manage to find and fix one problem that caused the internal sanity check failures I mentioned in my previous blog post. This problem made the game every now and then drop into debugger with an error message stating that the NT (Nested Task) flag was not correct in IRET opcode. This turned out to be caused by a race condition between my TaskSwitch handling and the hardware IRQ handling. The TaskSwitch handler sets the NT flag on, which disables interrupts in DS2x86, but it was possible that the hardware interrupt happened after the TaskSwitch handler began executing but before it had turned on the NT flag. In this situation the hardware interrupt had already changed the opcode table to point to the IRQ handling code, and thus the interrupt got executed even when the NT flag was on after the TaskSwitch handler returned. I added code to reset the opcode table pointer after the NT flag gets turned on, which fixed that problem.
Another problem was much more difficult to track down, and it took me pretty much the whole of last week. After the previous fix, the Descent 2 Demo usually run up to the menu fine (though it still crashed occasionally before reaching that far). When selecting New Game or View Demo from the main menu, it loaded a little while but then always dropped down to DOS with an error message Error: Error reading ControlCenterTriggers in gamesave.c. Luckily, the source code for Descent 2 is freely available, so I was able to download the source code and look into the gamesave.c source file and see the C code that causes that error. The source code snippet in question looks like this:
//================ READ CONTROL CENTER TRIGGER INFO ===============
if (game_fileinfo.control_offset > -1)
{
if (!cfseek( LoadFile, game_fileinfo.control_offset,SEEK_SET ))
{
for (i=0;i<game_fileinfo.control_howmany;i++)
#ifndef MACINTOSH
if (cfread(&ControlCenterTriggers, game_fileinfo.control_sizeof,1,LoadFile)!=1)
Error( "Error reading ControlCenterTriggers in gamesave.c", i);
#else
ControlCenterTriggers.num_links = read_short(LoadFile);
for (j=0; j<MAX_CONTROLCEN_LINKS; j++ )
ControlCenterTriggers.seg[j] = read_short( LoadFile );
for (j=0; j<MAX_CONTROLCEN_LINKS; j++ )
ControlCenterTriggers.side[j] = read_short( LoadFile );
#endif
}
}
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
The next step was to trace the ASM code within DS2x86 until I found something that allowed me to see what C routine was executing. This was the part that took most of my time. I had to break into the debugger at various points, and then trace upwards along the call stack until I found the routine that failed to return but instead exited back to DOS. When tracing that routine, I finally found a PUSH opcode that pushed a value corresponding to an address of an error string similar to the error message at the beginning of the gamesave.c routine. At that point I knew I found the gamesave.c routine, and was able to start comparing the ASM code to the C source code and follow the progress until I got to the above code snippet. Here below is the ASM code corresponding to the original C source code:
//================ READ CONTROL CENTER TRIGGER INFO ===============
if (game_fileinfo.control_offset > -1)
{
10088FA8 mov esi,[101E7CF3] ; esi = game_fileinfo.control_offset
cmp esi,-1
jle 1008900A
if (!cfseek( LoadFile, game_fileinfo.control_offset,SEEK_SET ))
{
10088FB3 mov eax,[esp+000000C0] ; eax = LoadFile
mov edx,esi ; edx = game_fileinfo.control_offset
xor ebx,ebx ; ebx = SEEK_SET = 0
call 100EF804 ; cfseek()
test eax,eax
jne 1008900A
for (i=0;i<game_fileinfo.control_howmany;i++)
10088FC7 mov edi,[101E7CF7] ; edi = game_fileinfo.control_howmany
xor esi,esi ; esi = i = 0;
test edi,edi
jle 1008900A
if (cfread(&ControlCenterTriggers, game_fileinfo.control_sizeof,1,LoadFile)!=1)
10088FD3 mov eax,102B355C ; eax = &ControlCenterTriggers
10088FD8 mov ebx,00000001 ; ebx = 1
mov ecx,[esp+000000C0] ; ecx = LoadFile
mov edx,[101E7CFB] ; edx = game_fileinfo.control_sizeof
call 100EF7CC ; cfread()
10088FEF cmp eax,01
10088FF3 je 10088FFF
Error( "Error reading ControlCenterTriggers in gamesave.c", i);
10088FF5 push esi ; Push esi = i
push 10126DF4 ; Push "Error reading ControlCenterTriggers" address
jmp 100E26F4 ; Error(), routine never returns
10088FFF mov ebp,[101E7CF7] ; ebp = game_fileinfo.control_howmany
10089005 inc esi ; i++;
10089006 cmp esi,ebp ; Test for i < game_fileinfo.control_howmany
jl 10088FD3
}
}
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
if (game_fileinfo.matcen_offset > -1)
1008900A mov eax,[101E7CFF] ; eax = game_fileinfo.matcen_offset
...
After some tracing and studying of the code I finally figured out what went wrong. After executing the CMP opcode at address 10088FEF the cseip has a value 10088FF3. As this is very near the end of the physical page, it causes the code between 10088FF0..10089010 to get copied to the temporary area at F000:3FF0 as I described in my previous blog post. The code continues running the conditional jump je from this copied location. However, all conditional jump opcodes re-calculate the target physical address (since they can freely jump between pages). So, after executing the je opcode and jumping to 10088FFF the code is again running from the original location, and loads the last byte of this page, which is the first byte of the opcode MOV. At this point my special paging-enabled main opcode loop should have again copied the area around this page break to the temporary location, however, there was a bug in the code. After loading the opcode byte from 10088FFF the cseip variable was immediately incremented, and only after that I tested whether the current location was near the page end. Since at that point the cseip value was already 10089000, the code determined that it was not near the end and continued running from invalid physical address, loading invalid opcode bytes. By chance the invalid code did not crash but instead jumped backwards so that it eventually reached the address 10088FF5 and then exited with the error message.
The fix was not especially difficult but meant that I had to reorder some code around in the main loop. This is the most performance-critical part of my emulator, so I had to be careful not to cause additional delays to the code. I believe the new code is at least as fast, and it even has the advantage that I now only need to change one opcode for the self-modified stuff, when earlier I had to change two opcodes in the loop to make this work. So, in the end fixing this bug brought some additional advantages.
Currently I am attempting to trace and fix an annoying occasional problem when returning from a hardware IRQ. Occasionally the stack does not contain proper values when the code returns from an interrupt and returns from the routine that was interrupted. This also seems to have something to do with the page discontinuity within the stack area, but I have not been able to determine the exact cause yet. So, no idea yet when I would be able to release a version of DS2x86 that supports paging properly.
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October 3rd, 2011, 01:25 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11261
DS-Scene member MJaoune has updated his DS version of the popular iDevice app Pocket God to v0.95. The game is quite fun and has lots of things to do, so make sure to check this out if you feel like punishing poor Pygmies for no reason whatsoever! MJaoune will start creating episodes once the game reaches v1.0 (which shouldn't be too far off).
Installation instructions
1.Download this game and extract it.
2.Move the .nds file found after extraction to your flashcart. (Can be renamed)
3.DLDI Patch the game if your card doesn't Auto-Patch; if it didn't work after DLDI patching, use Homebrew Menu to start the game.
4.Start the game.
Changelog v0.95 (02/10/11)
•Removed many unneeded stuff in RAM.
•Added a Meteor to the killing list.
•Added a Coconut that can hit the Pygmie on the head (On the top of the pygmie's hair).
•Many GUI modifications.
•Added more sounds.
•Fixed many bugs and glitches.
•Released a FAT version.
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October 3rd, 2011, 01:41 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...d20a7948b0dcc2
HB Filou offers a version of Vista DS : An adaptation of Windows Vista operating system on Windows
- Features: - Test of buttons (A, B, X, Y - R, L - Start, Select) - FAT system: play, record and edit a text with keyboard - Change wallpaper: 3 Topics available - Position Held: As windows, turned off the system (by the console) - Menu system: As in Windows: Start Menu - Load data to the beginning
http://www.filouhb.00fr.com/
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October 3rd, 2011, 01:43 Posted By: wraggster
DeSmuME SVN r4107 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4106
Better common fake mic, #3320744
This is the preliminary patch that adds different behaviour to the comon fake mic implementation to better match desmume feature set.
This patch adds the code for the missing feature before changing the mic API.
From rogerman, #3320744
r4107
firmware: Move firmware.dfc to Battery directory, #3349229
There currently is no official place for the firmware.dfc file. The current behavior is to save the .dfc in the same directory as the executable. Per zeromus' suggestion, the .dfc will now be saved in the Battery directory. This will be true for all ports that support DeSmuME's directory structure.
Patch from rogerman.
http://down.emucr.com/v2/3elh4r11h731dnu
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October 3rd, 2011, 01:45 Posted By: wraggster
Dolphin Git 3.0-139 is released. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Fixed the controller config so that it lists DInput controllers with special characters (like the Registered (R) sign) in their name. UTF8 is used to match the encoding used by the Wx GUI
http://down.emucr.com/v2/3icu4hywk23lmho
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October 3rd, 2011, 01:46 Posted By: wraggster
Fceux SVN r2249 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2249
* logging all display messages into Message Log
* Tasedit: special method of inserting frames
* Tasedit: progressbar updating when loading/saving large projects
* Tasedit: moved "Follow cursor" checkbox from View menu to main TASEdit window
http://down.emucr.com/v2/kv44r68jjfrkyf1
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October 3rd, 2011, 01:49 Posted By: wraggster
GameBoy Online (2011/09/28) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
http://www.emucr.com/2011/09/gameboy...-20110928.html
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October 3rd, 2011, 20:57 Posted By: wraggster
Almost four years after first police raids, Parisian appeals court awards Nintendo €4.8 million in damages.
The sale of flash cards used for playing pirated games on Nintendo's DS handheld has finally been ruled illegal in France.
The decision last week by the Court Of Appeals in Paris, the second-highest tier of the French legal system, brings down the curtain on a legal battle stretching back for almost four years.
Divineo Sarl and five other companies were found guilty of the import, sale and distribution of flash cards - known in France as linkers - fined over €460,000 (£398,658) and told to pay damages in excess of €4.8 million (£4.2 million) to Nintendo.
Stephan Bole, managing director of Nintendo France, said: "Nintendo supported this criminal action not only for the company's sake, but for the interests of its game developer partners who expect the highest standards and integrity from products bearing the Nintendo name."
The case began in December 2007 when French police raided premises across the country and seized several thousand DS flash cards. In December 2009, a French court backed Divineo, ruling that Nintendo was "illegally" protecting its system by locking out would-be developers who should be allowed to create their own homebrew applications for the console without censure.
Nintendo appealed the decision, citing a Hong Kong court in 2008 which ruled against Divineo and ordered it to pay Nintendo €44.6 million in damages. That appeal has finally succeeded, and Nintendo notes that it brings France into line with the likes of Germany, Italy, the UK, Netherlands and Belgium, which have also declared the devices illegal.
Divineo was also found guilty of trafficking mod chips and software that enabled piracy on PlayStation 2, and was fined $9.5 million by a California court in 2006.
http://www.next-gen.biz/news/french-...-cards-illegal
Not good for the Homebrew Community
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October 3rd, 2011, 23:44 Posted By: wraggster
There's a new Daytona USA game on the way, judging by a Sega tease that went earlier live today.
A post on Sega's US blog asks readers to take a look at a video teasing a classic franchise that's about to get the reboot treatment, then take a guess at the name of the game. 10 randomly picked winners will receive a PlayStation 3 copy of the game when it launches. It'll be a digital download version, suggesting the game won't be a full disc release.
Given that the vid in question, which you can see below, features Daytona USA's immortal "Rolling start!" theme, we'd say a revival of Sega's 1993 classic arcade racer seems a safe bet.
The promotion ends on 10th October, so look out for a formal reveal some time around then.
http://www.eurogamer.net/articles/20...ew-daytona-usa
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October 4th, 2011, 00:01 Posted By: wraggster
Time-rewinding Game Boy platformer Catrap, wordy puzzler Extreme Hangman 2 and Trenches: Generals arrive on the Nintendo eShop this Thursday.
After last week's Mario and Zelda-filled update, the latest offerings are a little more obscure.
Catrap, also known as Pitman, was released on the Game Boy in 1990. It arrives on 3DS this week via the handheld's Virtual Console.
A puzzle-solving platformer, Catrap is credited as being the first title to use time-rewinding gameplay, later found in games such as Blinx and Prince of Persia.
Extreme Hangman 2 for DSiWare boasts over 3000 words in 14 new categories, and we really can't find anything more to say about it.
Trenches: Generals meanwhile is a tower defence title for WiiWare. It's an update of the iOS original, where players must help the British Army beat the Germans.
It released in the USA last month for 700 Wii Points (about £4.50) and has apparently avoided the same naming problems that temporarily scuppered the release of Double Fine's Trenched.
http://www.eurogamer.net/articles/20...pdate-06-10-11
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October 5th, 2011, 00:23 Posted By: wraggster
Nintendo has praised a ruling in France that has seen six companies found guilty of importing and selling R4 cartridges and other copying devices.
The companies have been fined more than 460,000, ordered to pay damages to Nintendo of more than 4.8 million and in some cases given suspended prison sentences.
"Nintendo supported this criminal action not only for the company's sake, but for the interests of its game developer partners who spend time and money legitimately developing software for Nintendo's game platforms, and customers who expect the highest standards and integrity from products bearing the Nintendo name," commented Stephan Bole, MD of Nintendo France.
http://www.gamesindustry.biz/article...-piracy-ruling
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October 6th, 2011, 00:22 Posted By: wraggster
Capcom legend Keiji Inafune has announced Kaio, an action-RPG for 3DS from his new studio Intercept.
Andriasang reports that Kaio - which translates as Sea King - has multiplayer support and a pirate setting, though the main character is a penguin. Its western name is King Of Pirates.
The game is being developed by Intercept in collaboration with Marvelous AQL, the newly formed company comprising Marvelous Entertainment, AQ Interactive and Liveware, and will be released in Japan next year.
Kai-Oh is the first console game Inafune has announced since his departure from Capcom almost a year ago. In April, he announced he had started up two new companies: game developer Comcept, and cross-media studio Intercept. He announced The Island Of Dr Momo, a social game for the Gree platform, and JJ Rockets for Mobage, in July.
http://www.next-gen.biz/news/inafune-announces-3ds-game
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October 6th, 2011, 01:20 Posted By: wraggster
A new entry in Marvelous Entertainment's long-running farm sim Harvest Moon is heading to the 3DS next year, the publisher has announced.
Titled Harvest Moon: Hajimari no Daichi, whichAndriasang claims translates roughly as First Earth, it's due on Japanese shelves in early 2012.
Customisation seems to be the focus this time around, with players able to deck out their own farm and tweak away at their avatar to their heart's content. Sounds groundbreaking.
It won't be the first Harvest Moon game to grace Nintendo's new handheld. Harvest Moon: The Tale of Two Towns launches in the US next week, with an as-yet-unscheduled European launch to follow.
http://www.eurogamer.net/articles/20...ounced-for-3ds
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October 7th, 2011, 00:13 Posted By: wraggster
Nintendo has unveiled the Ice White 3DS, the fifth colour model of its glasses-free 3D handheld.
The new model, pictured below, goes on sale in Japan on November 3. The Misty Pink model, announced last month, will be on shelves on October 20. There's no news on a European release, but the Metallic Red model launched last Friday.
http://www.next-gen.biz/news/ice-white-3ds-revealed
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October 7th, 2011, 23:46 Posted By: wraggster
With gaming on tablets, the visual experience is often top-notch, but the controls are unfamiliar at best -- even inadequate at times. But adding a traditional joystick is impractical, especially when aesthetics is a key selling point for manufacturers. Chicago-based Knowles Electronics has a fairly practical solution, however, and hopes that some manufacturers will adopt its Mems Joystick. At just 1.6mm tall, the joystick is slim enough for a device to maintain a svelte profile, and the 400 microamps it consumes during normal operation is relatively negligible, according to company reps. Tablets are just the start -- Knowles built a series of prototypes to demonstrate a variety of potential applications.
