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November 1st, 2010, 12:20 Posted By: wraggster
Nintendo president Satoru Iwata has pointed out to investors that the Wii is still selling better than the PS2 was at this stage of its lifecycle in the US, with 27.14 million units sold after four years at market in comparison to PS2's 22.09 million.
Iwata also made clear that, although sales figures for the console had dipped from peak levels, the January to September sales figures for the consoles fifth year, 2010, were better than those of the PS2, still the best-selling home console overall in North America.
From January until September 2010, Wii sold 3.21 million units, 22 per cent more than the PS2 did in the January to September period of its fifth year.
"I hope each and all these charts will convince you that Wii, as a machine set to welcome its fifth holiday sales season, can never be considered to have lost momentum," Iwata told investors.
The president was also confident that Nintendo would be maintaining their historical sales lead over PS2.
"Wii's cumulative units-sold lead over PS2 until its fourth year in the US market was 23 per cent. For Wii to maintain or extend this 23 per cent lead in its fifth year, Nintendo will need to sell 5.7 million units of Wii hardware in the US, but it looks like that there won't be so much trouble for the company to outnumber this."
The figures were part an extended presentation on the current state of the console market and Nintendo's position in it - an attempt by Mr Iwata to calm investors after Nintendo's relatively negative financial reports were interpreted as a sign of decline by some analysts. Nintendo said the loss as purely due to re-evaluation of assets held in foreign currencies after a strong period of growth for the yen.
Included in the report was an assessment of the DS's dropping figures, in which Iwata conceded that the slowing sales were something to be concerned about, even though market share in the handheld arena had increased for the DS in comparison to the PSP.
"While this year's Nintendo DS hardware unit sales fell in the first nine months in comparison to the same period last year, Nintendo DS increased its market share from 81 per cent to 83 per cent," he said.
"Of course, we cannot afford to feel happy about this increased market share at all now that the total unit sales have declined. Now that Nintendo DS hardware has reached such a high level of its installed base, it has become even more important for us to materialise the remaining sales potential."
Moving on to Europe, Iwata was forced to admit that the sales figures painted a pretty unconvincing picture for Nintendo, showing that the company had lost ground to its rivals in the territory, although he quickly pointed out that the Wii was still dominant.
"Xbox 360 has increased its sales after the model change, particularly in the UK. So far in 2010, PS3 has outperformed its 2009 sales and, quite recently, it has been leading the European market," Iwata said.
"When we make a year-on-year comparison, Wii showed a decrease and both Xbox 360 and PS3 showed increases, but the fact that Wii has been the best-selling home console hardware with the largest share has not changed."
The DS's position in Europe also came under scrutiny, with Iwata pointing out that, although rife piracy had undoubtedly affected software sales, illegal copying couldn't account for the total reduction - instead he identified a continuing increase in the astuteness of the DS's audience, tacitly admitting that some of the DS's previous software dominance had been down to market saturation and some naivety on the part of the consumer.
"The days when any Nintendo DS software could sell are over and consumers have become more selective," Iwata confessed, "and, as a result, the gap in the unit sales between hit titles and non-hit titles has expanded and, almost at the same time, illegal copies have spread across Europe. Also, after the 'Nintendogs' and 'Brain Training' software titles showed explosive sales there, we have been unable to offer another software title that European consumers really feel like purchasing."
http://www.gamesindustry.biz/article...momentum-in-us
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November 1st, 2010, 18:58 Posted By: wraggster
The WiiWare version of Super Meat Boy won't make its planned November lunch window, according to developer Team Meat.
"attention internets, the wii version is NOT coming out in Nov its impossible. we havent even gotten the size down under 50mb yet (goal=39mb)," the studio said on Twitter.
In better news, the tricky, quirky 2D platformer - which launched a few weeks ago on Xbox Live - is on track to hit PC this month as originally planned. It'll be out via Steam in the last week of November.
Our chums at OXM awarded Super Meat Boy a perfect 10, saying of the title: "This may well be the best tenner you ever spend."
http://www.computerandvideogames.com...VG-General-RSS
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November 1st, 2010, 21:08 Posted By: wraggster
Harmonix's hope that low sales of Guitar Hero: Warriors of Rock were caused by anticipation surrounding Rock Band 3 have been dashed this morning by official UK sales figures.
According to UKIE, Rock Band 3 sold just 7386 units for the week ending 30th October. That breaks down into 5318 Xbox 360 copies, 1555 PS3 copies and 295 Wii copies.
As a result, Harmonix's tour de force spent a debut week at 26th in the UK all-formats top 40. Rival Guitar Hero: Warriors of Rock finished one place below in 27th.
But Activision's game had a much better start, entering the chart in sixth before going on to place 14th, 22nd and 21st in subsequent weeks. In the US, first-week GH:WOR sales were reported to be 86,000.
On Friday Harmonix told Eurogamer "the early read" was that people were "waiting for our game [Rock Band 3]", which was perhaps why GH:WOR struggled to penetrate the market in a way the series once could.
"I'm not an analyst," RB3 project director Daniel Sussman added. "I know that as a game player I'm the type of gamer that would wait and spend my money on Rock Band 3.
"It's possible that sales of other games in the category are down because people are waiting to spend their money on Rock Band 3. That's what I hope anyway!"
Judging by UK the performance of Rock Band 3, Guitar Hero: Warriors of Rock and DJ Hero 2, the writing appears to be on the wall for the once prosperous music genre. Certainly we're a long way from 2008, a year in which Guitar Hero III managed to shift 3.5 million copies in two months.
The declaration by Harmonix boss Alex Rigopulos earlier this year that "I absolutely do not believe that rhythm-action gaming has reached its peak" may come back to haunt him.
http://www.eurogamer.net/articles/20...ck-band-3-sell
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November 1st, 2010, 21:11 Posted By: wraggster
We appreciate Ubisoft's sense of restraint. How, you may ask, could it be considered "restrained" to bundle a Michael Jackson-style white glove, covered with rhinestones, with initial shipments of the Wii version of Michael Jackson: The Experience? Because Ubisoft could have chosen to put a big loop on it for you to strap the Wiimote into, but it didn't. That's totally classy.
The glove is not included with the PSP or DS versions also out this month, but Ubisoft hasn't mentioned whether a similar offer would come with next year's PS3 or Xbox 360 versions. (We doubt one would be bundled with the Xbox game, though, because Kinect would probably freak out if you were wearing a reflective glove.)
In addition to this critical hand-warmth news, two more songs were announced for inclusion in the game: "Speed Demon" and "Dirty Diana." It's another show of restraint on the part of Ubisoft -- the company could have gone the Guitar Hero: Aerosmith route and loaded the game with non-Michael Jackson music.
http://www.joystiq.com/2010/11/01/mi...erience-glove/
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November 1st, 2010, 21:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15835.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
October 29, 2010
In order to improve usability (and likely improve compliance with any existing standards for program data storage on Windows), Nintendulator´s savestates, SRAM files, and debug dumps are now stored within the current user´s "My Documents" folder rather than within their roaming "Application Data" folder.
Additionally, the build configurations have been tweaked such that the ANSI version of Nintendulator can now be run properly on Windows 98 again (and possibly even Windows 95), for those inclined to do such a thing; it had apparently stopped working when I first changed it to store save data within the Application Data folder, appropriately enough.
http://www.qmtpro.com/~nes/nintendulator/
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November 1st, 2010, 23:41 Posted By: wraggster
Satoru Iwata has used a bunch of his favourite graphs to prove that Nintendo's Wii and DS are not doing badly in shops, despite posting a six-month profit loss of $25 million (£15 million) recently.
"I hope each and all of these charts will convince you that Wii, as a machine set to welcome its fifth holiday sales season, can never be considered to have lost momentum," Iwata said, splashing them liberally in investor's chops (as reported by Gamasutra).
His slides depicted impressive stuff such as Wii sales outpacing PS2 over a similar time-frame; Wii games having tremendously long sales tails; and phenomenal and unpredictable Christmas demand for Wii - 3.8 million were sold in the US last December ("The fact is, such unexpected things can happen when the seasonality throws its weight around.").
The "sole reason", he said, for Nintendo's financial blip, was the "huge re-evaluation of the assets" into Japanese yen - something all public companies there are forced to do.
"Many of you must have the impression that Nintendo's business, which surged with the sales of Nintendo DS and Wii, has already peaked," Iwata stated. The aim of his exasperatingly detailed presentation was to discredit that across the board.
Highlights included Iwata calling Europe "the market where illegal copies [of DS games] have spread most widely among all the advanced nations in the world". Still, he said it was "too premature" to conclude that bootleg games were the "sole reason" for flagging European DS game sales.
"We assume that several reasons are intertwined," he expanded. "The days when any Nintendo DS software could sell are over, and consumers have become more selective. As a result, the gap in unit sales between hit titles and non-hit titles has expanded and, almost at the same time, illegal copies have spread across Europe.
"Also, after the Nintendogs and Brain Training software titles showed explosive sales there, we have been unable to offer another software title that European consumers really feel like purchasing."
Iwata went on to note that the UK had the "smallest number" of Nintendo games in its chart - particularly on DS. "It looks like UK citizens are currently paying more attention to home consoles," he deduced.
"What is unique about the UK is - similar to the US - Xbox 360 has a strong presence. Multi-platform titles are selling more on Xbox 360. This situation is very different from Germany, France and Spain," Iwata said.
In closing, he agreed that the "situation surrounding us today does not allow us to be optimistic". "Even when we may be able to anticipate the exciting year-end sales, some may still argue that the company does not have a software line-up which can be compared with the strong titles from last year's holiday season."
Nevertheless, Iwata reckons Nintendo's on course to hit a combined 15 million sales of Wii and DS by the end of the financial year (March 2011).
Strange that he'd issue such an exhaustive defence in the face of Kinect and PlayStation Move. Or perhaps I'm reading between the lines.
http://www.eurogamer.net/articles/20...already-peaked
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November 1st, 2010, 23:42 Posted By: wraggster
Nintendo are planning on bringing both 2D and 3D Mario platformers to its new handheld, general manager Shigeru Miyamoto has revealed.
According to Andriasang, when asked at an investor Q&A last week whether the platform holder was planning a 2D or 3D Mario platformer for the 3DS, Miyamoto said, "The answer is, of course, we'll make both. They both have their own appeal."
"When Super Mario became Mario 64, the range of players narrowed greatly," he added, before explaining how the new handheld's 3D effect will make games easier to play by helping users judge depth of field.
Using the example of flying Bullet Bills, he said, "It's difficult to tell when they will hit the player, so we were only able to use these lightly [in recent 3D Mario games]. However, we'll be able to use this type of thing quite a bit on the 3DS."
He'll have a tough job topping Mario's last 3D adventure – Super Mario Galaxy 2 scored a perfect 10/10 at the hands of Eurogamer's Oli Welsh earlier this year.
The 3DS goes on sale in March 2011. The only confirmed Mario title for Nintendo's portable so far is a new entry in the Paper Mario RPG series.
http://www.eurogamer.net/articles/20...-games-for-3ds
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November 2nd, 2010, 19:10 Posted By: Shrygue
via MCV
Wii owners will be able to download demos of key WiiWare titles through a new service that launches this week.
Nintendo announced that the first demos would be made available this Friday, and new ones will be added on a regular basis.
However, the demos will only be available for a limited time, with the line-up being constantly refreshed – similar to the DS demo service currently operating through the Wii’s Nintendo Channel.