We took the joystick for a spin on a Samsung Galaxy Tab 10.1, Motorola Atrix, Nintendo 3DS and a pair of laptops. All of the joystick prototypes connected using Bluetooth or USB, and were designed specifically for this CEATEC demonstration -- sadly they won't be available for purchase, though manufacturers could implement the controller into similar products. It took only a few seconds to get accustomed to the pair of joysticks mounted to the back of the Tab. Controlling gameplay felt natural, and we definitely preferred playing with a clear view of the display. We also navigated through Google Maps, and scrolled a web page -- both experiences felt superior to moving around the touchscreen. The 3DS joystick functioned similarly to the native controller included with that device, though Knowles reps noted that it's significantly smaller, and uses less power -- and without compromise, it seems.
Jump past the break for a walkthrough of the devices we saw today, but try not to fall in love -- you won't be able to use the Joystick anytime soon, if manufacturers decide to implement them at all.
http://www.engadget.com/2011/10/07/k...xy-tab-ninten/
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October 8th, 2011, 00:44 Posted By: wraggster
Indie darling VVVVVV is headed to the 3DS eShop, publisher Nicalis has announced.
The puzzle-platformer, developed by Terry Cavanagh, will sport 3D visuals, six new levels, and a map on the bottom screen.
"I'm VVVVVVery excited about it," Cavanagh said. "This is the first time anything I've made has been on a console."
"Brutal and rather short, VVVVVV’s also devious and darkly funny," we said in our eight out of ten review last year. "It’s a pedantic classic, and a game for watch-makers as much as speed-runners."
No price release date was set, but the game is due on the eShop before the end of the year.
http://www.next-gen.biz/news/vvvvvv-announced-3ds
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October 8th, 2011, 23:52 Posted By: wraggster
Why is everyone being such a dick to Link?
Zelda, her father -- heck, just about everyone in Link's hometown (this time) of Skyloft was giving him crap. The townspeoples' attitude painted a very specific picture for me: The Legend of Zelda: Skyward Sword's Link is apparently the Spicoli of Skyloft.
You can imagine my surprise, considering how many Legend of Zelda games I've played (which would be just about all of them, CD-i games notwithstanding). It's like nobody in Skyloft expected much of Link beyond sleeping in, even today, when his chance to become a knight-in-training rests on flying (and winning) in the big race.
Suddenly, I felt more invested in Link that I had in my entire life. I wanted to prove all of these jerks wrong -- and I did, competing (and winning) in the big race. My prize was a one-on-one rap session with Zelda and a homemade parachute in the game, but the more important prize was my attachment to Skyward Sword. From this moment on, I was hooked.
http://www.joystiq.com/2011/10/08/th...sword-preview/
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October 9th, 2011, 19:41 Posted By: wraggster
Playstats updated to v1.1 by chris
Playstats is a utility to analyse the play history on the Wii (shown under Today's Accomplishments on the Wii Message Board). It shows such stats for each game/channel, including total time played, total number of times played, average time played, first and last time played.
Recent updates to the Nintendo Channel now allow it to do much the same thing, often with more stability. However, unlike Playstats it does not display all third party titles and does not give you as much analysis.
http://www.toxicbreakfast.com/cgi-bi...=playstats.zip
http://www.toxicbreakfast.com/
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October 9th, 2011, 19:53 Posted By: wraggster
[Brian Knoll] still uses his Super Nintendo with relative frequency, and he just can’t get enough Super Scope action. If you never owned one, the Super Scope can be a ton of fun, but it’s also an incredible battery hog. It eats through AA batteries by the caseful, so [Brian] wanted to make the switch to rechargeable cells. Since NIMH AA batteries just don’t cut it in the Super Scope, he put together a rechargeable solution of his own.
He started off by calculating what sort of battery he would need for 8 hours of game play, then he started work on designing his circuit. The board he built contains both a DC/DC converter to provide the 9V required by the Super Scope, as well as built-in LiPo charger. He had his board made by BatchPCB, and after working through a small production error, he put everything together and gave his revamped scope a shot.
Things worked great, and while he says that he really should have built a low-voltage shutoff into his circuit, he is very happy with the results.
http://hackaday.com/2011/10/09/upgra...d-super-scope/
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October 9th, 2011, 21:36 Posted By: wraggster
Heres a new release of Openbor for the PSP, Dreamcast, Wii, GP2x, Wiz and Dingoo from the Lavalit team at http://lavalit.com:8080/
Beats of Rage is a customisable video game engine made by Senile Team and inspired by Sega's classic Streets of Rage series. With Beats of Rage, users can create their own beat 'em up games - no programming experience required!
Beats of Rage was first released for DOS in November 2003. It was not advertised in any way other than by word of mouth, yet it soon gained enormous popularity. Ports to many other systems (e.g. Dreamcast, Linux, Windows, GP32, GP2X, etc) soon followed
r3517 | utunnels | 2011-10-08 05:33:20 -0400 (Sat, 08 Oct 2011) | 1 line
Changed paths:
M /engine/openbor.c
y + 4 when use screen related spawn/summon to neutralize default gfx_y_offset.
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October 9th, 2011, 23:00 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- implemented mappers 56, 121, 132, 133, 136, 137, 138, 139, 141, 142, 143, 145, 146, 147, 149, 156, 171, 172, 173, 175, 184, 185, 189, 208.
News source: http://nesdev.parodius.com
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October 9th, 2011, 23:11 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
Okay, finally by the end of last week I had managed to fix the most frequent bugs in my preliminary paging support, so that Descent 2 Demo ran the intro demo and also allowed me to start a new game fine (most of the time). It still occasionally crashes, but this happens very rarely. I even added some additional logging to try and figure out the reason for the occasional crash, but when I then tried again and again to make this happen, it ran fine for the whole two hours I spent with this. Quite annoying.
Anyways, this version now has the basic paging (virtual memory) framework in place, but there is a large number of opcodes that do not support paging properly yet. Also, only the MCGA graphics mode is supported while paging is on, using 16-color modes or Mode-X modes will display corrupt graphics (if anything). It is quite likely that any software using paging will crash at some point. If you can send me the debug logs from these situations, and let me know what software it was that crashed, it might help me focus on the correct opcodes to enhance for paging support in upcoming versions.
I also fixed a couple of bugs that had been in all prior versions, the most serious of these was a bug in the REPNE (repeat while not equal) string opcodes, which would occasionally run the REPE (repeat while equal) version instead. This obviously caused the exact opposite effect to what was supposed to happen, so this may have caused a variety of problems in various games.
Next I would like to work on adding JEMM support, so that I could perhaps eventually get Wing Commander Armada running. JEMM is a version of Expanded Memory Manager, and it looks like DOSBox has that built in, so I think DS2x86 could also include that. There is a small compatibility problem in that JEMM (like any other expanded memory manager) assumes that expanded memory and extended memory share the same memory space. In DS2x86 I have completely separate memory areas for expanded and extended memory, just to keep things simpler. I need to look into either switching to the same memory area and letting the JEMM emulation handle the EMS, or still keeping the areas separate and only implementing the JEMM features that are needed to make Wing Commander Armada (and perhaps other games that use an expanded memory manager for their protected mode needs) running.
Also, adding paging support has slowed down some parts of the code more than I would have liked, so I also plan to profile the performance of my emulation and attempt to figure out ways to again speed it up somewhat. These things will surely keep me busy for the coming weeks.
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October 9th, 2011, 23:22 Posted By: wraggster
ron975 has updated FlashcartHelper to version 0.8. The application is a Windows utility for helping set up your flashcart with ease. It supports a wide variety of popular carts, including Acekard, Cyclo, DSTT, iSmartMM, R4 and clones, M3, and Supercard DStwo. For instructions and more information about this project, join the on-going discussion linked below.
QUOTE(Change Log 10/09/11)•Added Auto-Updates
•Added some R4 Clones support
•Added EDGE/iEDGE support
•MENUdo Installs
•Various Bugfixes
•Fixed Wood R4 bug on XP
•Improved Download homebrew feature (Now you can search Filetrip through program.)
•MicroSD Backup/Restore feature added.
http://filetrip.net/file.php?id=26422
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October 9th, 2011, 23:24 Posted By: wraggster
Diablo2 Sorceress Project, the DS homebrew made by GBAtemp member LeRodeur, has been updated to version 1.05. The game is a Diablo2 tribute, where you play as a sorceress that must survive an onslaught of zombies. Check out the change log for what's new, and be sure to join the on-going discussion where you can give the author some feedback and ideas for what you'd like to see added to this work-in-progress game.
QUOTE(Change Log 10/09/11)•Real map, can't (who said teleport power?) escape your tragic destiny against zombies
◦Added fences, trees...
◦Objects of background fading when your behind it to see what's happening
•Ice skills freezing (not really but at least slowing by half would have been too much power) your enemies!
•Major fix when having more than 150 objects and deleting some objects, it was deleting the wrong sprites.
•Changed filesystem from efs to devkitarm filesystem (nitrofs)
•Now two versions of the game, one with sound and another without, should fix loading issues
•Added teleport and charged bolt skills
•More things but it's secret, still testing, will come soon, or not!
http://filetrip.net/f26421-Diablo-so...ie--1-0-5.html
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October 9th, 2011, 23:26 Posted By: wraggster
via http://gbatemp.net/t310827-pocketnes-10-5-2011
It has been almost 3 years since the last PocketNES update was released. Many of you may not know that PocketNES is the GBA EMU that was ported by loopy as "nesDS". For more information on this update be sure to check the change log below.
QUOTE(Change Log 10/05/11) - Seamless sound, no more crackling on square wave channels.
- Correct frequency sweeps and triangle wave volume.
- Completely automatic speedhacks that just work, so there's no menu for them anymore.
- FAST. Turn off VSYNC and watch the games zoom.
- Many parts are are more accurate than before.
- Working Savestates
- Fixed many bugs
http://www.pocketheaven.com/ph/board...pic.php?t=7385
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October 9th, 2011, 23:27 Posted By: wraggster
via http://gbatemp.net/t310821-flashbackds-v1-1
Alekmaul has updated FlashbackDS to version 1.1. The project is a DS port of a classic platformer called Flashback, originally released for the Amiga in 1992. The game is set in the future, where you play as Conrad B. Hart, an agent trying to save the world from aliens that are disguised as government officials. Join in the on-going discussion linked below to get all the information about how to set up and play this DS homebrew.
QUOTE(Change Log 10/08/11)•Fix save/load problem
•Invert A & X buttons, R instead of Y for inventory, Y to jump
•Add confirmation before switching back to menu
•Some speed improvements
•Fix brightness problem when an error occurred
•Remove zlib include, useless for this version
•Remove assertion with flag NDEBUG
http://translate.google.com/translat...26prmd%3Dimvns
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October 9th, 2011, 23:28 Posted By: wraggster
via http://gbatemp.net/t310802-sonic-screwdriver
Sonic Screwdriver is a new DS homebrew made by Buck_7. The project, based on an iPhone application, is a tribute to The Doctor's sonic screwdriver, a fictional all-purpose tool used in the Doctor Who series. For more information be sure to check out the project's page linked below.
QUOTE(Release Notes 09/27/11)
To the best of my abilities, I have recreated the Sonic Screwdriver! Which is an I-Phone app. I took pictures using an I-Phone and edited them to make them DS compatible. Have Fun!
It's from a British television show called Doctor Who. The device is called a sonic screwdriver. It's a tool he uses to break through locks, scan people, fixes things. In other words, its a toy.
http://dsgamemaker.com/dsgmforum/vie...hp?f=14&t=2225
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October 9th, 2011, 23:53 Posted By: wraggster
via http://www.emucr.com/2011/10/fceux-svn-r2257.html
Fceux SVN r2257 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2254
gtk: support mouseclicks (ie: zapper)
r2255
sdl: fixed some issues with --nogui . "--nogui" no longer requires an argument and can be used like this "$ fceux --nogui rom.nes"
r2256
sdl: fix mouseclick operations in "--nogui" mode (ie: zapper)
r2257
sdl: minor readme fix
http://fceultra.svn.sourceforge.net/
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October 9th, 2011, 23:54 Posted By: wraggster
via http://www.emucr.com/2011/10/glitch64-svn-r256.html
Glitch64 SVN r256 is released. GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64. Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.
Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.
Glitch64 SVN changelog:
r255
Fix line width calculation in line3d. Fixed issue 276: glover 2 intro error.
r256
Force alpha dithering for Castlevania. fixed Issue 264: Particle effect missing in Castlevania.
http://code.google.com/p/glidehqplusglitch64/
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October 10th, 2011, 00:00 Posted By: wraggster
via http://www.emucr.com/2011/10/1964mod-v146-beta-v2.html
1964mod v1.4.6 beta v.2 is released. 1964mod is a N64 emulator using the codes from original 1964 by Schibo & Rice. It is not created as a replacement to the original 1964 emulator. Hopefully, its enhancement will benefit people who loves the original 1964. 1964mod is currently at an early stage of experimentation & development. It is used as a learning platform to improve my programming knowledge and skills.
1964mod v1.4.6 beta v.2 Changlog:
Core Changes & Fixes
Standardized naming from 1964 to 1964mod for future source release
- update 'About" box text and English.lgm
- update copyright text etc
- update ini keynames etc
- update the following with new name:
* 1964modCore.ini
* 1964mod.cht
Re-write the handling of MusyX ucode passed from 1964Audio
- filter out MusyX "false positives" not detected correctly using old method
- remove manual bypass in game settings for "false positives" e.g.
* Pokemon Stadium 2, Star Fox(U), South Park Rally, BassMaster2000, Power Rangers
Re-write part of VIInterrupt
- refactor screen update refresh codes to reduce frame swap delay
* Star Wars - Shadow of Empire, Hexen, Perfect Dark, GoldenEye, DK64, Top Gear - OverDrive
- fix certain missing frame by detecting framebuffer read/write by CPU e.g. DK64, Hexen, Starcraft
- Zilmar Audio will now run with double the speed for most games
* use "AutoSync" on "Max VI Limit" for normal full VI/s speed
** Games playable with "Read Every Frame" (F6 hotkey) set as default in ini e.g.
** Mario Golf - sound is still good
*** Body Harvest - game menu is slow but in-game is full speed, good sound
*** MarioKart - sound is still good
*** Ridge Racer - game menu is slow but in-game is playable, sound is still good
Plugin Changes & Fixes
Re-write the MusyX ucode detection that pass to the emu core
- 1964modAud v3.0 is no longer Zilmar spec compliance
- fix missing audio for MusyX loadstate
- fix random lost of audio for MusyX games during in-game e.g. Tarzan
- fix 1964modAud regression for BassMasters2000 & Power Rangers
- games detected as MusyX e.g.
* Gauntlet Legends, Hydro Thunder, Resident Evil 2, Rush 2049, Tarzan, TWINE
* Fighting Force 64 (???)
Re-write audio fillbuffer selection algorithm and refactor related portion of fillbuffer codes
Fix audio bug that breaks game loadstate audio when AI_LEN_REG=0 do a return
Incorporate official Glide64 fixes till r254 to MyGlide64
Other Changes & Fixes
Fix plugin menu option "not grayed" when plugin is not found / loaded by load plugin function
Fix load RSP plugin bug even if it is available
- make Zilmar RSP.dll as default RSP plugin
https://sites.google.com/site/1964mod/
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October 11th, 2011, 01:48 Posted By: wraggster
As one of the biggest new game launches for the 3DS so far, we thought you might want to ogle at this pack shot for Mario Kart 7.
It arrives in EU on December 2, two days before the US launch of December 4 and a few weeks after Super Mario 3D Land which hit US on November 13 and EU November 18.
Nintendo recently released screenshots which confirmed the inclusion of the Tanooki Suit item in MK7, giving players a tail with which they can swat other players off the track or defend against incoming shells.
Mario Kart 7 is the first game in the long-running series to feature the Tanooki suit, which made its franchise debut in Super Mario Bros. 3.
http://www.computerandvideogames.com...ses-3ds-glory/
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October 11th, 2011, 01:57 Posted By: wraggster
We're happy to have some good news about a new regional release of The Last Story, even if it's not the region we would have picked. The Classification Board has rated Mistwalker's Wii action RPG for release in Australia, where its "fantasy violence and mature themes" have earned it an M rating.
The Last Story, of course, is one of the games for which "Operation Rainfall" is campaigning. Depending on your outlook (and your location), evidence of an Australian release can either be an encouraging sign of worldwide plans, or a version of the game in yet another region that isn't North America.
http://www.joystiq.com/2011/10/10/th...-in-australia/
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October 11th, 2011, 01:58 Posted By: wraggster
In honor of Mario & Sonic at the London 2012 Olympic Games, Nintendo announced plans to launch a special blue Wii bundle in Europe this November. Despite the Sonic theme, the system (one of the new-model, GameCube-free Wiis) is a lighter blue than the hedgehog. It will include the game, a matching Wii Remote Plus, and likely a Nunchuk in the same color.