The first games to be downloadable will be Furry Legends, Jett Rocket, ThruSpace and Zombie: Panic in Wonderland. Going forward, a list of the titles will be available on the official WiiWare website.
Nintendo has often come under fire for not offering demo versions of its WiiWare titles, prompting a trial that concluded earlier this year. While this announcement may not appease fans of rival systems Xbox Live and PSN – which permanently host any demos uploaded to their servers – it is a step in the right direction.
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November 3rd, 2010, 00:38 Posted By: wraggster
DS game Okamiden will be released in Europe on 18th March 2011, Capcom's announced.
Okamiden is, of course, the sequel to the much-loved PlayStation 2 and Wii game Okami.
Capcom also revealed a Goblin Mask Facebook app based on the in-game challenge that Kuni and Chibi encounter in the Demon Market where they draw a face on a cloth in order to pass through without being recognised.
You use the graffiti functionality that's apparently used by 4.8 million people on Facebook to draw faces on photos of you and your friends. Woo!
Over at the game's Facebook site you can win a 3DS, copy of the game, Chibiterasu plushies and other bits and bobs.
http://www.eurogamer.net/articles/20...u-release-date
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November 3rd, 2010, 01:43 Posted By: wraggster
Atlus’ third Naruto Shippuden game isn’t too far behind Naruto Shippuden: Naruto vs. Sasuke or Naruto Shippuden: Dragon Blade Chronicles. Both of those come out on November 16.
Naruto Shippuden: Shinobi Rumble is slated for February 8, 2011. Unless Atlus has some secret announcement for January, this four player fighting game with Naruto and friends will be their first title next year.
http://www.siliconera.com/2010/11/02...this-february/
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November 3rd, 2010, 15:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12586&f=54
Habitualcoder offers the first public version of Alien Breed 2010 WII 'clone of Alien Breed Obliteration (2005), PC remake of the Amiga Alien Breed (1992).
The archive contains the installer of the game that will download and install via your WiFi connection, and the binary files needed to start the game For those who do not have wifi, you will get the PC version of FlashJesterPunk.
Installing
Wiiab pour la Nintendo Wii in a edible Homebrew Channel friendly package.
Simply unzip the Archive Into the homebrew apps directory of your SD card and It Will Create an apps / directory abinst icts Suitable for use With The Homebrew Channel.
Start the Homebrew Channel, locate the Alien Breed entry and click Install icon on ITS Using The Nintendo Wii Remote, Then you click the Load button.
The must-install game download Some media From The PC version on the Internet. A working Wifi Wii IS required. If You Do not Have working Wifi Then download FlashJesterPunk's PC version [1] The zip file and Place Within The apps / abinst directory is your sdcard.
Follow the on screen instructions to install the game.
Once the Installation has finished a new apps / directory alienbreed Will Have Been Created On your SD card.
You May now delete the Alien Breed entry Install From The Homebrew Channel.
Listen
Read phonetically
Dictionary - View detailed dictionary
http://wiiab.sourceforge.net/
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November 3rd, 2010, 15:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12584&f=6
Eke-Eke also offers version 1.4.0 of his excellent emulator SEGA MEGA DRIVE (GENESIS USA) for the Nintendo Gamecube and Wii, Genesis Plus GX.
changelog:
1.4.0 (01/11/2010)
[Edit] Core / Sound
* Completely rewrote sound processing / mixing: sound chips are now clocked With correct output framerate
to Ensure 100% smooth video & audio playback, With No lag or skipping, while year Accurate rendering of samples per frame number and Keeping PSG & FM chips in sync.
* Improved PSG & FM Chips With CPU execution synchronization (fixed point precision).
* Improved Accuracy YM2612 core General (SSG-EG, MSC mode ,...) (based upon Nemesis Recent testing is real hardware)
* Improved YM2612 emulation LFO accuracy: fixed "Spider-Man & Venom: Separation Anxiety" (intro)
* Fixed bug YM2612 With Timer B: fixed "Langrisser Hikari II" / "Der Langrisser II (Sega logo)
* Fixed YM2612 context saving / loading.
* Fixed YM2612 state on reset.
* Removed outdated Accurate People & less YM2612 core
* Added configurable DAC resolution YM2612 emulation.
* Added configurable FIR resampler & fast (thanks to Blargg & AamirM) removed libsamplerate support.
* Added configurable low-pass filtering
* Added configurable 3-Band Equalizer (thanks to Neil C).
* Added an option to boost SN76489 Noise Channel.
* Adjusted SN76489 cut-off frequency.
* Implemented Blargg's blip in SN76489 core buffer (all channels are now lineary Interpolated)
[Edit] Core / VDP
* Added support for CRAM writes Düring horizontal blanking (Striker, Zero the Kamikaze Squirrel ,...)
* Added support for 2-Cell vertical scrolling in Interlaced Mode 2
* Added support for undocumented Some mode register bit
* Added proper emulation of HV counter latch: Fixed Sunset Riders Intro
* Added pixel-accurate emulation of mid-line display on / off (Nigel Mansell World Championship PAL, Ren & Stimpy's Invention PAL ,...)
* Improved 2-cell emulation VScroll Accuracy is verified as real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
FIFO * improved timing accuracy: Sol Deac fixed intro
Sprite masking * improved accuracy (thanks to Nemesis for history test program)
* Improved sprites processing accuracy: fixed (a) masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
HBLANK flag * improved timing accuracy: Mega Turrican fixed (Sky level)
* Improved horizontal blanking & HINT / VINT occurrence timing Accuracy Measured we have real hardware.
* Improved HCounter Accuracy in 40-cell mode, we have Measured real hardware.
* Improved Accuracy in WTP highlight color mode to match Observed results were real hardware
[Edit] Core / CPU
* Updated Z80 core to last version (fixed interrupt mode 0 timing and Some ILO guidelines).
Some Z80 instructions * fixed timing.
* Fixed state of Z80 registers are reset (Issues with sound & Defender Defender 2 in Williams Arcade Classics)
* Improved Z80 interrupt Accuracy
68k * improved accuracy (initial + Reset timing self-vectored interrupts handling).
* Improved timing 68k Accuracy for divu / DVIS (thanks to Jorge Cwik) & Mulu / Muls instructions.
68k * Implemented undocumented flags for Behavior divu / IDLH instructions (Bloodshot / Battle Frenzy)
* Improved Z80 & 68k cpu execution / synchronization by using Master Clock Accuracy as common reference (now run EXACTLY 3420 M-Cycles per line).
* Z80 & 68k cores modified to use external Directly cycle count INSTEAD of intermediate counters.
[Edit] Core / Extra
* Added Game Genie emulation hardware.
* Added Action Replay and Pro Action Replay hardware emulation (only Preliminary Pro Action Replay 2 medium).
* Added Sonic & Knuckles "lock-on" support.
Cartridge * added "Hot Swap" feature.
* Added missing EEPROM support in more games.
* Added VDP emulation lockout (TMSS).
* Improved emulation of copy-protection hardware found in Some unlicensed cartridges (Mulan II Pocket Monsters).
Realtec map * fixed emulation: Fixed missing sound in Balloon Boy / Funny World.
Lightgun * fixed auto-detection: Fixed default cursor position in Lethal Enforcers II.
* Simultaneous use of multitap enabled & J-CART (Super Skidmark 6-player mode)
* Lots of code cleanup, bugfixes & optimization.
[Edit] Gamecube / Wii
* Implemented custom font engine (internal uses are IPL & GX hardware rendering).
* Implemented custom GUI engine (GX uses hardware rendering & multithreading)
* Implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc.).
* Improved audio / video synchronization to Ensure 100% smooth video & audio playback.
* Improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
* Improved layout lightgun cursors.
* Added automatic loading feature ROM (Played last game launches Immediately When starting The emulator)
* Added codes and BY. Pat files support
* Fixed batch of Stability issues and potential memory leaks.
[Edit] Wii Specific
Video Hardware * added "Gamma" control
* Added Video Hardware Trap Filter Control
* Improved Mouse emulation-through Wii Remote
* With devkitPPC compiled r22 & libOGC 1.8.5 (includes SDHC & USB2 IOS58-through support, remove support DVDX)
http://code.google.com/p/genplus-gx/
To read more of the post and Download, click here!
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November 3rd, 2010, 15:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12584&f=6
Eke-Eke also offers version 1.4.0 of his excellent emulator SEGA MEGA DRIVE (GENESIS USA) for the Nintendo Gamecube and Wii, Genesis Plus GX.
changelog:
1.4.0 (01/11/2010)
[Edit] Core / Sound
* Completely rewrote sound processing / mixing: sound chips are now clocked With correct output framerate
to Ensure 100% smooth video & audio playback, With No lag or skipping, while year Accurate rendering of samples per frame number and Keeping PSG & FM chips in sync.
* Improved PSG & FM Chips With CPU execution synchronization (fixed point precision).
* Improved Accuracy YM2612 core General (SSG-EG, MSC mode ,...) (based upon Nemesis Recent testing is real hardware)
* Improved YM2612 emulation LFO accuracy: fixed "Spider-Man & Venom: Separation Anxiety" (intro)
* Fixed bug YM2612 With Timer B: fixed "Langrisser Hikari II" / "Der Langrisser II (Sega logo)
* Fixed YM2612 context saving / loading.
* Fixed YM2612 state on reset.
* Removed outdated Accurate People & less YM2612 core
* Added configurable DAC resolution YM2612 emulation.
* Added configurable FIR resampler & fast (thanks to Blargg & AamirM) removed libsamplerate support.
* Added configurable low-pass filtering
* Added configurable 3-Band Equalizer (thanks to Neil C).
* Added an option to boost SN76489 Noise Channel.
* Adjusted SN76489 cut-off frequency.
* Implemented Blargg's blip in SN76489 core buffer (all channels are now lineary Interpolated)
[Edit] Core / VDP
* Added support for CRAM writes Düring horizontal blanking (Striker, Zero the Kamikaze Squirrel ,...)
* Added support for 2-Cell vertical scrolling in Interlaced Mode 2
* Added support for undocumented Some mode register bit
* Added proper emulation of HV counter latch: Fixed Sunset Riders Intro
* Added pixel-accurate emulation of mid-line display on / off (Nigel Mansell World Championship PAL, Ren & Stimpy's Invention PAL ,...)
* Improved 2-cell emulation VScroll Accuracy is verified as real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
FIFO * improved timing accuracy: Sol Deac fixed intro
Sprite masking * improved accuracy (thanks to Nemesis for history test program)
* Improved sprites processing accuracy: fixed (a) masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
HBLANK flag * improved timing accuracy: Mega Turrican fixed (Sky level)
* Improved horizontal blanking & HINT / VINT occurrence timing Accuracy Measured we have real hardware.
* Improved HCounter Accuracy in 40-cell mode, we have Measured real hardware.
* Improved Accuracy in WTP highlight color mode to match Observed results were real hardware
[Edit] Core / CPU
* Updated Z80 core to last version (fixed interrupt mode 0 timing and Some ILO guidelines).
Some Z80 instructions * fixed timing.
* Fixed state of Z80 registers are reset (Issues with sound & Defender Defender 2 in Williams Arcade Classics)
* Improved Z80 interrupt Accuracy
68k * improved accuracy (initial + Reset timing self-vectored interrupts handling).
* Improved timing 68k Accuracy for divu / DVIS (thanks to Jorge Cwik) & Mulu / Muls instructions.