When Nintendo announced the new Wii configuration back in August, it suggested that other bundles would be on the way. We don't think it would only have been referring to this one -- which means we should look forward to more variants in Europe this holiday. We should also look forward to colossal sales from this game, as always!
http://www.joystiq.com/2011/10/10/ma...ue-wii-bundle/
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October 11th, 2011, 01:59 Posted By: wraggster
Superstar video game developer Hideo Kojima hopes the Metal Gear series will continue after he's dead.
The 48-year-old designer told an audience at the University of Southern California (reported on byGameTrailers) that he will continue to make Metal Gear games as long as fans want them.
"First of all, I just want to say that as long as there are fans who want Metal Gear Solid, as a producer, I will always want to still make them and I want the series to continue," he said.
"So even after I die, I still would love to have the Metal Gear Solid series continue."
Kojima's made Metal Gear games since the Jurassic period, which probably explains why he fancies making something new.
"As a creator, of course, I want to do something new, and I don't want to be limited to Metal Gear forever, right?" he said.
But the problem is, no one does Metal Gear like Kojima.
http://www.eurogamer.net/articles/20...after-hes-dead
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October 11th, 2011, 02:15 Posted By: wraggster
Amazon Japan has revealed the packaging for the 3DS Extension Slide Pad.
We think that's the official name for the peripheral, which we still refer to as thecontroversial 3DS circle pad add-on.
Adding a second analogue controller and shoulder buttons when attached to the portable, the cradle accessory will support games like Monster Hunter 3G, Resident Evil Revelations and Metal Gear Solid Snake Eater 3D.
It'll be released with Monster Hunter 3DS in Japan on December 10, but will also be available on its own for 1,500 yen (about £12.50). A UK release date hasn't been announced yet.
http://www.computerandvideogames.com...ging-revealed/
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October 11th, 2011, 16:24 Posted By: wraggster
You didn't expect the Olympics to land in London without a video game tie-in snapping at its heels, did you? Of course not, but did you expect it to be bundled with a powder-blue console? Here's the skinny: Nintendo's Mario & Sonic at the 2012 Olympic Games Limited Edition Pack pairs the outfit's upcomingGamecube-free Wii refresh with the ghetto fabulous chromatic pop of the 1970s' tackiest grooviest tuxedo craze. Like the "Family Edition" bundle that clued us in on the hardware refresh, this package has only been announced for Europe, and there's still no word on how much either set will cost. Nintendo of Europe says they will be announcing additional bundles later this year, but if you just have to have a matching console for your blue Wiimote, you can pick one up November 18th.
http://www.engadget.com/2011/10/11/e...e-olympics-se/
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October 15th, 2011, 14:16 Posted By: wraggster
Nintendo has revealed more features to be found in vast upcoming adventure Zelda: Skyward Sword.
THERE MAY BE SPOILERS AHEAD.
Later in Link's quest, gamers will meet the Parella Tribe, an all-new race of squid-like creatures who reside in Lake Floria.
This new aquatic location is found in a remote part of Faron Woods.
Players will be able to use Skyward Sword's Motion Plus controls to swim and dive around the environment.
Also new to the series is the ability to craft potions from a variety of insects found throughout the game.
Bugs can be collected, presumably squashed, and used to infuse a variety of potions at the bazaar in Skyloft.
Floating nearby is Fun Fun Island. A bizarre-looking clown chap lives there, and he'll rope you into a side-quest for him before you can enjoy any of the island's attractions.
Legend of Zelda: Skyward Sword launches 18th November in Europe. New footage of Link exploring Lake Floria lies below.
http://www.eurogamer.net/articles/20...ard-sword-info
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October 15th, 2011, 14:44 Posted By: wraggster
Nintendo's twin-screen wonder has seen almost as many reinventions as Lady Gaga, so it may not come as a huge shock to hear that the DS (in all its guises) has now sold over 50 million units in the US. The home entertainment maestros are still chasing similar success for its three-dimensional sibling, the 3DS, however. Nintendo has managed to sell almost half a million three dee units units after its weighty price cut, but there's now some very potent competitors seeking their own slice of the (portable) gaming pie. Good luck, Nintendo, you're probably going to need it.
http://www.engadget.com/2011/10/15/n...-fall-flat-in/
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October 19th, 2011, 02:07 Posted By: wraggster
[Larsim] worked out the timing necessary to read button and joystick data from an N64 controller using an ATtiny85 microcontroller. The project was spawned when he found this pair of controllers in the dumpster. We often intercept great stuff bound for the landfill, especially on Hippie Christmas when all the student switch apartments at the same time.
Instead of cracking the controllers open and patching directly to the buttons, [Larsim] looked up the pinout of the connector and patched into the serial data wire. In true hacker fashion, he used two 5V linear regulators and a diode in series to step his voltage source down to close to 3.6V, as he didn’t have a variable regulator on hand. It does sound like this causes noise which can result if false readings, but that can be fixed with the next parts order.
The controller waits for a polling signal before echoing back a response in which button data is embedded. This process is extremely quick, and without a crystal on hand, the chip needs to be configured to use its internal PLL to ramp the R/C oscillator up to 16Mhz. With the chip now running fast enough, an external interrupt reads the serial response from the controller, and the code reacts based on that input.
It seems the biggest reason these N64 controllers hit the trash can is because the analog joystick wears out. If you’ve got mad skills you can replace it with a different type.
http://hackaday.com/2011/10/13/n64-c...g-an-attiny85/
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October 19th, 2011, 02:36 Posted By: wraggster
Forthcoming Wii adventure The Legend of Zelda: Skyward Sword originally featured traditional button controls, the game's producer has revealed.
Speaking in a new Iwata Asks interview on Nintendo's Japanese site, as translated bySiliconera, series producer Eiji Aonuma revealed that, even though director Hidemaro Fujibayashi had experimented with MotionPlus controls when production started, he remained skeptical.
It wasn't until Aonuma saw the sword fighting mini-games in Wii Sports Resort that he changed his mind, by which time design lead Ryuji Kobayashi was finishing up button controls for combat.
Elsewhere in the interview it was revealed that the game's flying beetle item was initially a boomerang, before evolving into a flying hand, and then its final form.
Fujibayashi also apparently experimented with an inventory system that saw you twisting the Remote to cycle between items, but it was scrapped because of the wrist's limited turning radius.
http://www.eurogamer.net/articles/20...ontrol-article
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October 19th, 2011, 02:37 Posted By: wraggster
3DS beast-battler Monster Hunter Tri G will not feature online play, publisher Capcom has announced.
Confirmation came out of an FAQ on the game's official site, as translated by Siliconera.
Local multiplayer will be supported however, and there will be post launch DLC.
While the Wii original featured full online play, none of the PSP Monster Hunter Portable titles have done so.
The game is out in Japan in December, with no European date yet confirmed.
http://www.eurogamer.net/articles/20...ster-hunter-3g
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October 19th, 2011, 02:39 Posted By: wraggster
Lego Batman 2 and a videogame based on Peter Jackson's impending The Hobbit movie are among Warner Bros Interactive's plans for 2012, the publisher has revealed.
WBI's president Martin Tremblay mentioned the two games in an LA Times interview, along with a mystery title featuring a DC Comics character.
It also has a number of casual online titles in development for younger players at a new Montreal studio, based on various Warner brands.
The first Lego Batman title launched back in 2008, picking up a very respectable 8/10 from Eurogamer's Dan Whitehead.
The publisher has had a pretty impressive 2011 so far, with Mortal Kombat, hit downloadable RPG Bastion and Batman: Arkham City all under its belt.
http://www.eurogamer.net/articles/20...ie-in-incoming
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October 20th, 2011, 00:59 Posted By: wraggster
Nintendo is springing another press event on us, this Friday, October 21 at 8PM (7AM EDT). The pre-recorded presentation will be streamed online, and will focus on the upcoming November firmware update for 3DS, along with details about Mario Kart 7's wireless functions (probably referring to online play).
Those two things alone don't seem like much for a press conference, so either this thing will be mercifully brief or there will be some surprises. There might be more to this firmware update than video recording. Maybe.
http://www.joystiq.com/2011/10/19/ni...irmware-mario/
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October 20th, 2011, 01:03 Posted By: wraggster
Nintendo could be preparing to announce a new 'Pokemon Grey' title if a newly-registered web domain is anything to go by.
A 'Pokemongrey.com' has been registered by Melbourne IT Digital Brand Services - the same firm that set up Nintendo's Pokemonblackwhite.com website.
A 'Grey' game, while rather naff-sounding, would follow Nintendo's typical release conventions with the Pokemon series, each iteration of which has first released with two versions, later followed by a third (note, Pokemon Red/Blue followed by Yellow, or Pokemon Diamond and Pearl, followed by Platinum).
Could Pokemon Black/White be set for a third version?
Pokémon Black & White sold over 1.08 million copies combined in their first day on sale in the US, smashing all previous sales records for the series.
http://www.computerandvideogames.com...ment-imminent/
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October 20th, 2011, 01:08 Posted By: wraggster
Nintendo has revealed that it's to hold another 3DS conference midday this Friday.
President Satoru Iwata will take to the stage at the 'Nintendo 3DS New Information: Internet Presentation' in Japan to provide "new Nintendo 3DS news" that was "impossible" to share at its pre-TGS press conference last month.
The conference will be streamed on Japanese site NicoNico Douga and also Ustream, Kotaku reports.
Nintendo provided a little insight into what we can expect to hear at the conference, saying it will be include details about the upcoming November 3DS update.
http://www.computerandvideogames.com...ss-conference/
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October 20th, 2011, 23:48 Posted By: wraggster
Update: Nintendo has responded to our enquiry by saying that it doesn't comment on rumour or speculation.
Original story: Reports are circulating that Nintendo will release a 3DS firmware update in November 4 in Europe which will add 3D video recording to the 3D handheld.
In addition, the update is also rumoured to include a new StreetPass game along with improvements to the Mii Plaza and the Nintendo eShop.
The update was supposedly revealed at an event in Munich, according to Nintendo World Report.
Nintendo of Europe detailed the 3DS update yesterday at an event in Munich, according to Nintendo World Report.
We've contacted Nintendo to verify the story, and will update this article when we hear more.
http://www.next-gen.biz/news/report-...ing-november-4
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October 21st, 2011, 00:33 Posted By: wraggster
Keiji Inafune, the Inafking (as he's known in credit sequences for his old games) descended from his Inafthrone recently to offer his approval of the grassroots "100,000 Strong for Bringing Back Mega Man Legends 3" community, in a post on his blog.
"All these fans with such strong emotions really do have an intense passion for the game," Inafune said. "I am really glad to hear this." Inafune said he felt the "warmth" of fans' passion for the canceled Mega Man Legends 3 Project, and said he would continue cheering for his "juniors" to bring it back.
Inafune offered an interesting psychological explanation for the tenacity of Mega Man fans: "While playing classic [Mega Man], for a while I found it too difficult and wanted to give up," the former Capcom exec said. "But even then, I would desperately continue to clear the stage. Nobody can forget the feeling of finally beating Wilys stage after all that work, defeating the UFO and watching the ending." The obstacle in front of fans now -- the "Dr. Wily" -- is Capcom.
http://www.joystiq.com/2011/10/20/in...-fan-campaign/
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October 21st, 2011, 00:37 Posted By: wraggster
Do you like the short clips available on Nintendo Video, but wish they wouldn't randomly disappear from your system when new ones come along? Starting today, Nintendo is offering a selection of previous Nintendo Video shows from DreamWorks, downloadable from the eShop for $2 each.
It's sort of like buying an episode of your favorite TV show on iTunes, we suppose, if that episode was five minutes long and only viewable on a 3DS. Kind of weird, but at least it's an additional option.
In other news, Double Dragon! The ... Game Boy version!
http://www.joystiq.com/2011/10/20/ni...double-dragon/
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October 21st, 2011, 00:39 Posted By: wraggster
Nintendo of Europe announced yesterday that the latest 3DS firmware update, which adds video recording functionality, would arrive on November 4. However, NWR's Daan Koopman later tweeted an update claiming that the date was "an internal confusion."
He did (re-)confirm one detail about the update, now coming at a non-specific date in November: it will offer a new StreetPass game. Previously, we'd heard that additional content for StreetPass Mii Plaza was coming, but we assumed it would be limited to expansions of the two existing built-in games, Find Mii andPuzzle Swap. We'll likely see a full reveal of this new game at tomorrow'sJapanese event.
http://www.joystiq.com/2011/10/20/3d...reetpass-game/
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October 21st, 2011, 01:02 Posted By: wraggster
We've got our hands on a huge batch of new screenshots for Super Mario 3D Land.
The screens show off a variety of colourful environments and characters, and give us our first in-game look at Boomerang Mario.
The screens also show Mario fighting Bowser and a new underground level. Have a look see.
For more on Super Mario 3D Land, check out CVG's previous coverage here.
http://www.computerandvideogames.com...omerang-mario/
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October 22nd, 2011, 01:28 Posted By: wraggster
Rejoice Nintendo fans, Hulu Plus is coming to your console of choice... provided you're up on the latest in Nintendo hardware. Both the Wii and 3DS will be getting access to the streaming service's vast archives of TV shows and movies some time before the year is out. Though, you shouldn't expect to see the Galactica popping out of your portable -- this is a strictly 2D affair. A software update coming at the end of November will also deliver the ability to record 3D video with the Nintendo handheld (up to ten minutes) or even stitch together stereoscopic images for stop motion animation that jumps out of the tiny screen at you. With both Hulu and Netflix in tow, as well as the ability to create your own content, the 3DS is actually turning into quite a powerful little portable. For more details, including some game release dates, check out the PR after the break.
http://www.engadget.com/2011/10/21/h...d-video-captu/
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October 22nd, 2011, 01:45 Posted By: wraggster
Nintendo will add the video streaming service Hulu Plus to the 3DS and Wii before the end of the year.
The service will only be available to US customers, and will cost $7.99 a month with "limited advertising."
Nintendo also revealed details of the 3DS's November firmware update, which will allow the device to record and store up to 10 minutes of 3D video. Nintendo claims that users will be able to create 3D "stop-motion animation videos."
"Nintendo 3DS continues to evolve with great new features and functions designed to reinforce its position as a premiere entertainment device," said Nintendo of America president Reggie Fils-Aime in a statement.
The 3DS saw an immediate improvement in sales following its price-cut, but those figures have declined rapidly since then.
For a full breakdown of Nintendo's recent performance, read Rob Fahey's Stock Ticker article.
http://www.gamesindustry.biz/article...-and-3ds-in-us
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October 23rd, 2011, 00:10 Posted By: wraggster
With Warner’s Batman: Arkham City raking up record review scores over the last week, it looks like another all-time classic could be on the cards before the end of the year.
Future has revealed that the next issue of UK multi-format magazine Edge has awarded Nintendo’s upcoming Wii title a mighty 10/10.
"How apt that this ultimate tale of hero-making should see Nintendo’s hardware become the console it was always meant to be," the teaser blurb for the next issue reads.
It’s the first game to get top marks from the publication in 2011 and the first since Rock Band 3 in 2010. Edge has now handed out a total of 14 10/10s in its history.
http://www.mcvuk.com/news/read/zelda...in-edge/086892
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October 23rd, 2011, 13:10 Posted By: wraggster
An intrinsic, universal facet of human nature is that we as people consistently want what we can't have. It's deeply rooted in our species' collective subconscious, silently driving our passions for incredible, unobtainable stuff. The Japanese Club Nintendo has a healthy track record for producing some of the most amazingly unavailable swag in our industry's long, storied history of unavailable swag, but we think these new limited edition 3DSes rank in at number one on our "Most Impossible Dreams" list.
The 3DSes, named "Peach," "Mario" and "Super Kinoko," natch, are being produced in limited numbers (1,000 each) for Nintendo's "A Little Mario-like 3DS" campaign. Japanese Club Nintendo members who register two games between now and January 15 will be automatically entered to win one of these adorable little 3DSes. Club members will also receive a free copy of the 3D Classics port of Kid Icarus upon entering. So! If you're a Japanese Club Nintendo member, we hope you can feel our burning envy through your monitor.
Unless you win one, in which case we'd love to have you over for poison tea some time.
http://www.joystiq.com/2011/10/22/ul...cant-have-one/
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October 23rd, 2011, 13:13 Posted By: wraggster
EA CEO John Riccitiello's public pledge of support for the Wii U, in front of a video montage of EA properties that included Battlefield, may have imparted the idea that some variant of DICE's shooter would eventually come to Nintendo's tablet-y thing. Battlefield 3 producer Patrick Liu doesn't rule out the possibility in a new interview with Metro, but he does suggest plans for the system have yet to materialize.
"No, I think what he [Riccitello] said was that we're looking into what we can do with the Wii U, but there is nothing planned to be honest," Liu said. He added that while DICE has "dabbled" with development kits, "there's no game planned."
The game plan for Wii U, then, is to " o come up with something that really uses their controls. And until we get that bright idea of what to do with the new controls I don't think there's any point in making another version that's just the same as everyone else." And if you're counting on a Battlefield 3 port, Liu suggests that "probably" won't happen because the Wii U is so "far out," man.
http://www.joystiq.com/2011/10/22/no...for-wii-u-yet/
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October 23rd, 2011, 14:15 Posted By: wraggster
WiiMednafen 0.0 released by raz0red
WiiMednafen is a partial port of the Mednafen [1] emulator.
Emulators supported:
GameBoy/GameBoy Color
GameBoy Advance
Game Gear
Lynx
Nintendo Entertainment System (NES)
Neo Geo Pocket
PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx (Fast version)
PC-FX
Sega Master System
Virtual Boy
WonderSwan
It should be noted that the Virtual Boy emulation included with this emulator is much improved over WiirtualBoy. Most games now run at 100% speed without frame skipping. These improvements are due entirely to Ryphecha (Mednafen) who optimized the core emulation code in addition to eliminating idle loops on a per game basis.
Why port Mednafen?
So, a common question might be, "Why release a Mednafen port when a number of the included emulators already exist for the Wii?". After releasing the port of the Mednafen Virtual Boy emulator (WiirtualBoy), my intent was to release a port of the WonderSwan emulator. However, along the way, I decided that rather than replicate a lot of code between projects, I would release a port of Mednafen itself. Also, the possibility does exist for some issues to be resolved with the Mednafen code base. For example, the Lynx port does resolve some of the graphical glitches that exist in WiiHandy (RoadBlasters, Cyberball 2072).
Known Issues
This is a very early release of this port, and as such there are a number of known issues. Further, this emulator hasn't had a tremendous amount of testing so I am fairly certain there are a number of unknown issues as well. Please let me know if you experience any via the Google Code project.
Only standard controllers are supported in this release (no support for NES Zapper, etc.).
Save states do not display an associated screenshot.
PC-FX emulation is extremely slow.
Loading CD images via SMB (Network) will cause noticeable slowdown.
Cheats can't be created/edited within the WiiMednafen interface. (They must be created manually or preferably via Mednafen itself).
Individual cheats can't be enabled/disabled. Currently, all cheats are either enabled or disabled globally (via "Advanced" settings).
If you have a hard drive that falls asleep, it is highly recommended that you install the application and its support files on an SD card. This ensures that configuration changes and save states will persist properly, even if the drive goes to sleep.
Many emulator options are not currently exposed, they will be added with subsequent releases.
Several features like rewind, etc. are not currently supported, they will be added with subsequent releases.
The front-end is functional but minimal. This is something that may be addressed once I am satisfied with the overall state of the port.
http://code.google.com/p/wii-mednafen/
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October 23rd, 2011, 14:17 Posted By: wraggster
Double Dash Wii 1.23 released by blackwhiteeagle
DoubleDash is a Boulder Dash Clone ...WITH A MAPEDITOR/CONVERTER(PC)!!!
Up to 4 Players can play this game. Gamemodes are SINGLEPLAYER/VS,COOP,SPEEDRUN and RACE
Rewritten, extremly enhanced and ported to the WII by BlackWhiteEagle (Matz3)
Thanks to everyone, who made this programming possible mingw-team, sdl, an a big thanks goes to Michal B. with a source code inspiration.
How to play?
WII Hold the WIImote horizontally or reconfigure it under options in the main menu (LEFT,RIGHT,UP,DOWN,1&2 ONLY) Press and hold Button 2 and move into any direction. Release Button 2, to walk again.
A = Select (only Player one!) Plus = Restart level (only Player one!) Minus = Abort game and return to the Gamemenu (only Player one!) Home = Go back to the HBC (only Player one!)
Player 1 only PLUS/MINUS - select level (ingame) to restart a level press (-) and then (+) on the first WIImote (next release, will be using a key-combination like B+A+1+2 HOME - PAUSE/BACK TO MENU/EXIT A+B+1+2 restart level
PC F9 previous level F10 next level F11 restart level
This release includes the following files:
WII boot.dol meta.xml icon.png
and
PC doubledash.exe SDL.DLL SDL_image.dll SDL_mixer.dll (Those DLL-Files come originally from www.libsdl.org)
The data is used by both versions!
Changelog
1.23
ddashconvert.py lev2tmx and dummyxml.xml added DIAMNUM
ddashconvert.py added a mapcheck (counts diamonds, boulders, entrys, etc.) during conversion and checks if there are enough diamonds, entrys and exits
removed some levels from the vs/coop/speedrace maps, because similar leves are now in race/clone mode
made some new maps for vs/coop/speedrace
(made a working win32exe of ddasconvert.py with py2exe (windows tested and ok), but i did not included it because it raises the packagesize about +2.7MB!)
http://wiibrew.org/wiki/Double_Dash_Wii
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October 23rd, 2011, 14:19 Posted By: wraggster
POWDER 116-1 released by insin
A port of POWDER to the Wii using SDL Wii.
Nine months since the last release, so much for the weekly release schedule POWDER started with! You will notice that I have at least maintained the same size release, minor fixes and a new spell. I'm particularly happy with finally finding a compromise for god-induced flamestrikes - you get a warning now so they are less just an insta-death out of the blue.
You may thank the Annual Roguelike Release Party (ARRP) for this release - it provided the impetus to get something out. If you like POWDER, but are frustrated at the slow rate of development, I strongly recommend checking the rest of the roguelike scene!
iPhone release isn't out yet for the usual reasons. Every time I go to build for that platform I have a nightmare of provisioning profiles and certificats to wade through before I can actually get to the compiling bit :>
MSVC Express Edition 2008 project files and instructions added, created by Andreas Bohm.
Tower shields are large. (Claudio)
"You cannot hide from I!" is now "You cannot hide from Me!" (B. Perry)
Looking at a square will also describe any smoke there.
The dig spell now has the side effect of spraying the excavated rock shards, damaging those around you.
Create Pit spell is now 10 MP rather than 15.
Blizzards fill the air with sleet and snow, not sleet and slow. Though the latter does describe their special effect nicely.
New spell: Sandstorm
If a god decides to flamestrike you, you now get a few turns warning to prepare yourself.
Monsters properly check safety of squares before stepping on them.
If trapped inside a wall without Phase or Breathess, you will suffocate. (Strange Child, Julian Agloro)
Helmets should be sorted together now. (Aapo)
Empty bottles will be filled by down pour now. (Aapo)
Entomb has a better message when blocked. (Aapo)
Rocks are created when rocks fall on your head. (Aapo)
Spells you can't cast have (!) after them in the zap list (Aapo)
Saving when out of disk space should no longer corrupt your last save game. (Aapo)
Tossing an item hand to hand no longer takes a turn. (Aapo)
Spears, knives, and daggers no longer let you equip stacks. (Aapo)
You are only prompted to throw one spear of a stack. (Aapo)
The animate forest spell now has its own icon.
http://wiibrew.org/wiki/Powder
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October 23rd, 2011, 14:21 Posted By: wraggster
UAE_Wii 6 released by Oibaf
UAE is a famous Amiga emulator ported to the Wii. UAE Wii can be found on googlecode at uae-wii.googlecode.com, and is based on the source code of E-UAE. It allows you to play Stunt car racer, Turrican, Midwinter and the other good old Amiga games on your Wii. The port uses SDL Wii.
Changelog
Version 6
Added SMB support
Added mass storage usb support
Many menu improvements (new colors, new popup messages, browsing with nunchuk, wider screen, etc.)
Added nunchuck menu browsing
Configuration file saved manually
Several improvements in input configuration menu (single wiimote configurations, snd and trd button joystick, enable/disable mouse emulation, etc.)
Name of the loaded file in the menu header
Added logfile option
Fixed correct aspect option (to adapt the Amiga screen to Wii screen)
Fixed mouse jerkiness
Fixed second Joystick configuration issue
Other small fixes
Download - http://uae-wii.googlecode.com/files/...i-6-bin.tar.gz
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October 23rd, 2011, 15:11 Posted By: wraggster
If you still haven’t read or even heard of the cult classic gaming magazine Super Play then hang your head in shame. Fortunately, you can redeem yourself by quickly reading up on the magazine’s history at Wikipedia, then the fantastic behind the scenes feature at Nintendo Life, then take a look at Richard Cobbett’s lookback at the classic mag, and check out all the previous online articles at Out-of-Print Archive. No, really, on you go. I’ll be waiting for you when you get back.
Right, so now you have background knowledge of the mag? Know all about the superb team, initially led by legend Future Publishing editor, Matt Bielby? Seen the fantastic artwork of Wil Overton? The classy neat design and layout by the art team? Read some fantastic reviews, articles and interviews? Good. Now we can move onto the equally superbly digitally restored issue 6 from April 1993.
So what can you expect to see in issue 6 of the finest SNES videogaming magazine that graced the Earth? Well, there is an interview with Joe Morici from Capcom USA, an import review of Alien vs Predator, a comics/manga special feature, a special preview of Star Fox (aka Star Wing, aka Lylat Wars), UK reviews of Super SWIV, Gods… Heck, what am I telling you all this for? You can head over to the Super Play issue 6 catalogue page at Out-of-Print Archive right now to get the full contents list, online articles and downloads, in either iDevice 1024 pixel or full 1920 pixel resolution.
http://retroactionmagazine.com/retro...ally-archived/
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October 23rd, 2011, 15:11 Posted By: wraggster
With Volume 5 Issue 3, NintendoAge displays a superb new look – very retro. The videogaming ezine, which is getting back into its monthly release, contains articles on everything to do with Nintendo, from articles to reviews.
This issue’s main feature is Action 52, an article on the quest to find a copy of the unlicensed NES cart compilation. Other articles include Final Fantasy II, Member spotlight: gwyndion, Homebrewing the death of an empire (parts 2 & 3), Metroid Puzzle and more.
Nintendo Age 5.3 can be downloaded for free from the Nintendo Age website.
http://retroactionmagazine.com/retro...ume-5-issue-3/
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October 23rd, 2011, 21:55 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com for the Dreamcast, Dingoo, GP2x, Wii, PSP and Wiz.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
r3553 | utunnels | 2011-10-22 12:37:43 -0400 (Sat, 22 Oct 2011) | 1 line
Changed paths:
M /engine/openbor.c
Fix various bugs in previous update.
Download Via Comments
via http://lavalit.com:8080/OpenBOR/down...p?file=OpenBOR v3.0 Build 3553.7z
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October 23rd, 2011, 22:11 Posted By: wraggster
OpenTTD, ported to the Wii by Extrems, has been update to version 1.1.3. The game is an open source remake of Transport Tycoon Deluxe, an urban planning sim where the goal is to earn money by transporting passengers and goods via land, water and air. See the change log for what's new in this edition, and check out the project's page for instructions and more information about this homebrew.
QUOTE(Change Log 10/11/11)•Networking is mostly functional.
•Improved efficiency of video driver.
•Other minor changes.
http://wiibrew.org/wiki/User:Extrems...ations/OpenTTD
via http://gbatemp.net/index.php
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October 23rd, 2011, 22:12 Posted By: wraggster
A translation patch for Nanashi no Game has finally been released. The plot of the game revolves around a cursed RPG game which is killing its players. The gameplay is a mix between 3D exploration and RPG like elements. For more detailed information on the game be sure to check the WIKI Article linked below.
Give the patch a try and then discuss your findings via the on-going discussion link.
Quote
There is a special CURSED level that can be played by inputting a secret word* on the name input screen. Good luck!
* Secret word will be revealed sometime over the weekend since the special level is based on an existing one from about halfway into the game and I would like to avoid possible spoilers. The word can still be guessed from this post.
http://www.mediafire.com/?vc6qninlh7tz6db
via http://gbatemp.net/index.php
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October 23rd, 2011, 22:13 Posted By: wraggster
via http://gbatemp.net/t311442-supercard-dstwo-sdk-v1-2
The Supercard team have released a long awaited update to their software development kit. This version offers more access and fixes many of the quirks present in the previous edition, which should be good news for DStwo developers. See the release notes for what's new, and join the on-going discussion to learn more about this homebrew development tool.
QUOTE(Release Notes 10/13/11)Compared with the previously released SDK, What is the difference of this release SDK?
•The release of the SDK contains the biggest bright spot is that the underlying hardware code, also that is source code of libds2b.a,
specifically, JZ and FPGA / NDS communications source code. I think the part is the SDK owners who most want to see.
The only regret is that you can not see, can not modify the FPGA program, because of the need to maintain compatibility,
so the FPGA program will not be easily altered. However, the space left for us has been great. For example, with the NDS program,
if interested, you can improve DS2 data transfer, or release of more robust, more practical, and operational SDK.
Also, you can develop DS2 Linux with this release of the SDK, it may be tempting to many people, and the long-awaited thing.
http://forum.supercard.sc/thread-9390-1-1.html
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October 23rd, 2011, 22:17 Posted By: wraggster
Link's Crossbow Training DS, a new homebrew made by AngelWire, has been updated to BETA-6. The object is to sharpen your crossbow skills in various Termina locations. More information about this game can be found at the project page linked below.
QUOTE: Change Log
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October 23rd, 2011, 22:20 Posted By: wraggster
Cards Of Incantation, formerly known as WagicDS, is a strategy Magic card game for the NDS. Please see the change log for more information about this update.
QUOTE: Change LogNow you can play! There are some things to polish, but the decks are shuffled properly and can play cards from the decks out, rotate and move (change their orientation depending on the screen in which they are).
Board icons indicate each stage of the shift are: Right, Rob, Phase 1 Spell, Combat, Spell Phase 2, End of turn (which will rotate the icons to be visible to the other player). To rotate or derotate letters, press the R or L according to the player to be.
To improve the duels, changed the structure of the deck, adding a variable that stores the total number of cards you have the deck, so you will have to re-create the deck (if you have in your root of the card mazos.dat file, borradle) to generate the file in the root mazos.coi your card.
http://virman.crearblog.com/
via http://gbatemp.net/t311661-cards-of-incantation-v1-0
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October 23rd, 2011, 23:17 Posted By: wraggster
DS_Craft-2D, made by ray and CoolAs, is a new homebrew inspired by the popular PC title Minecraft. The game is a work in progress, but a playable demo is available to try out.
QUOTE: Release Notes 10/20/11What is included:
•Day/Night circle WIP
•Add/Remove Blocks
•Block-Chooser
•Collision WIP
•Gravity
•Moving Camera
•a 48x48 World
Controls:•Left/Right = Running to left/right
•Up = Jumping
•L/START (For people with broken shoulder Buttons) = Choose Block
•R/SELECT (For people with broken shoulder Buttons) = Remove Block
•Touchpen = Add/Remove Blocks
Download Via Comments
via http://gbatemp.net/t311820-ds-craft-2d-demo
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October 23rd, 2011, 23:22 Posted By: wraggster
Wiimpathy has updated NeoCD Wii, the Neo Geo CD console emulator, to version 0.5. See the change log for what's new in this edition, and be sure to join in on the on-going discussion to get the full story about this homebrew project.
QUOTE: Change Log 10/22/11•fixed artifacts on left screen border.
•Video modes options : interlaced, progressive and filter on/off.
•Configurable buttons (Wiimotes, Classic Controllers).
•Games default folder : neocd.
•Ability to save settings.