68k * Implemented undocumented flags for Behavior divu / IDLH instructions (Bloodshot / Battle Frenzy)
* Improved Z80 & 68k cpu execution / synchronization by using Master Clock Accuracy as common reference (now run EXACTLY 3420 M-Cycles per line).
* Z80 & 68k cores modified to use external Directly cycle count INSTEAD of intermediate counters.
[Edit] Core / Extra
* Added Game Genie emulation hardware.
* Added Action Replay and Pro Action Replay hardware emulation (only Preliminary Pro Action Replay 2 medium).
* Added Sonic & Knuckles "lock-on" support.
Cartridge * added "Hot Swap" feature.
* Added missing EEPROM support in more games.
* Added VDP emulation lockout (TMSS).
* Improved emulation of copy-protection hardware found in Some unlicensed cartridges (Mulan II Pocket Monsters).
Realtec map * fixed emulation: Fixed missing sound in Balloon Boy / Funny World.
Lightgun * fixed auto-detection: Fixed default cursor position in Lethal Enforcers II.
* Simultaneous use of multitap enabled & J-CART (Super Skidmark 6-player mode)
* Lots of code cleanup, bugfixes & optimization.
[Edit] Gamecube / Wii
* Implemented custom font engine (internal uses are IPL & GX hardware rendering).
* Implemented custom GUI engine (GX uses hardware rendering & multithreading)
* Implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc.).
* Improved audio / video synchronization to Ensure 100% smooth video & audio playback.
* Improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
* Improved layout lightgun cursors.
* Added automatic loading feature ROM (Played last game launches Immediately When starting The emulator)
* Added codes and BY. Pat files support
* Fixed batch of Stability issues and potential memory leaks.
[Edit] Wii Specific
Video Hardware * added "Gamma" control
* Added Video Hardware Trap Filter Control
* Improved Mouse emulation-through Wii Remote
* With devkitPPC compiled r22 & libOGC 1.8.5 (includes SDHC & USB2 IOS58-through support, remove support DVDX)
http://code.google.com/p/genplus-gx/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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November 3rd, 2010, 23:31 Posted By: wraggster
The uDraw Wii Gaming Tablet is a new ‘platform’ that has already attracted attention from other publishers, according to THQ.
The firm showcased the product in London to retailers last week. The peripheral and its first titles will arrive early next year.
THQ says it has a five-year plan for the device and is considering proposals from third-parties who are interested in developing for it.
“This is a platform launch, not a one-off proposition,” said UK marketing director Jon Rooke.
“We’re approaching this as a long-term commitment – at least, three to five years – and we believe the software will sell well long after launch.
“We can only create so much software ourselves, so it’s great to have people proposing more products for uDraw. A lot of them have even questioned why Nintendo hasn’t created this device themselves, which is very flattering.
“We’d love uDraw to become part of people’s everyday lives, rather than only being used at parties.”
The announcement of uDraw back in August was well-received, with responses that even surprised THQ.
Rooke added: “We were amazed to hear analysts predicting uDraw could sell up to one million units.
"I hope we do sell that much – on day one. That would
be lovely.”
http://www.mcvuk.com/news/41625/uDra...form-not-a-fad
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November 3rd, 2010, 23:35 Posted By: wraggster
Free WiiWare demo downloads are returning to the Wii Shop channel as Ninetendo attempts to boost sales of it's downloadable titles.
The demos will be available in Europe from 5 November, 2010 and will operate on a rotation basis, with titles getting a period of demo availability before giving way to new games. The first demos available on the service will be Furry Legends, Jett Rocket, Zombie Panic in Wonderland and ThruSpace.
Historically, WiiWare titles are thought to have achieved much lower sales than their counterparts on XBLA and PSN, despite the huge install base of the console. Some studios have seen success with the service, however, such as 2D Boy, creators of World of Goo, and Zoonami, which created Bonsai Barber.
Zoonami's Martin Hollis spoke to GamesIndustry.biz recently, about his experiences with the service.
"Well, I think it's a very fine thing. The best thing about it is the size of the marketplace you can access," said Hollis.
"There's a huge number of people who have a Wii, and a goodly proportion of those download games from WiiWare - it's tens of millions of people, and it's not overloaded with games, unlike some other app stores I could mention."
Hollis admits to having a slight advantage due to a featuring in a Nintendo TV ad, however, and acknowledges that the competition on the service is still tough.
"Our experience was extremely positive, but our title was a second-party title and it did have some TV advertising with a spot inside a larger advert for Wii. We assume that has to have an impact. As for margins, it's always the case that, if you make a good game you're selling ten or a hundred times as many units as the guy who made a mediocre game, a game that's maybe a little bit sub-par. Not much, but just a little bit. So that factor completely overrides any other."
http://www.gamesindustry.biz/article...iiware-service
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November 4th, 2010, 01:25 Posted By: wraggster
Atlus has yet to ship the two Naruto titles it's releasing with Tomy, but the two companies have already announced another. Naruto Shippuden: Shinobi Rumble, known as Naruto Shippuden Ninjutsu Zenkai! Cha-Clash! in Japan, is a four-player, Smash Bros.-esque fighter for DS starring 16 characters from the Naruto series -- including Naruto, Naruto's friend, and that one guy Naruto is always fighting with.
Shinobi Rumble will be released in North America on February 8 of next year. That gives you plenty of time to convince three friends to pre-order it, so you can enjoy the multi-card wireless multiplayer.
http://www.joystiq.com/2010/11/02/at...umble-to-ds-i/
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November 4th, 2010, 02:11 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=309
The second Planet Virtual Boy Coding Compeition has ended. This year, 7 entries in total made it in before the deadline, which you can download all zipped up in one file here.
Please take your time to review all entries before casting your vote. In this secret vote, each user (registered before November 1st) has 10 points, which he can freely award to the submitted projects. You will have two week for this. On November 15th, the results will be announced!
Read on for an overview of all entries (in order of their submission date). More infos and discussion about each project can be found in the repective forum thread.