•Browse games by page.
http://wiibrew.org/wiki/NeoCD-Wii
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October 23rd, 2011, 23:37 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Super New Year Cart 15-in-1 (Hummer team)(Unl)[!]. First cart today will be interesting multigame cart with up to 15 games in menu, mostly possible developed by well known Hummer Team, according to sound engine and a lot of graphics from other known Hummer Team titles. Cartridge contains hardware dip switch allows you to select various menu modes, from 6 to 15 games and english/chinese default menu language. Current latest fceumm version suports hardware switch, you can change menu modes by pressing Reset button.
- Super Mario Bros. Mali Boss (Unl)[!]. Second one is another Mario hack of well known game: Hammerin Harry (thanks Oreanor for providing cart). There is no number in name, it has just "Mali Boss" name label. Only title screen and main character graphics partially changed.
News source: http://cah4e3.shedevr.org.ru
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October 23rd, 2011, 23:40 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- implemented mappers 114, 150, 176, 177, 178, 180, 182, 183, 186, 243.
News source: http://nesdev.parodius.com
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October 23rd, 2011, 23:41 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- license is now GPLv3;
- re-structured GUI as a multi-system emulator;
- added NES emulation [byuu, Ryphecha];
- added NES ICs: MMC1, MMC2, MMC3, MMC4, MMC5, VRC4, VRC6+audio, VRC7, Sunsoft-5B+audio, Bandai-LZ93D50;
- added NES boards: AxROM, BNROM, CNROM, ExROM, FxROM, GxROM, NROM, PxROM, SxROM, TxROM, UxROM;
- Game Boy emulation improvements [Jonas Quinn];
- SNES core outputs full 19-bit color (4-bit luma included) for more accurate color reproduction (~5% speed hit);
- audio resampler is now a band-limited polyphase resampler [Ryphecha];
- cheat database includes NES+GB codes as well [mightymo, tukuyomi];
- lots of other changes.
File: Download
News source: http://byuu.org
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October 23rd, 2011, 23:42 Posted By: wraggster
via http://dsx86.patrickaalto.com/
[h=4]Version 0.25 Release Notes[/h]First off, sorry for the stupid bug that crept into the previous version. I copied some paging-enhancements to several string opcodes, and forgot to change the jump address in one of the code clips I copied, so that when the game tries to move unaligned 16-bit values in memory, it actually jumps to a code that moves 32-bit values. This means that too much data is copied, overwriting something in memory, which in turn causes either erratic behaviour or in many cases a blue screen crash. I use Doom as my sanity-check game, and always test that I haven't broken the code completely before release by running it for a while. However, Doom did not happen to use this unaligned memory copy, so I did not find this problem before the release.
All in all, this version is mostly just a maintenance version and has the following improvements: - Fixed a copy-paste bug in REP MOVSW string opcode (as mentioned above). This fixes the BSOD in Heretic, Hexen, and various problems in many other games.
- Implemented INT10 calls AX=1008 (READ OVERSCAN (BORDER COLOR) REGISTER), AH=12/BL=34 (ALTERNATE FUNCTION SELECT (VGA) - CURSOR EMULATION), AH=F1/DX=0020 (EGA Register Interface Library - WRITE ONE REGISTER - Miscellaneous Output register), AH=F1/DX=0028 (EGA Register Interface Library - WRITE ONE REGISTER - Feature Control register).
- Implemented missing 66-prefix variations for LFS and LGS opcodes (NORM).
- Implemented missing RCL and RCR opcodes using 32-bit registers (SWS).
- Implemented read/write to/from CPU debug registers (RAYMAN).
- Enabled directory access using the alias of a long directory name. I had to hack into the DSTwo SDK directory.c source to enable this. I compared the source with the current NDS libFAT sources (which it is based on), and found a difference. In the DSTwo SDK version the check if the directory alias (the short 8.3 version of the long name) matches the requested directory name was simply commented out. I have no idea why, and hopefully my re-enabling this feature does not cause any new problems in file and directory handling. It is always rather scary changing the low-level file access library functions.
- Ignore writes to I/O ports 0x140..0x14F (DESCENTR).
[h=4]DSTwo SDK v1.2 released, with full source![/h]I got a very interesting email early Saturday morning, letting me know that SuperCard has released DSTwo SDK v1.2! This turned out to be a major thing, as they have now finally released the full source code, including the Nintendo DS side! This opens a lot of new possibilities when working with the SDK, the most imediately interesting to me is the possibility of moving my AdLib emulation from the MIPS side to the ARM7 side. This would make the actual CPU emulation run faster, and would also decrease the amount of data that needs to be transmitted between the processor. In the long term it might also be possible to move the bottom screen (keyboard) handling to the ARM9 side, or perhaps even moving everything besides the CPU emulation away from the MIPS processor! It would be very cool if the ARM9 would handle the full VGA emulation and ARM7 the full SoundBlaster emulation, with the MIPS side simply feeding them data in the original format of the x86 hardware!
However, there is a problem in compiling this source code, as it looks to have been built with an ancient DevKitPro r17 (the current version is r36). I haven't been able to locate this old version, so if you happen to know where to get it please let me know! Of course it would be best to update the SDK parts so that it could be compiled with the latest DevKitPro, but even to do that it would be very important to have the r17 source code to be able to distinguish between differences in the DevKitPro versions and the actual code needed by the DSTwo SDK.
The source code is not very well commented either, so it will take a while to decipher what each of the function does and how the data is actually transferred, but I am very much looking forward to changing the DS2x86 architecture to take advantage of the new possibilities. This is so interesting that I will probably put the paging features and such on hold and switch my focus to taking better advantage of the SDK. This might mean a few week's break until I release the next version, but hopefully this 0.25 version has no major new problems.
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October 23rd, 2011, 23:43 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
During the last week I was rather busy with other things besides this project. We have a deadline approaching for the project I work on in my daytime job, so after a full workday of coding I have been a bit too tired to work on DS2x86. I have mainly done some experiments and studying of the recently released DSTwo SDK 1.2 sources, especially on the NDS side.
The only progress in DS2x86 I have managed to make with the DSTwo SDK is that I have switched DS2x86 to use the new version 1.2. At first I got a black screen, but pretty soon I realized that this was caused by the SDK 1.2 again using the same format of the st_buf structure as what was in use in the original SDK. The SDK version 0.13 had an extra member in this structure, and as I use the fields of this structure directly in my DS2x86 code, this caused the problem. After I aligned the fields properly in DS2x86, it began to work with SDK 1.2. It almost looks like the new 1.2 version is built on top of the original 0.12 (or 0.11) version of the SDK, instead of the previous 0.13 version. I haven't studied the differences very closely, so I'm not sure if this is really the case.
The next step was to try and build the NDS side from the sources, and this is where I spent most of last week. I needed to search for the correct DevKitPro revision from the svn repository, but even after I found revision 1949 (from August 2007) with which I managed to compile the code (with quite a few warning messages, though), I was not able to link it due to some missing files. Luckily a GBATemp user called Normmatt was able to provide me with a more complete old DevKitPro version, which was able to link ds2_firmware.dat completely, though again with a lot of warnings. Anyways, this version of ds2_firmware.dat is still slightly different from the original included in the SDK 1.2, but it mostly works. I can start up DS2x86 with it, and type commands on the DOS prompt, but whenever there is disk activity (so the bottom screen should blink the "HDD" text), something goes wrong and eventually the system hangs.
I am not terribly concerned about that problem, though, as my current goal is to port the ds2_firmware.dat sources over to the latest DevKitPro, so that I can really start working on using the ARM7 for AdLib emulation and such. My primary goal is simply to have the touchscreen/key input transferred to the MIPS side, and the top screen data transferred back. After I get this done, if there is interest I might release the ported sources so that if any of you are interested in completing the lower screen and audio transfer for the SDK you can do so. I will continue with the data transfers specific to DS2x86, so after that the sources will not be of much use to other coders.
I have just managed to create the build environment for ds2_firmware.dat using the latest DevKitPro, but it does not have any DSTwo SDK -specific features in it yet. That's what I plan to do during the upcoming weeks. I'll keep you updated on my progress with my blog posts. This work means that no new versions of DSx86 or DS2x86 will be released for a few weeks now, sorry for that. I hope that I can eventually make some really worthwhile improvements to DS2x86 using the new SDK 1.2, though.
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October 24th, 2011, 00:03 Posted By: wraggster
The following applications have been added/updated:
23 October 2011 - Double Dash Wii v1.0 -> 1.22
- DrawMii v1.1
- Marcos Lopez: Part II v0.01
- MultiBu v1.0
- O.T.T.F v1.0
- Piixelator v1.0
- Playstats v1.02 -> v1.1
- PongYourWii v1.0
- POWDER v115-1 -> v116-1
- ShowTest v1.0
- TheyDoNotDie2 v0.6
- WiiMC Channel Installer v1.8 -> v1.9
- WiiMednafen v0
- WiiPaintBall v1.1
http://www.codemii.com/2011/10/23/hb...%93-week-42-3/
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October 24th, 2011, 00:08 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the frontend SSNES for the libsnes library has been released. libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form.
Quote:
SSNES 0.9
Changes since 0.9 RC1:
- Allow fullscreen swapping while paused.
- Frame advance/rewind (stepping).
- Allow #include in config files.
- video_base_size for windowed mode calculations.
- Purge libsamplerate support (obsolete).
- Small SSE2 optimizations for sample conversions.
- Audio is heard when rewinding.
- Several bug fixes.
Props to AlexFolland for lots of bug testing and suggestions in #ssnes
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October 24th, 2011, 00:12 Posted By: wraggster
via http://www.aep-emu.de/
lambnes is an open source NES emulator written in Java and is yet in a very early stage of development. A new version has been released.
Quote:
An open source NES emulator written in java mainly as an educational project.
version 0.0.5 has been released. This release includes numerous improvements and support for scrolling. Scrolling still exhibits some problems, but more or less pretty much works. Various games are kind of working now.
features:
working ppu
visualizations of palettes and pattern tables.
unimplemented:
apu
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October 24th, 2011, 00:13 Posted By: wraggster
via http://www.aep-emu.de/
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
DSP Emulator 0.12 Released - Windows binary and source available.
- At last ported to Lazarus Spectrum and Amstrad drivers (only remains NES), big changes on source code, ported many functions to Lazarus (ZIP, ZLIB, files, INI, etc).
- Fixed CPU bugs, sound bugs, rewrited PIO 8255...
- Almost rewrited the Amstrad CPC driver, improved video (still not perfect), sound, stability, and disc copy protections.
- Added drivers for ´Ikari III - The rescue´, ´Search and Rescue´, ´Twin Cobra´, ´Flying Shark´ and ´Jr. Pacman´.
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October 24th, 2011, 00:15 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated to version 0.0.40.
Quote:
0.040 (10/17/2011) - Added Mapper 68 (Afterburner and Afterburner II)
- Monkeyed around with the audio code, MMC5 sound channels had the wrong pitch and audio was clipping at full volume. Both of those should be fixed.
- Also fixed sound popping when pausing and unpausing.
And in the time it took me to do that byuu made in a week what took me a year. eh.
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October 24th, 2011, 12:26 Posted By: wraggster
The team dealing with the USB loader offers a new stable version of it. The changelog is again quite big, we note the work done on virtualization NAND, particularly on the possibility of redirecting backups to the SD card and / or USB device and also new options to extract the NAND easily .
As usual, pack a "simple" involving only the executable is available for download (link below). A more complete package (including container skins) is available on the official GoogleCode. USBLoader GX 2.3 (R1123) Official site: http://code.google.com/p/usbloader-gui/
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October 24th, 2011, 12:43 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d390497354e840
HB pickpocket updates his homebrew DS Vista in version 2. This homebrew is like a copy of the Windows operating system, adapted here for the Nintendo DS.
What is new in version 2:
Added 2 new themes: the Vista and Windows 7
Start-up is done with the Vista wallpaper
New feature: the "Games" which currently contains 2 games
# Monkeytouch (created by HB Trickster) - > V1
# + or - (created by HB Trickster) -> v0.2
Added the transparency of the icons of the start menu
replacement button "Info" and "Exit" in programs that were previously disorders
http://filouhb.00fr.com/Download.html
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October 24th, 2011, 12:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d390497354e840
Update for October 2011 WinDS PRO , PC multi-emulator application including 3 for the Nintendo DS (No $ GBA / DeSmuME / iDeaS) and 2 for Game Boy Advance (VBA-M/VBA Link) and tools (emulator Custom / zoom / cheat / etc ...). Remember: completely remove the old version before installing the new.
WinDS PRO 2011.10 - DeSmuME SVN 4116 x86 (32 bit) - DeSmuME SVN 4116 x64 (64 bit) - DeSmuME USRcheat.dat 28/09/2011 - 28/09/2011 USRcheat.dat NO $ Zoomer - iDeaS 1.0.4.0 Final
http://windsprocentral.blogspot.com/
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October 24th, 2011, 12:48 Posted By: wraggster
News via http://www.emucr.com/
Dolphin Git 3.0-186 is released. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Added TaruKonga (DK Bongos) support.
Separated SI Device IDs from the enums used for config/gui since quite a few device types all have the gc controller SI ID.
* Merge branch 'TaruKonga'
The DK Bongos are just a standard controller in disguise (ie, it uses your GCPad input mapping):
Clap Sensor = Analog R Trigger
start = start
Top of Left Bongo = Y Button
Bottom of Left Bongo = B Button
Top of Right Bongo = X Button
Bottom of Right Bongo = A Button
http://code.google.com/p/dolphin-emu/
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October 24th, 2011, 12:49 Posted By: wraggster
News via http://www.emucr.com/
Glitch64 SVN r259 is released. GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64. Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.
Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.
Glitch64 SVN changelog:
r259
Fix line width calculation in line3d. Fixed issue 276: glover 2 intro error.
http://code.google.com/p/glidehqplusglitch64/
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October 24th, 2011, 12:51 Posted By: wraggster
News via http://www.emucr.com/
Fceux SVN r2318 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2315
sdl: fix a bug where alt key would get "stuck" when alt tabbing to fceux window
r2316
misc: fixed potential build error in getSDLKey Makefile
r2317
getSDLKey: added license, comments, and cleaned some code
r2318
fceu tree cleanup and sdl todo rewrite
http://fceultra.svn.sourceforge.net/
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October 24th, 2011, 12:52 Posted By: wraggster
News via http://www.emucr.com/
NESbox Beta is released. NESbox is a Nintendo Entertainment System emulator, built on Adobe Flash technology and it can only be run directly in your browser's window (beta version).
NESbox Beta Changelog:
- A new aspect of the site, new organization, new interface.
http://nesbox.com/
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October 24th, 2011, 19:57 Posted By: wraggster
Online video streaming service Netflix will launch in the UK and Ireland early next year.
According to a statement released by the company, subscribers to the service will be able to access Netflix content through PCs, Macs, mobile phones, tablets, and, "on their TVs via a range of consumer electronics devices capable of streaming."
It is not known whether the Xbox 360, PlayStation 3 or Wii are among the consumer electronics devices mentioned, but Netflix is both available and very popular on all three consoles in the US.
In May, service provider Sandvine claimed that nearly 20 per cent of peak downstream traffic in North America is Netflix accessed though a games console.
Data released by Nielsen in July suggests that 50 per cent of US Netflix subscribers accessed the service through a console.
http://www.gamesindustry.biz/article...-in-early-2012
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October 24th, 2011, 22:22 Posted By: wraggster
Culinary puzzler BurgerTime Deluxe and a coven of Halloween-themed games launch on the eShop and Wii Shop Channel this Thursday, Nintendo has announced.
BurgerTime Deluxe is a version of the classic fast food brainteaser originally released on the Game Boy. For £2.50/€3 players can battle Mr. Hot Dog, Mr. Pickle and Mr. Egg to assemble their fast food fast.
Elsewhere, Halloween: Trick or Treat comes knocking on to DSiWare for a pricey 800 DSi Points (or £7.50/€8 on 3DS) and Gabrielle's Ghostly Groove: Monster Mix releases on WiiWare for 500 Wii Points (about £3.50).
The latter is an off-beat release from Harvest Moon developer Natsume, where Wii Remote-equipped players must dance to lure back a troupe of wayward zombies.
Finally, decent WiiWare shmup Kyotokei gets a free demo. It's an Ikaruga clone that launched last month and, for free, is definitely worth a try.
http://www.eurogamer.net/articles/20...pdate-27-10-11
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October 24th, 2011, 22:36 Posted By: wraggster
The first Super Mario 3D Land review has arrived in the latest issue of Edge, which is landing with subscribers now.