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November 5th, 2010, 00:41 Posted By: wraggster
SCEA's senior VP of marketing Peter Dille has said he hopes Nintendo does "a good job" with the 3DS because it could increase consumer interest in 3D content - which Sony is pushing heavily with PS3 and 3D Bravia TVs.
"Our perspective is they are doing something different and that's what Nintendo does," said Dille. "They've got their own view, Sony has their own view. Our hope is they do it well because we're big advocates of 3D. We need consumers to have good 3D experiences.
"I actually haven't seen much of their technology. I know people are excited about it. I've heard a little bit that if you move your head a certain way you might lose the image," he added.
"I just hope they do a great job, building a great 3D platform so people are interested in other 3D platforms. Because, collectively, we need to make sure a consumer has a good experience with 3D however they're experiencing it so they have an interest in more 3D."
With Sony having said it thinks 3D is best on a big screen, and no mention of 3D in the many PSP2 rumours, it would seem unlikely Sony will include a 3D screen with its next handheld.
http://www.computerandvideogames.com...VG-General-RSS
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November 5th, 2010, 00:51 Posted By: wraggster
Who'd have thought that a little thing like the inclusion of USB Host capabilities could open the door to such wonders as an SNES controller dock? That's exactly what we have here. The Dell Streak's ability to work with standard USB keyboards has enabled it to also work with a suitably modified SNES controller, having had a cablectomy and the addition of a PDMI connector on top. That, with the addition of a USB board, turns the controller into a keyboard and, hey presto, it's Super Mario World time. Modder 0TheRain0 did the handiwork here, which you can watch him demonstrate after the break.
http://www.engadget.com/2010/11/04/d...ner-through-y/
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November 5th, 2010, 00:52 Posted By: wraggster
Maybe it's the green carpet in the background here, but dare we say that this is the most amazing thing we've seen in recent history. Or at least the past 24 hours. The Unconventional Hacker has gone above and beyond the call of duty with his latest hack job, the NES Cartridge Wireless Router. As the title implies, there's an actual Belkin Wireless G router (the F5D7230-4, for those curious) shoved inside of an authentic NES game cartridge. Better still, the instructions to whip this up yourself are just a click away in the source link, giving you precisely zero reasons to continue using the horrifically unsightly WLAN router that you currently are. Oh, and if it sporadically disconnects, we're hearing that a brief (albeit powerful) blow across the Ethernet jacks will fix things right up.
http://www.engadget.com/2010/11/04/n...or-sticker-an/
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November 7th, 2010, 10:29 Posted By: wraggster
JavaScript has shed its image of being a limited language, tied to DOM manipulation in a browser; in recent years, new engines and frameworks have given JS a reputation as a language capable of bigger things. Mix this in with the new elements of HTML5, and you have the capacity to emulate a game console or other system, with full graphical output. This series of articles looks in detail at how an emulator is written in JavaScript, using the example of the Gameboy handheld: starting at the CPU, and (as of part 8) running a copy of Tetris
http://developers.slashdot.org/story...led-In-8-Parts
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November 7th, 2010, 10:43 Posted By: wraggster
The quest to uncover the North American and European release dates for the Nintendo 3DS became a little bit easier earlier this week, when the megapublisher confirmed that the eye-popping handheld would visit itself upon our store shelves in March. However, the exact date of its arrival is still up in the air -- though scans of the latest issue of Official Nintendo Magazine obtained by VGTribune might just clear up the confusion. According to the mag, the U.S. and European 3DS release date is March 11, 2011.
There's no way of knowing if the magazine's report is on the money until Nintendo makes an official announcement -- after all, it's possible the article's mistaken, due entirely to the fact that March '11 looks a whole heck of a lot like March 11 on paper. Also, though Nintendo is accustomed to launching new gaming hardware in European territories on Fridays, those kinds of releases usually come stateside on Sundays. We've contacted Nintendo for a comment on this supposed due date but, as is the case with these things, we're not likely to get anything official until the Big N puts it into a press release.
Update: Some of the magazine's readers are reporting that the scan obtained by VGTribune was photoshopped, and that it did indeed read "March 2011." Another scan on GoNintendo shows the release timetable in its unaltered glory.
http://www.joystiq.com/2010/11/06/re...-2011-release/
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November 7th, 2010, 19:33 Posted By: wraggster
Wii game Worms Battle Islands will launch on 26th November, THQ has confirmed.
"Reasons to pay attention to yet another rehash of Team17's turn-based warhorse might seem elusive, but how's this: Battle Islands is that rare beast, an online multiplayer game for the Wii with a proper, contemporary feature-set," wrote Eurogamer's Oli Welsh when he previewed the game as a WiiWare title late last year.
Somewhere along the food chain Battle Islands was upgraded to a retail release.
"It's not hard to believe this was originally planned as a boxed release," he added, as if predicting the future, "although there's a danger that it might overcomplicate the devastatingly simple formula that has kept Worms running all these years."
http://www.eurogamer.net/articles/20...l-be-here-soon
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November 7th, 2010, 19:40 Posted By: wraggster
Rise of smartphones will cause pain for traditional firms - and iOS is already stealing users
Bigpoint CEO Heiko Hubert warned that developers of traditional handheld games face a crisis as iPhones and Android devices tempt away their audience.
In his keynote speech at London Games Conference last night, Hubertz warned against relying on solely one platform to build a games business - especially those platforms with minimal online connectivity.
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"All the developers making games for the Nintendo DS and PSP are in trouble," he said.
"No one will want to buy games on them because they are playing on smartphones or iPad."
That said, despite the rise of mobile games, Heiko warned that app stores are cut-throat to operate in. According to his calculations, "each game on average on the App Store only makes $5k".
"You only have a hit if you get in the top 25, and stay there, to be successful."
http://www.casualgaming.biz/news/307...e-in-troublern
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November 7th, 2010, 19:46 Posted By: wraggster
Listen, if you're a dyed-in-the-wool Wii owner who hasn't already purchased the entire Super Mario catalog on Virtual Console, you're probably going to pick up the 25th Anniversary Super Mario All-Stars Limited Edition package. Nintendo recently revealed exactly what the game you'll be hunting for is going to look like, posting the game's official U.S. box art on the company's Twitter feed.
Also, the latest installment in the Iwata Asks saga sees the president pressing a few Nintendo EAD composers about the music which will come in the bundle's soundtrack CD. Give it a read, if you're interested in the history of the franchise's timeless accompaniment -- just don't get surly with us if you get "Slider" stuck in your head for like, a month.
http://www.joystiq.com/2010/11/06/su...asks-talks-mu/
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November 7th, 2010, 23:28 Posted By: wraggster
With the release of the 3DS imminent, you'd imagine the old DS model was staring down a bleak future. Not so, insists Nintendo.
CEO Satoru Iwata has told investors that Nintendo plans to localise previously Japan-only games as a way of keeping up a flow of new content for the handheld.
"If we should use too many of our development resources in order to maintain the Nintendo DS market, we would not be able to realise a sound launch for Nintendo 3DS," he explained.
"Nintendo's software is often made in Japan and launched first in Japan, and then localised for the overseas markets after confirming its marketability in Japan," Iwata went on to explain.
"Some Nintendo titles, such as the ones developed by Mr. Miyamoto and his team, have been made with the global market launches in view from the start of the development because people inside Nintendo believed in their global appeal.
"However, even some of the titles that Mr. Miyamoto was involved with, such as the original Animal Crossing, were first launched only in Japan, and only after the localisation teams outside Japan were able to appreciate the appeal of the software, our overseas subsidiaries requested us to launch the same titles in their countries.
"As a result, some software has already proved its marketability in Japan but is still not available in the overseas markets, and for some software titles, our localisation teams are currently spending time to localise them.
"Taking advantage of such software may be one of the ways to deal with your question about the transitional period from Nintendo DS to Nintendo 3DS," he proposed.
If that turns out to be the case, the DS's twilight years could prove rather interesting. Among the titles Nintendo has yet to release in the West are a new entry in its excellent Fire Emblem strategy series, a sequel to the fun Chibi-Robo: Park Patrol and a follow-up to the bonkers Zelda spin-off Freshly-Picked Tingle's Rosy Rupeeland
Then there's the immensely popular Tomodachi Collection, which has sold over three million copies since its launch in June 2009. Imagine Animal Crossing with Miis and you're somewhere close.
And maybe we'll finally see a release for Soma Bringer, a highly-regarded RPG developed by Monolith Soft – the studio behind the Xenosaga and Baten Kaitos series - which saw a Japan release in 2008.
The DS will formally pass the torch to the 3DS on 26th February 2011 in Japan, with a European and US release expected the following month.
http://www.eurogamer.net/articles/20...-future-for-ds
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November 7th, 2010, 23:29 Posted By: wraggster
Less is always more, right? Well, when it comes to Bon Jovi, apparently not. A whopping 12 tracks from the New Jersey stadium rockers are heading to Rock Band 3.
The Bon Jovi Greatest Hits pack will be available on 9th November and includes:
Bad Medicine
Blaze of Glory
Have a Nice Day
I’ll Be There For You
It’s My Life
Lay Your Hands On Me
Livin’ on a Prayer
Runaway
Wanted Dead or Alive
We Weren’t Born to Follow
Who Says You Can’t Go Home
You Give Love a Bad Name
Of those 12, Livin’ on a Prayer, Wanted Dead or Alive and You Give Love a Bad Name have been updated for Rock Band 3 gameplay to include Pro Keys, Keys, Pro Drums and harmonies.
Runaway adds Pro Guitar and Bass modes as well, though you'll have to shell out an additional £0.59 / €0.75 / 80 MS Points / 100 Wii Points for the privilege.
If Bon Jovi doesn't float your boat, fear not. Three more tracks join the poodle-rockin' motherload:
Deftones – My Own Summer (Shove It)
New Order – Blue Monday
Talking Heads – Burning Down the House
All three tracks are available with Pro Guitar and Bass tracks, again for an additional £0.59 / €0.75 / 80 MS Points / 100 Wii Points.
The Bon Jovi pack will set you back £9.99 / €14.99 / 1,600 MS Points / 2,000 Wii Points. Individual tracks can be picked up for £0.99 / €1.49 / 160 MS Points / 200 Wii Points.
Rock Band 3 launched on DS, PlayStation 3, Wii and Xbox 360 last month. Eurogamer's Johnny Minkley judged it to be really, really good.
http://www.eurogamer.net/articles/20...dlc-storms-rb3
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November 8th, 2010, 00:14 Posted By: wraggster
Pate has posted more news about his Dos Emulator for DS:
After my last blog post I continued working on the new macro system, and kept adding new 386-opcodes using the new macros. This progressed nicely, until I ran into a div ecx opcode. The problem with the x86 division opcodes is that they use double-precision dividends. For example the opcode "div cx" divides a 32-bit value in DX:AX registers with a 16-bit divisor in CX register. Similarly, "div ecx" divides a 64-bit value in EDX:EAX with a 32-bit divisor in ECX. However, the MIPS architecture only has 32-bit divide operations, so I was able to code a 1:1 mapping between "div cx" and the MIPS equivalent, but I could not do this easily with the "div ecx" opcode of a 386 architecture.