The magazine slaps an 8/10 score on the end of its verdict, which labels the game "Mario, not quite as you know him, but perhaps as you faintly remember him from days gone by".
Unlike the Mario Galaxy games, 3D Land's "timed courses are defined by the straighter edges of the cubes, blocks and titles from which they are constructed", but "they're no less tightly designed", Edge says.
3D Land's levels are also "enhanced by some of the best, most subtle use of 3D" on 3DS to date, the mag adds, but it's less impressed with the range of power-ups on offer.
It takes issue with the Tanooki suit's prominence in the game, noting that its over-use "can come close to undermining the experience", and suggests the new boomerang suit "feels redundant, offering very little that a fireflower can't".
http://www.computerandvideogames.com...w-810-in-edge/
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October 25th, 2011, 21:55 Posted By: wraggster
Last month, Nintendo quietly unveiled the SlidePad -- a battery-powered "extended slide pad" for the 3DS, slated to hit the Japanese market on December 10th. At the time, there was no indication that the add-on would be coming to North America anytime soon, but according to Capcom, it's on its way. Speaking at New York Comic Con last week, Capcom's Ryan McDougall confirmed that the attachment will indeed arrive Stateside by February 7th, alongside the company's new 3DS game, "Resident Evil: Revelations." It's not clear whether the add-on will arrive for other games released before February, but it may very well have a different name by the time it does. According to Siliconera, Nintendo has already filed a Japanese trademark for the name Circle Pad Pro, which could be the moniker we'll be seeing in the West. Nintendo, it should be noted, has yet to confirm any of this, nor has it mentioned anything about US pricing, but we'll let you know as soon as we hear more.
http://www.engadget.com/2011/10/25/n...me-circle-pad/
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October 25th, 2011, 23:18 Posted By: wraggster
A pink 3DS model will be available in Australia and Europe on November 17 and 18, respectively. Dubbed "Lavender Pink" in Oz and "Coral Pink" in Europe, the European edition will receive nintendogs + cats bundled in.
Europe will also receive another 3DS bundle, with the Ice White handheld including Super Mario 3D Land. It will be available on the same day as the pink bundle on November 18.
Neither the Ice White nor Coral/Lavender Pink 3DS models have been announced for North America.
http://www.joystiq.com/2011/10/25/au...io-3ds-bundle/
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October 25th, 2011, 23:27 Posted By: wraggster
Oh, you're still worried about the unfortunate form factor of the Nintendo 3DS slide pad peripheral? That's old hat -- Andriasang recently uncovered an attachment which further turns the once sleek handheld into an unpocketable monstrosity: The Hori Mario Kart 7 steering wheel.
The attachment, which carries the official Nintendo seal and will cost ¥1,280 ($17), snaps onto the back of the handheld to give players who use the game's tilt-to-steer functionality a greater sense of ... realism? We guess? All we know is that it better come with a fanny pack to carry around its unwieldy frame, and then some sort of invisibility cloak to protect the wearer from being savagely beaten by everyone who sees them.
http://www.joystiq.com/2011/10/25/he...wheel-for-3ds/
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October 25th, 2011, 23:37 Posted By: wraggster
With the 3DS not doing as well as Nintendo would like, and with a pressing need to get the device in as many hands as possible before the Vita hits, it's issuing two new holiday bundles of ... the DSi XL.
On November 6, you'll be able to get Nintendo's oversized handheld in new Midnight Blue or Metallic Rose colors, each with a copy of Mario vs. Donkey Kong: Mini-Land Mayhem, for the normal DSi XL price of $169.99.
That's the same price as the 3DS, by the way. So, basically, these bundles areexcellent competition for the new system.
http://www.joystiq.com/2011/10/25/ge...-this-holiday/
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October 25th, 2011, 23:43 Posted By: wraggster
We get it. Everybody deserves to come home from a long day at the office and embrace a loved one, whether it be an actual human being, a pet or just a really awesome pillow. In this case, it's all pillow. Get it? Get it?!
Ahem, sorry -- Nintendo's latest Club Nintendo Platinum goodie for Japan (yeah, we're upset, too) has us all aflutter with excitement. It's the very awesomeMario pillow you see above, available as one of three different freebies for Platinum members. The other two freebies up for grabs are two table calendars or two different soundtracks, from a total of five, though we know eligible members would never go against the pillow. Because that'd just be insane.
http://www.joystiq.com/2011/10/25/cl...-to-envy-japa/
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October 25th, 2011, 23:50 Posted By: wraggster
Nintendo subsidiary Hal Laboratory scrapped three different Kirby projects before finally getting it right with forthcoming Wii title Kirby's Adventure.
As revealed in a new Iwata Asks interview on the official Nintendo site, the three still-born projects were all planned GameCube titles.
The first, which was shown off briefly at E3 in 2005, bit the dust following problems getting a multiplayer mode up and running.
"It was a Kirby game based on the concept of four-person simultaneous gameplay," explained series producer Shigefumi Kawase.
"That was when I learned how difficult it is to make a game that is both multi-player and single-player."
The second unfinished title was "an experiment with extremely challenging gameplay that placed Kirby in 3D space and allowed players to freely move around," added Kawase.
"Unfortunately, we weren't able to achieve the quality we hoped for and it never reached completion."
Finally, a more straightforward 2D platformer also failed to make it to completion.
"The third one involved an animated Kirby sort of like a pop-up book. We renewed the Copy Abilities, and tried to power it up. We spent 11 years… making and abandoning these three games."
Check out a screenshot from each in the gallery below.
Kirby's Adventure, due out on Wii on 25th November, is HAL's first home console Kirby game to make it onto shelves since Kirby 64: The Crystal Shards in 2000.
"For 11 years, we wanted to deliver a Kirby game to the fans, and I'm terribly sorry that we couldn't," said Kawase.
"A lot of people at the company were frustrated as well, but this time we properly completed the game. HAL Laboratory will continue to challenge itself. I want to release many more Kirby games."
http://www.eurogamer.net/articles/20...ed-kirby-games
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October 26th, 2011, 23:56 Posted By: wraggster
Looking to spring for a new handheld gaming system this Christmas? The Big N is doing its darndest to nudge you in that direction with a new spin on the Metallic Rose and Midnight Blue versions of the DSi XL. Both painted handhelds will be available in bundles alongside Mario vs. Donkey Kong: Mini-Land Mayhem!. These will set you back $170 a pop for each package deal, and you've got about a week to search the couch cushions for spare coin. You know, just in case the Mini-land ruckus can't wait for Santa's delivery.
http://www.engadget.com/2011/10/26/n...-time-for-the/
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October 27th, 2011, 00:16 Posted By: wraggster
Nintendo's recurring losses for the first half of the financial year could be double what the company forecasted, Reuters reports.
The Japanese business daily Nikkei expects Nintendo to post arecurring loss of ¥100 billion ($1.32 billion/£823.5 million) when it publishes its financial results tomorrow - significantly higher than the ¥55 billion predicted in its guidance.
Nikkei acknowledged the strength of the Yen as an important factor, estimating that Nintendo - which makes 80 per cent of sales outside of Japan - suffered ¥40 billion in foreign exchange losses in the six month period ending September 30.
Following the report, Nintendo's shares fell by 7.5 per cent to ¥10,800 ($142.3/£88.94).
For a full breakdown of Nintendo's recent stock performance, read Rob Fahey's Stock Ticker article.
http://www.gamesindustry.biz/article...billion-report
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October 27th, 2011, 00:46 Posted By: wraggster
[lovablechevy] loves her Retro Duo console, especially since it takes up less space than the NES and SNES it has replaced. There’s a small problem though: the Retro Duo isn’t 100% compatible with her old Nintendo cartridges. Battletoads is a deal breaker for her, so she built Nintenduo, an NES/SNES console that uses all original Nintendo hardware.
The Queen of Bondo began her project with a top-loading NES and the smaller revision of the SNES. There’s a Photobucket gallery showing the innards lovingly placed in their new plastic home.
Not only can [lovablechevy] play classics like Paperboy, Donkey Kong Country, and the Super Mario RPG that are incompatable with the Retro Duo, all the accessories like the Zapper and Power Pad now work.
The finished build is very small; not much bigger than an SNES 2, and is nearly dwarfed by the gigantic NES cartridges. She posted a video of herself trying not to shoot the stupid Duck Hunt dog with her Nintenduo. Check it out after the break.
http://hackaday.com/2011/10/26/ninte...the-same-case/
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October 27th, 2011, 00:50 Posted By: wraggster
Like with previous Mario titles, the little plumber's creator is once again involved in Nintendo's next project, Super Mario 3D Land. In a recent Famitsu interview (translated by 1UP), Shigeru Miyamoto explains his role as "general producer" on the title, saying that he was uninvolved until about halfway through the project. "I kept my distance from the project at first, but became more deeply involved midway -- I don't think it'd be satisfying as a Mario game to everyone unless I made myself known on the little details," he says.
Miyamoto further details his work on the project, specifically citing his work as helping to "fine-tune the numbers" behind things like Mario's iconic jump or run speed. He also points out that Mario's upcoming 3DS game draws from the world of Super Mario Bros. 3, while the "New" Super Mario Bros. titles drew from Super Mario World's foundation. Neat!
"The New Mario series was an effort to get back to the core of it," he adds. "And this game is kind of an in-between -- it's 3D, but it's a Mario that lots of people can play." To that end, Super Mario 3D Land will feature a hint system akin to other recent Nintendo first-party titles, which Miyamoto teases briefly. But you wouldn't need such a thing, right?
http://www.joystiq.com/2011/10/26/ye...r-mario-3d-la/
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October 27th, 2011, 00:58 Posted By: wraggster
The relative ease of Kirby games usually result in their powderpuff protagonist avoiding death from start to finish -- however, Kirby's not immune to the most permanent form of death there is: Project cancellation. In the most recentIwata Asks, Kirby's Return to Dreamland producer Shigefumi Kawase revealed that three installments in the franchise were killed off mid-development, explaining "We spent 11 years ... making and abandoning these three games."
The three Kirby titles in questions would have been starkly different: One was a 2.5D four-player adventure title (sort of like Return to Dreamland, but with more depth), one was a fully-3D exploration-centric game and the other was an animated platformer with "pop-up visuals." They sound charming as all-get-out, which makes us all the more forlorn that they're dead as doornails. Goodnight, sweet princes. May flights of angels sing thee to thy rest.
http://www.joystiq.com/2011/10/26/iw...-decade-in-th/
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October 27th, 2011, 01:05 Posted By: wraggster
Whereas New Super Mario Bros. Wii had SNES classic Super Mario World "at its core", Nintendo's forthcoming Super Mario 3D Land deliberately harks back to NES landmark Super Mario Bros. 3, according to creator Shigeru Miyamoto.
The Nintendo veteran told Famitsu (as translated by 1Up) that's a result of the NES classic's Tanooki suit being a natural fit for 3D gameplay.
"Part of that is because a lot of the staff is from the Mario 3 generation, but there's also the fact that Mario's falling speed is cut down a fair bit in the 3D titles," he explained.
"It's more fun to have him zoom down in the side-scrolling titles, and it's more fun to make it a lighter sort of thing in 3D. That's why implementing the Tanooki stuff made more sense here."
Miyamoto also detailed exactly how much involvement he'd had in the development of the 3DS title. Apparently he kept his distance at first but in the end, as seems to be the case with most of the recent Mario games, he couldn't help but stick his oar in.
"For this game, I worked as general producer," he said.
"I've made the Mario series alongside Takashi Tezuka, and especially I tend to be the main person in the 3D games. With those titles, I've been working alongside the producer Yoshiaki Koizumi for a pretty long time, so 3D Land is being made with him overseeing a group of younger directors.
"I kept my distance from the project at first, but became more deeply involved midway - I don't think it'd be satisfying as a Mario game to everyone unless I made myself known on the little details."
He went on to explain exactly what those "little details" constitute.
"Well, like how the enemies in Mario should be, or what the music should sound like," he said.
"It's hard to put into simple terms, but it's something that I really have to be looking at or else it won't happen. Having a new control scheme can really erase that Mario-ness from the game, and you'd be surprised at how long that can go unnoticed during development.
"Still, the main points of it became clear as we discussed it - for example, how much acceleration Mario should have in order for his jumping to feel really good and Mario-like. I helped fine-tune the numbers behind all of that; it was a really fun part of development."
Miyamoto also offered up a little insight into how much of a challenge the 3DS game packs.
"If you just want to finish the game, that's relatively easy. Try to collect all the Star Medals, though, and you'll find it pretty tough. There are other features in the game, too, for players confident enough in their skills."
You can find out for yourself when the game launches on 18th November. Judging by Eurogamer's recent Super Mario 3D Land preview it's shaping up very nicely.
http://www.eurogamer.net/articles/20...b3-at-its-core
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October 27th, 2011, 01:25 Posted By: wraggster
Peripherals specialist Venom will distribute a range of officially licensed 3DS peripherals.
The firm has the exclusive UK and Ireland distribution rights for Project Sustain’s 3DS range. There are nine products currently on offer, including mushroom ear buds, folio cases and in-car chargers.
These are available now and are already stocked by retailers such as Tesco.
“The Project Sustain range is a fantastic addition to what Venom currently offers,†head of business development Tom Hodge told MCV. “As a brand we are constantly striving to offer a one-stop shop for our retail partners. The 3DS is going to have a great Christmas and the licensed range will help retail make the margin they need.
“With the recent price drop on 3DS we expect to see some real traction on this product leading up to and beyond Christmas.â€
The range is one of several officially licensed lines in Venom’s portfolio.
http://www.mcvuk.com/news/read/venom...s-range/087000
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October 27th, 2011, 01:28 Posted By: wraggster
It looks as if the secondary joypad accessory being released for the 3DS final has a name.
Siliconera reports that Nintendo has trademarked the name ‘Circle Pad Pro’ in Japan, It has also trademarked ‘Slide Pad Expansion’ in Japanese, suggesting the former moniker is destined for the rest.
Pictures of the peripheral first appeared in August. MCV admits to having a little chuckle at its expense, and no one was as surprised as us when Nintendo officially confirmed the unit in September.
It will be compatible with a number of titles including Monster Hunter 3G and Resident Evil: Revelations.
http://www.mcvuk.com/news/read/3ds-c...-a-name/086997
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October 27th, 2011, 01:39 Posted By: wraggster
Nintendo's Legend of Zelda 25th Anniversary Symphony concert came to London last night, giving fans of the series a rare opportunity to witness some of gaming's most recognisable anthems performed by their creators.
Doors opened at 6.30pm and quickly the halls of the Hammersmith Apollo filled with costume-clad Zelda fans, including one keen pair dressed as Ocarina witches Koume and Kotake. We're glad we weren't sat behind them.
An excitable atmosphere built up until eventually the Royal Philarmonic Concert Orchestra took to the stage, on the backdrop of a giant screen showing off visuals from the games.
http://www.computerandvideogames.com...chants-london/
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October 27th, 2011, 01:40 Posted By: wraggster
GoldenEye Reloaded is out next Friday, November 4 and in case you missed it we're running a great competition the night before to decide the ultimate GoldenEye player with a fantastic prize of a PS3, big screen Sony TV and assorted gaming goodies worth hundreds of pounds up for grabs.
But we also caught up with Activision producer for GoldenEye Reloaded, James Steer, at a recent multiplayer event, to talk Bond, guns and gadgets. We started off by quizzing him on the huge multiplayer legacy of the series.
"We talk about the original N64 game as being like the godfather of first-person shooters," said Steer, "You know especially from a multiplayer, split-screen point of view. People loved it."
Naturally, we wondered if this created any additional pressure when it came to creating the multiplayer side of GoldenEye 007 Reloaded, given its illustrious heritage.
"There's a pressure, but it's also quite an honour to work on it," said Steer. "We create our own pressure in that way, because we want to do the best thing we can, the best Bond game that we can make, let alone the best GoldenEye game."
"So yes there is a pressure, but it's a good thing I think. Everyone wants to make games that people love and recognise and GoldenEye is hugely popular, so that's great."
You can check out our impressions of the game in our recent multiplayer hands-on preview.
And don't forget, if you're available to play at HMV Gamerbase in Manchester on Nov 3, why not come along and try winning that GoldenEye prize yourself?
Not only will you have a chance to win all those gaming goodies, plus some splendid runners-up prizes, but there'll be food, drink, Bond girls and our video team will be on hand to immortalise your efforts for posterity.
http://www.computerandvideogames.com...k-on-reloaded/
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October 28th, 2011, 00:24 Posted By: wraggster
As of the end of last month, Nintendo has sold 6.68m 3DS consoles.
It is below expectations, but is ahead of what the DS achieved during the same period.
The firm hopes the console is back on track, with sales on the rise following a substantial price cut in August
Nintendo said in its report that since the 'significant price revision' sales 'have been improving'. And that this price drop combined with a stronger software line-up should see sales grow during Christmas.
3DS software sales have now reached 17,560,000.
Meanwhile, worldwide sales of DS is fast approaching 150m, with Wii sales at 89.3m.
http://www.mcvuk.com/news/read/3ds-h...ts-sold/087029
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October 28th, 2011, 01:05 Posted By: wraggster
Nintendo has opened its own shop at the heart of the UK’s busiest High Street.
The Nintendo shop at John Lewis Oxford Street is part of the retailer’s £4m revamp of its Children’s department. It opened this week, stocking games and hardware for DS, Wii and 3DS, with Gem handling the category management.
It’s the start in what John Lewis described as a ‘fundamental’ push to turn around its ailing games offer.
The firm says the days of disappointing suppliers is over, and is reaching out to publishers in a bid to become a major family games retailer.Alongside the Nintendo shop, John Lewis has this week introduced new title pre-orders for the first time.
“Because of the challenges in the market, it has been difficult for John Lewis to carve out a niche for itself,†admitted games buyer Robert Hennessy. We offer something unique in the way we engage with the family.
“How far we take what we have with Nintendo at Oxford Street will be based on the sales reaction we get. We have 30 stores that could house something similar to what we have today.
“We are working with Gem. They are assisting us on a number of levels, such as through having games available to pre-order.
“It is my aspiration that within the next three to six months we will offer all the key software titles – ahead of launch through pre-order, and on the day of launch.â€
http://www.mcvuk.com/news/read/super-retail-bros/087009
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October 28th, 2011, 01:12 Posted By: wraggster
More terrible news from Japan: Nintendo has posted a $926 million loss for the first half of the fiscal year ending in March 2012. Take a second look at that number. That's 926 million dollars. As in "very close to a billion."
The sheer volume of that amount of cash is staggering. In ones, it would fill a room roughly the size of the one Scrooge McDuck uses to hold his gold. Now imagine simply handing that money over to ... someone. Iwata, perhaps. The point is, you had it and now it's gone. Sucks, right? OK, now you know how Nintendo feels. It gets worse.
http://www.joystiq.com/2011/10/27/ed...any-came-to-m/
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October 28th, 2011, 01:15 Posted By: wraggster
Sega recently announced the launch dates of two of its upcoming titles for the Nintendo 3DS. Folks waiting with bated breath for the three-dimensional puzzler, Crush3D, will be able to exhale earlier than the original projected late-February release date -- it's out on January 10 (January 13 in Europe). Worldwide athletes, on the other hand, can test their mettle when Mario & Sonic at the London 2012 Olympic Games lights the torch on February 14 (February 10 in Europe).
Well, we know what we're doing on Valentine's Day: Neglecting our significant others while we try and earn the gold with Dr. Robotnik in the Rhythmic Gymnastics event. They say his supple frame isn't built to twirl ribbons, but werespectfully disagree.
http://www.joystiq.com/2011/10/27/cr...rly-next-year/
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October 28th, 2011, 01:21 Posted By: wraggster
When Sonic Generations arrives on Nintendo's 3DS this November, it's going to let you show off to the world how totally into Sonic you are. That is, if you walk by spindash past other folks with a 3DS copy of the game somewhere out there in the real world. Sega revealed the game's 3DS-specific Spot Pass features this week, which it detailed as bi-functional -- trade missions with friends and exchange "profile cards."
Apparently, Sonic Generations comes with 100 extra missions that can be unlocked via Spot Pass, though the extra missions consist of the game's main levels, albeit modified with specific objectives (kill a specific type of enemy, time trials, etc.) As for the profile cards, 3DS gamers will be able to show off their percentage completion of Generations, as well as sharing various other info (messages like, "Eggman is #1!," for instance). Might we suggest adding your killer Sonic fanfic into that messaging area?
http://www.joystiq.com/2011/10/26/he...res-will-work/
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October 28th, 2011, 23:08 Posted By: wraggster
Nintendo is working on "new genres of software" for the 3DS to be launched over the next fiscal year.
Speaking to investors following its disappointing half-year results, Nintendo president Satoru Iwata compared the new range of software to Brain Training and Wii Fit - products that performed consistently over long periods while inspiring strong hardware sales.
"Aiming for the next fiscal year, we are also working on new genres of software that may attract people who are not particularly interested in video games," he said.
"In order to under our gaming population expansion strategy, we are planning to launch several new software titles in the next fiscal year."
Iwata began the presentation by admitting that he felt "greatly accountable" for the company's financial results falling below guidance, and for lowering its forecast for the full year. However, measures taken in the first half of the 2011, particularly the 3DS price-cut, will soon start to show returns.
"As for our Nintendo 3DS, the hardware markdown has resulted in a huge loss in this fiscal year. However, as we are going ahead with gradual cost-cutting efforts, from a profit standpoint, improvements are expected to be made in the next fiscal year."
"The present result of the markdown is just an improvement of sales pace of the hardware. After the upcoming November, however, anticipated titles for Nintendo 3DS will be continually released, which we hope will bring a big boost in the year-end sales season."
The 3DS is nearing a "certain sales point" where word-of-mouth will drive sales. Iwata expects this "favourable word-of-mouth cycle" to begin after the looming holiday period. "We can expect the Nintendo 3DS to enter into the phase where relevant information shall be communicated even to people who usually do not proactively seek video game information."
Iwata also described a number of new features for the Nintendo eShop in the next 3DS firmware update: developers will now be able to add content to their games after launch, game demos will be available for the first time, and users will be able to download content with the 3DS in Sleep mode.
Iwata also revealed that the eShop would be made available on the Web so it can be accessed via PCs and smartphones.
http://www.gamesindustry.biz/article...genres-for-3ds
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October 29th, 2011, 22:32 Posted By: wraggster
Nintendo's latest earnings report may be a litany of woe, but at least the outfit's semi-annual financial results briefing bore good news: the 3DS eShop is about to get a kick in the pants. Today's 3DS store gets the job done, but it's hampered by disorganized categories, limited accessibility, and poor download management. Want something better? It's on the way -- a late November update is slated to bring "sleep mode" background downloading to the fledgling console, and opens the door for publishers to release in-game premium DLC and "limited-play" demos. Nintendo is even taking steps to address the handheld's lousy shopping experience, announcing a companion website where users will be able to browse the eShop from a PC or smartphone. Eventually 3DS owners will be able to buy content directly from the eShop website, but at launch shoppers will need to scan a QR code with the handheld to make a purchase. It's not a perfect plan, but at least it's a start. Baby steps Nintendo, baby steps.
http://www.engadget.com/2011/10/28/n...artphone-shop/
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October 29th, 2011, 22:52 Posted By: wraggster
Nintendo will soon allow developers to create and sell virtual goods on 3DS games, according to reports.
Japanese business paper The Nikkei claims Nintendo will lift its ban on microtransactions as early as November. Nintendo has yet to confirm the claim.
If true, it could pave the way for a new currency model for games developers building content across Nintendo platforms.
It would even provide the monetisation framework to allow transaction-based games, such as MMOs, to launch on the new handheld. It could even, at least in practical terms, pave the way for free-to-play games to launch on Nintendo systems.
http://www.mcvuk.com/news/read/micro...-to-3ds/087055
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October 29th, 2011, 23:42 Posted By: wraggster
Make sure your health insurance premiums are all paid up; if you decide to replicate this project you may need it. [Corey], [Kris], and [Jess] built their own go cart which is controlled with a Wii remote. The website has a poor navigation scheme, but if you hover over the horizontal menu bar you can get quite a bit of information about the build.
The cart has two motors which use a chain to drive each of the rear wheels. A pair of H-bridge controllers let the Arduino interface with them. It’s also has a Bluetooth module that makes it a snap to pull accelerometer data from the Wii remote. The front end looks like it uses rack and pinion steering, but you won’t find a pinion or a steering column. Instead, a linear actuator is mounted parallel to the rack, moving it back and forth at the command of the Arduino.
We can’t help but think back to silent movies where the steering wheel comes loose in the middle of a car chase. See if you get the same image while watching the demo after the break. This doesn’t seem quite as dangerous as adding remote control to a full-sized automobile, but we’ve played MarioKart Wii before and know how lousy the accelerator performance can be. Hopefully the firmware kills the motors if the batteries in the controller die.
http://hackaday.com/2011/10/29/wii-r...ure-riding-in/
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October 29th, 2011, 23:56 Posted By: wraggster
Forthcoming 3DS platformer Super Mario 3D Land offers a more accessible, compact experience than the Wii's Super Mario Galaxy 2, that users can "gobble down", according to the game's director.
Speaking in a typically insightful Iwata Asks interview on the Nintendo site, Koichi Hayashida explained that he wanted 3D Land to be "like a hamburger" rather that Galaxy 2's "imperial feast".
"You can walk around with a handheld system, so some people can play on the train when you commute," he said.
"I live a few stations away from the station nearest from my home to the company's, so at first I thought I should aim for light courses that you could clear in about that time and stop playing whenever you got off the train."
Iwata chimed in, stating that approach is very different than the one taken in Super Mario Galaxy 2, which Hayashida also directed.
"Yes," he replied. "To me, Super Mario Galaxy 2 is like the Manchu Han Imperial Feast.
"It's the kind of game that says, 'There's all this laid out before you, so eat whatever you want!' To eat it all takes hours, so when you finish eating, your stomach is full. We put in everything that had built up since Super Mario Sunshine and made Super Mario Galaxy 2 to be a game that has everything."
In contrast, the development team aimed to "reset" the Mario experience when putting together SM3L, and offer users a more economical gameplay experience.
"This time, I wanted to make a compact game that, rather than the Manchu Han Imperial Feast, was lighter, like a hamburger you could just gobble down. I decided to start thinking from there," he added.
Despite the fact that the game was initially designed as "an entranceway, as an introduction to all the 3D Super Mario games we made before," Hayashida added that as development continued the team kept on adding more and more content until it was almost as meaty as Galaxy 2.
"We really wanted to make a game that's easy to get into, so we weren't planning on making it a game full of features," he explained. But once we started making it and included the special stages, it turned out to have quite a lot of volume."
"I agree that the volume is comparable with even the Super Mario Galaxy games so I'm not sure about it being compact," added Nintendo CEO Satoru Iwata.
You'll get to tuck into the full experience next month - the game arrives on stores on 18th November. In the meantime, give Eurogamer's Super Mario 3D Land preview a once over to whet your appetite.
http://www.eurogamer.net/articles/20...ke-a-hamburger
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October 29th, 2011, 23:57 Posted By: wraggster
So Nintendo posted a six-month 70 billion yen loss (-£579.3 million / -$926.3 million), and now braces for its first yearly loss in decades. But it's Nintendo - are things really that bad?
"For Nintendo, yes, things really are that bad," Wedbush Morgan analyst Michael Pachter answered Eurogamer.
"Nintendo started out this cycle with a dominant handheld position and made a conscious decision not to compete with Xbox 360 and PS3 on graphics. They expanded their handheld dominance, and their decision not to compete with Xbox 360 and PS3 worked, and five years later, they are dominant on both console and handheld. However, their momentum has stalled, as iPods and smartphones proliferate, and as the 'high definition' consoles have overtaken the Wii."
"I called for the Wii HD in 2009 and again in 2010 because I saw all of this coming, and had enough respect for Nintendo management that I presumed they had to see things the same way that I did. It is clear that they didn't share my view, and this week's earnings report and sharply lower forecast are the consequence of their decision to stay the course in the blue ocean rather than compete in the red ocean.
"Unfortunately," he added, "this week's results show that Nintendo's blue ocean is no longer blue; the sharks are not only circling, they are devouring Nintendo's market share at will."
Nintendo's flagship Wii console has lost momentum and is now outsold consistently by Xbox 360 in the US, PS3 in Japan and PS3 in Europe.
The 3DS was supposed to catapult Nintendo back on top. But it didn't, so Nintendo did something it hadn't since 1997, and slashed the price of the 3DS after not quite five months on sale (in Europe).
Selling hardware at anything but a chunky profit isn't Nintendo's style, and the company yesterday attributed a significant portion of the six-month "huge loss" to lowered revenue from 3DS hardware sales.
But for Screen Digest analyst Piers Harding-Rolls it's still "too early to call the death knell of the 3DS". "This Christmas will tell us a lot more," he told us, "and its performance over the next two months will also be key in convincing third parties to increase investment in the platform.
"Nintendo's blue ocean is no longer blue; the sharks are not only circling, they are devouring Nintendo's market share at will."Michael Pachter, Wedbush Morgan analyst
"At present, a lot of publishers are taking a wait-and-see approach and, even with a strong Christmas, I don't see major 3DS investment from third parties until the end of 2012."
Nintendo expects Super Mario 3D Land and Mario Kart 7 to bring home a big Christmas for 3DS - a handheld that has so far suffered from a lack of key Nintendo games. Will Christmas 2012 be the turning point for 3DS?
Whether it is or isn't, Michael Pachter believes 3DS will never achieve the same money-spinning success as DS.
"I said that the iPod Touch and the emergence of smartphones made it easy to deliver simple and fun games to the masses, carving out a sizeable chunk of the DS target market," Pachter said. "That has clearly happened, as is evidenced by Nintendo's lowered DS forecast and sharply lower DS/3DS software forecast.
"It's pretty clear that the potential for Nintendo handhelds is smaller now than it was when the DS was launched," he added, "and software sales are going to continue to suffer, as the value proposition of 'shovelware' on the handhelds has declined precipitously with the emergence of free-to-play and $0.99 games on iPods and smartphones."
Nintendo now expects to sell not 9 million DS consoles by the end of March 2012, but 6 million. Wii sales expectations are still 12 million for the full year, although Wii and DS software sales expectations declined.
Nintendo expects 3DS will still sell 16 million units by the end of the financial year, but the software prediction has fallen considerably from 70 million to 50 million units. Piers Harding-Rolls reckons hitting that 16 million hardware target will be "a challenge".
But, argued M2 Research analyst Billy Pidgeon, "slowing Wii and DS sales were expected". It was "the yen's relative strength against the US dollar and the Euro [that] was the real inhibitor here".
"Unfortunately," Pidgeon added, "the negative economic factor of a strong yen may continue to plague Nintendo and other Japanese companies dependent on American and European markets."
But what does all this mean for the future? What if 3DS sales don't pick-up, and what if Wii and DS sales also continue to decline - what will the ramifications be for Nintendo's new console, Wii U?
"The pressure is on for Wii U."Billy Pidgeon, M2 Research analyst
"The pressure is on for Wii U," acknowledged Pidgeon. "Wii and DS will continue to decline, so Nintendo needs a good uptake on Wii U hardware coupled with a good attach rate.
"Wii U is not likely to match Wii performance, but the attach rate should be better if enough quality software titles are available as a smaller base will be more enthusiastic."
"Both 3DS and Wii U innovate," Piers Harding-Rolls told us, "but neither at this stage offer the potential of as much mainstream engagement as their predecessors. Add in competition from non-specialist connected devices and Nintendo's business is looking much less robust than at the height of the Wii adoption.
"With the 3DS failing to perform, the company has had to cut the price - this will have a knock-on impact on other internal costs to make up the margin loss in other areas. This could mean a reduction in R&D spend or perhaps a reduction in content development investment across its products.
"Nintendo is likely to find 2012 a challenge as it waits to drive sales again with the launch of the Wii U. The strength of the yen against the dollar has exacerbated the situation."
Michael Pachter concluded: "The Wii U will either succeed early, forcing Microsoft and Sony to accelerate the launches of their respective next generation consoles, or will sell only modestly, allowing Nintendo's competitors to launch later."
Nintendo president Satoru Iwata commented today that Wii U will be released between April 2012 and March 2013. He didn't commit to a pre-Christmas 2012 launch.
http://www.eurogamer.net/articles/20...t-bad-analysts
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October 30th, 2011, 00:01 Posted By: wraggster
Nintendo has attributed the lack of "new key titles" for Wii to "preparation" efforts for Wii U.
Besides the upcoming Legend of Zelda: Skyward Sword, the only notable Nintendo-made Wii games of 2011 are Kirby's Epic Yarn and Wii Play Motion.
"Strong momentum is very important for game platform businesses and a strong software line-up to vitalise a platform is necessary to maintain this momentum," Nintendo presidentSatoru Iwata wrote in a half-year financial briefing.
"In the first half of this year, however, we could not make the continuing sales of the first-party software released last year as we had planned, nor, in the course of preparation of the next platform, could we release new key titles for the existing platform in a timely fashion due to completion delays until the latter half of this year."
A number of questions surrounding Wii U remain, despite developers receiving updatedWii U dev kits this summer. Just how powerful is Wii U? And what can it do online?
We'll find out next summer, apparently. "We would like to show the final format of the Wii U at the E3 show next year," Iwata announced.
He went on to offer update on a Wii U release date.
"We are also planning to launch the Wii U, which is the successor to the Wii, during the next fiscal year," he wrote.
Nintendo's financial year runs from April 2012 to March 2013. But the absence of Christmas 2012 from his vocabulary suggests Nintendo may intend to use those final three months, January to March. The 3DS launched in Japan in February, and in the US and Europe in March - is Nintendo planning something similar for Wii U in 2013?
Perhaps - but Iwata is adamant that the Wii U arrival will not suffer the same setbacks as the 3DS did.
"As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch," he pledged.
Nintendo yesterday revealed a big financial loss for the first six months of its financial year (April to September). This in turn led to the company predicting its first full-year loss in decades.
http://www.eurogamer.net/articles/20...me-development
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October 30th, 2011, 00:04 Posted By: wraggster
Nintendo president Satoru Iwata says the Wii U will learn from the "bitter lesson" of the Nintendo 3DS's troubled launch.
Speaking to investors following confirmation of its huge £578m loss, Iwata promised the platform holder is going all out to make sure the Wii successor heralds a reverse of fortunes for the company.
"We are planning to launch the Wii U, which is the successor to the Wii, during the next fiscal year," he told investors in Japan.
"We would like to show the final format of the Wii U at the E3 show next year. As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch."
In the same meeting the Nintendo boss said he feels "greatly accountable for missing our financial forecast for the half year ended September and revising downward our forecast for the full year".
He explained: "The company was unable to launch much-anticipated first-party titles for the Wii nor for the Nintendo 3DS in a timely fashion in the first half of the term. In the game platform business, creating momentum is very important, but the momentum was once lost, and it has had a large negative effect on our sales and profits."
http://www.computerandvideogames.com...on-iwata-vows/
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October 30th, 2011, 18:45 Posted By: wraggster
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress and updates will happen whenever I can find the spare time. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code. Please submit your ideas, bug reports or anything else via the discussion page if you wish to help in any way.
Version 0.60 is now released - This release does not really add that much to the game itself, as I’ve been spending my time on things like socket programming. The game now downloads via http, so things like auto update and tune downloading are now possible. To add more tracker mods or ogg vorbris music, take a look in the games folder for the GameConfiguration.xml file.
http://code.google.com/p/wii-bolt-th...downloads/list
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October 30th, 2011, 18:48 Posted By: wraggster
The Game Boy Advance of Final Fantasy V featued a terrible port of the music, with aggressive instruments. This hack was made to fix this problem by re-inserting back the original SNES soundtrack in the GBA game.
In this version 2.0, the Final Fantasy V Advance Sound Restoration hack has been completely remade from scratch in a new version, using the same technique used in the Final Fantasy VI advance patch, where the soundtrack was entirely re-sequenced.
The hack also changes a few sound effects, and features a fully orchestrated introduction !
As a plus, this hack also greatly reduces lagging problems that were introduced by reducing the CPU usage for mixing sound. Now all spells will play their animations at the original SNES rate.
RHDN Project Page
Relevant Link: (http://www.romhacking.net/hacks/563/)
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October 30th, 2011, 21:44 Posted By: wraggster
At the end of the latest firmware for the linker EZ5i, many cases of brickage had been reported by various users. Following these events a little annoying, so that's a unbrickeur which should please those who have suffered from this bug update.
The procedure is relatively simple, but imposes some constraints: The unbrickeur must absolutely be launched from a functional linker and only on Nintendo DS (phat or lite). Once started, simply remove the linker "launcher", insert the EZ5i brig, then press Y. With any luck, the references of the linker patients will be detected (705 or 805) and you can follow the repair procedure. Otherwise, pretty ffff appear in place and will mean your death irremediable EZ5i (rest his soul). EZ5i Unbricker 1.0 Official Site: http://www.ezflash.cn
http://mobiles.gx-mod.com/modules/ne...p?storyid=9714
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October 30th, 2011, 21:53 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com for the Dreamcast, Dingoo, GP2x, Wii, PSP and Wiz.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
r3567 | utunnels | 2011-10-29 07:35:42 -0400 (Sat, 29 Oct 2011) | 1 line
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
Change check_range macro so it returns true when minrange==maxrange..
Download Via Comments
via http://lavalit.com:8080/OpenBOR/down...p?file=OpenBOR
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October 30th, 2011, 22:04 Posted By: wraggster
postLoader2, made by GBAtemp member stfour, has been updated from version 2.37.7 to 2.38.1. This Wii application's purpose is to be used in conjunction with Priiloader as an alternative to the Homebrew Channel and/or system menu, and also supports launching Wiiware/VC titles from real or emulated NAND. See below for current features and what's new, and join the on-going discussion for the latest (off-site) download and more information about this homebrew project's progress.
Current features •If started from priiloader it gains AHPBROT and spawn full hardware rights to homebrew applications
•Autoboot your default application/channel: If you don't press (A) in time to enter in interactive mode, postLoader will launch the predefined app (if enabled)
•Wii System Channel replacement: Can browse and run Channels, WiiWare and VC.
•HB Channel replacement: It can be used to browse homebrew application, with it own interface.
•Can run Titles from real and emulated NAND on SD or USB (folder support in future)
•Titles can be voted and/or hidden
•Homebrews can be hidden
•Sort titles by vote/name
•Titles filters (System channels/wiiware/neogeo/c64... etc)
•Fast titles search
•Download title icons from wiitdb
•Support interactive application sorting
•Full support for meta.xml arguments and all other tags.
•It support sub-folders for homebrew (see notes)
•Can browse SD and USB device (FAT32 on first/active partition)
•Support custom splash screen (only from SD device)
•Direct access to BOOTMII
•Full support for UNEEK environment. May work under SNEEK
•Support for Wiimote and GC controllers
•Alternate nand folder support (other than classic root)
•Intergrated UNEEK nand switcher
•WiiLoad support
QUOTE: Change Log 10/28/11•Postloader can now boot currently inserted disc. (press home "run disc")
•Corrected REAL NAND titles access without using ios249 (if AHBROT is available)
•Adjusted some ui messages
•Corrected wiiload functionality after cover download
•Only new covers are downloaded
•If priibooter fail to mount usb, postloader do not try again (priibooter 1.7 required).
•priibooter updated to version 1.7
•Support for wiiload args was disabled in 2.37.7 (just a mistake)
•Corrected a bugs that was keeping wiiload thread in receiving state if communication is interrupted/broken
•readmii.txt update and now have it's own version number
Known issues/todo (in sparse order)
•TODO: add uneek+di(cDI) game selection interface
•TODO: priibooter gui
•TODO: multi splash screen support
•TODO: new ICON !!!!
•TODO: patch uid.sys under neek
•TODO: more theme options
•TODO: runtime theme switch
•ISSUE: if a channel png is corrupted, postloader may crash
http://gbatemp.net/topic/299384-post...st__p__3948747
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October 30th, 2011, 22:07 Posted By: wraggster
PainTown, made by kazzmir and juvinious, is an open source 2-D fighter for the Wii, Android, and PS3. This beat 'em up game is customizable and supports user created content and functionality. See below for the change log, and be sure to check out the project's page for information about how to utilize the game's features.
QUOTE: Current Features•Low CPU and GPU requirements
•Network play
•Dynamic lighting
•Joystick support
•mod/s3m/xm/it music modules
•Scripting with python
•M.U.G.E.N engine
QUOTE: Change Log 10/20/11Paintown Engine:
•A new move list dialog shows all the attack moves for a player
•Local multiplayer co-op
•Much improved joystick support
Paintown Editor:
•Re-organized the layout
•Onion skinning
•The background color of the animation window can be changed
•Additional convenience tools were added
Mugen Engine:
•Characters and stages are discovered in the background without having to modify select.def
•Many parser bugs were fixed
Menu:
•Menu items can be customized
Other:
•Ports to Android, PS3, Wii
•MP3 and Ogg support
http://paintown.sourceforge.net/
via http://gbatemp.net/t311993-paintown-v3-5-0
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October 31st, 2011, 21:57 Posted By: wraggster
Nintendo president Satoru Iwata has confirmed that the Wii U will be showcased at E3 next year.
In an investor presentation following the company's recent financial results, Iwata explained that E3 2012 will feature the final version of the Wii U.
"As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch," he said.
In the same presentation, Iwata also promised more consistent software launches and "new genres" for the troubled 3DS.
Last week, Nintendo posted a net loss of ¥70 billion for the sixth month period ending September 30, 2011.
http://www.gamesindustry.biz/article...-u-for-e3-2012
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October 31st, 2011, 22:04 Posted By: wraggster
Nintendo is holding back a number of key 3DS titles so as not to swamp the Christmas release schedule, the platform holder has revealed.
Speaking during an investor Q&A last week, just posted on Nintendo's official site, CEO Satoru Iwata explained that, although it preferred not to delay games as they "need to stay fresh", the company has been compelled to push back a few completed 3DS titles into 2012.
"Video games need to stay fresh, so it is not practical for us to put them on hold for too long, but we think that some of them may be held for a certain amount of time so that there will be a short interval between when they are completed and when they are launched.
"We are taking on this sort of challenge for the Nintendo 3DS. For example, when we look at the software lineup for the year-end sales season, it is so dense that, if we added any more software, the total sales would not increase.
"Accordingly, we have intentionally delayed the launch of some software titles to early next year."
Nintendo titles confirmed for release before the end of this year include Super Mario 3D Land and Mario Kart 7. Kid Icarus: Uprising, Luigi's Mansion 2, Paper Mario and Animal Crossing are among those due at some point next year.
Elsewhere in the presentation, Iwata told investors that he hoped to see more core-orientated third party titles on the system in 2012 and beyond.
He explained that Western developers have been waiting for the 3DS to build a bigger customer base before committing to developing for the platform. With the handheld beginning to pick up momentum, he argued, they should be jumping on-board soon.
"As a matter of course, it requires more time to develop such titles," he said.
"Since in Japan, the importance of software for handheld systems among the entire video game business is larger than that for home console software, handheld software is the main battlefield for Japanese publishers.
"On the contrary, for the US and European publishers, software for home console game systems is the main arena. Therefore, putting a higher priority on spending development resources and allocating teams to the development of software for handheld game systems can be decided only after a decent market is created for the handheld hardware.
"If the Nintendo 3DS had been able to sell a lot more in the beginning," he continued, "third-party publishers would have announced by now which software they would launch. But due to the slower-than-expected sales start, everyone was in a wait-and-see mode.
"The situation is starting to change, and (after they see the results of the year-end sales season,) there will be more changes from next year and beyond."
Iwata added that with Western developers being slow to step up, it was a great opportunity for Japanese studios to take the limelight.
"If I may add one more remark in this regard, about the quality Nintendo 3DS software made by Japanese software publishers, this is the great opportunity for them to expand their market to outside Japan," he said.
"I think one of the very important jobs of Nintendo is to identify the third-party software made in Japan which, we believe, will have a strong affinity with the tastes in the overseas markets and, thus, have a strong market potential there, and we will collaborate with them to make these titles into hits.
"So, with these different efforts, we would like to enrich the software lineup for the markets outside Japan as well from next year, which will become one of the contributing factors for our improved profitability in the next fiscal year."
As detailed last week, it's been a rough year for Nintendo so far, with the platform holder reporting losses of around £580 million for the last six months.
http://www.eurogamer.net/articles/20...k-3ds-software
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October 31st, 2011, 23:16 Posted By: wraggster
NightFox's Lib has been updated to version 20111011 BETA. Our apologies for the late report.
What is Nightfox's Lib?
A small lib to help you to code games & applications for your Nintendo DS console. You can find functions to manage backgrounds, sprites, colision maps, text, sound effects, etc. Requires lastest Libnds to work (part of devkitPro).
NightFox (Google Translation)
New version of the library with the following changes:
•Optimized the management of 3D Sprites and Sprites VRAM.
•Fixed bug in the management of VRAM of 3D Sprites and Sprites (sometimes, gfx of sprites gliches after delete & create them a lot of times in a row).
Greetings!
http://www.nightfoxandco.com/index.p...-ver-20110911/
via http://www.ds-scene.net/?s=viewtopic&nid=11321
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November 1st, 2011, 00:24 Posted By: wraggster
via http://www.emucr.com/
SSNES v0.9.1 is released. SSNES is a simple frontend for the libsnes library. libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form. The libsnes API has been implemented by SNES9x as well, allowing multiple different cores to be used for an emulator that supports libsnes. This enables the possibility of custom front-ends for the emulator.
SSNES v0.9.1 Changelog:
- Fix build for Clang.
- Fix deprecation warnings in FFmpeg.
- Juse more sane SSE optimizations for sample conversions.
- Allow screenshots while paused.
- Check more explicitly for XVideo/Xext libraries.
- More accurate colors for rewind.
- Screenshot directory now defaults to ROM directory.
- Allow additional meta-keys to be read within Python scripts.
- Use floating point uniforms for state tracker.
- Add backwards compatible extension to libsnes allowing much better handling of window geometries.
- Change default aspect ratio handling to 1:1 PAR.
- Add Select all/Clear all to log window in Phoenix.
- Fix strange bug causing random events to fire off in Phoenix (Windows).
- Several bugfixes.
https://github.com/Themaister/SSNES
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November 1st, 2011, 00:26 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2333 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2333
fix newppu bug (allegedly a nondeterminism, but i cant tell how) which prevented metroid from booting.
http://fceultra.svn.sourceforge.net/
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November 1st, 2011, 00:35 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4117 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4117
- Fixed a crashing bug when reading from a cheat database, which would cause invalid memory accesses on 64-bit systems.
- Fixed a dangling pointer bug when reading from a cheat database.
- Fixed many potential buffer overflow issues related to C-string usage.
- Increased the memory allocation for cheat items to account for very large database entries. Also, the new behavior of any exported database entry that attempts to exceed the memory allocation is: Too big code size will not read. Too big description will be truncated.
http://sourceforge.net/projects/desmume
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November 1st, 2011, 00:36 Posted By: wraggster
via http://www.emucr.com/
SaveGame Manager GX SVN r114 is released. SaveGame Manager GX is a SaveGame & Mii Manager for the Wii with GUI based on LibWiiGui by Tantric,
Features:
SDHC and USB2 support
Protected save support
Mii Support
Multilanguage support with Custom Font
WiiTDB support
Display information about savegames/miis in a special windows
Extract, Install, Delete, Copy, Move fonctions are available
Online AutoUpdate
Widesreen support
ScreenSaver
SaveGame Manager GX SVN Changelog:
r114
* Changed illegal fat charaters fix and added a fonction to change old extracted
filename while installing the save
* Added new illegal fat charaters fix to extract a data.bin to storage device
fonction
* Fixed a problem who corrupt file datas while extracting a data.bin to a custom
path
* Fixed freeze for Wii with no internet connection (thanks to
http://gbatemp.net/t301061-how-to-fi...le-running-in-
ahbprot-mode)
* Added ES AHBPROT patch to keep AHBPROT flag enabled while an IOS reload
* Changed everything from WiiTDB to GameTDB (using new host and name)
* Added quick switch between system font and old font (fixed memory leak in font
change) (thx dimok)
http://code.google.com/p/savegame-manager-gx/
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