I spent some time googling for solutions to this problem. The first potential solution was to use the GCC 64-bit (long long) division code. I tested it by coding a simple 64-bit division into my C-language tester program, and then looking at the dump file to see what exactly happens there. The GCC compiler uses a helper function __divdi3 to handle the actual 64-bit division, and the assembler code dump of that looked to be very big and complex. In addition to this divisoion result, the x86 div opcode calculates a remainder of the division. This has a similar __moddi3 helper function, which was just as complex. The register usage of my emulator differs quite a lot from the MIPS C-language standard, so if I called these functions I would need to save and restore many registers, which would slow the handling down even further. I decided to abandon this possibility and look for some more optimized versions of this 64bit/32bit division.
After some more googling I found an algorithm in a source code of some software by Jan Marthedal Rasmussen. The function is called double_div and it looked to be just what I was after. It calculates both the quotient and the remainder in one go, and it has special case handling for the simple situations, before reverting to the generic difficult scenario. I implemented this algorithm first in C language in my tester program, and compared the results it gives to the results of the GCC __divdi3 function. After I was certain the C language implementation works properly, I looked at the assembler dump and began converting that to a suitable format for my emulator. I could not directly use the assembler version that GCC had compiled, as it used much more registers than I can afford in my emulator code. I have four free registers that can be used in every opcode handler, and in rare occasions (luckily this "div" opcode is one of them) I can also use the four registers allocated for lazy flags handling. The C standard however leaves 16 registers free for every function to use, without having to save/restore them. The code that GCC created looked otherwise quite efficient, it had even managed to optimize away some repeated calculations of the original C code. Too bad I could not use it.
After some careful register allocation I managed to create a division opcode handler that looks to be working, however I have not yet created a proper unit test for it. I am currently more interested in continuing with the opcode macro system, so I'll go back to making sure this division opcode works even in the more difficult situations later. That is also why I won't post my algorithm here yet, I'll do that after I have created the unit tests and made sure my implementation works correctly.
But, now I think I'll continue with the opcode macros. I don't have any new screen copies to show either, as the code I am currently at is the code that calculates the ship and polygon positions before drawing them, so nothing new has yet been drawn on the screen. Perhaps next week. :-)
http://dsx86.patrickaalto.com/DSblog.html
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November 8th, 2010, 01:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...744f22d81483cb
Joshua Corvinus offers "PieChart" Wii clone of the famous arcade game Pacman.
Behold! It Is a shameless rip off of the classic arcade hit Pac Man!
Having never programmed graphics Anything With gold IU before (I specialize in data-handling programs), This Was a fun little exercise in C programming order my wife to Give Something Actually she'll play as pac man she loves. Currently at revision 0.5, I've just Completed The core gameplay programming and it's time for my first stable release. Enjoy!
There Will Be Probably lots of overscan problem you your tv, this IS build specifically made for mine. Hopefully I'll find a way to fix this in the Future, aim for the moment I'm MOST Focusing On The AI programming, Which I would love some help there. Thanks to everyone over at GRRLIB for Their lovely library and programming help.
http://forum.wiibrew.org/read.php?17,61428
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November 8th, 2010, 01:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...744f22d81483cb
dinkumthinkum updated to version 0.5 "Reversi DS," Nintendo DS adaptation of the board game Reversi / Othello.
Version .3
4/02/10--Plenty of under-the-hood Improvements. Added hashtable lookup algorithm for Maxmin, changed to use templates Maxmin INSTEAD OF pointers / run time polymorphism, devkitpro / MRA updated to r30. Gameplay additions / improvements (Hopefully) Will follow shortly.
Version .4
Improved play 4/18/10--AI IS drastically due to a Better Board valued function.
Version .5
10/29/10--Added about message (start button), text engine, code cleanup
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November 8th, 2010, 01:24 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...744f22d81483cb
Dashxdr offers version 1.03 of "Midway Pacman Emulator, emulator for the arcade version of Pacman.
This Is the pacman emulator Written by ADPrice released in 2008 and orphaned Then promptly.
Adopted October 2010 by Dashxdr Who The fixed audio issues, Cleaned up the source, and made this page.
The game Requires The Original pacman game Roma To Be Placed On The SD card in SD: / pacman / Roma. The queues are required thesis:
pacman.6j
pacman.6h
pacman.6f
pacman.6e
pacman.5f
pacman.5e
82s126.4a
82s126.3m
82s126.1m
82s123.7f
We'll leave it as exercise for The Reader year to Acquire The files listed, they're not included due to emulator With The copyright concerns.
http://wiibrew.org/wiki/Pacman
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November 8th, 2010, 14:35 Posted By: wraggster
New from Divineo China and on Worldwide Shipping.
In Crafting Mama, players will create 40 different projects across a wide range of different crafts: make patchwork quilts, earrings, candles, xylophones, kaleidoscopes, birdhouses, flower decorations and even mini-Mama dolls! Using the stylus as a universal crafting tool, crafters will sew, mold, glue, cut and paint under Mama's masterful direction. Best of all, players can use each of their creations within the game itself: dress Mama up in a new apron you've sewn or even fly a freshly folded paper airplane. In addition, new materials, colors and patterns are available to customize each project, and multiplayer support lets players create with a friend. Crafting Mama is guaranteed to turn Mama fans into crafty creators in no time!
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November 8th, 2010, 15:57 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
Supercard Dsonei DSi card-compatible v 1.4 firmware can support MicroSD & SDHC cards to 32GB and support hard firmware updates, so it can perfectly compatible with the Homebrew. It supports USB 2.0 MicroSD & SDHC reader, FAT 16/32 file system, Mutiple skins & change. The most important is that it can backward compatible DSi,DS lite, so if you buy this supercard DS ONEi, you can not only save a lot of money, but also you can have a lot of enjoyment from the games. Am i right? It's really value for money!
Being the first flash memory based flashcart, SUPERCARD wins the support of vast number of customers by SC team's innovative design and Supercard's simple but useful functions for 4 years. After a long time research, SC team finally found out the best solution of Slot1 firmware upgrade problem, then mean you will never worry about firmware upgrade because of SUPERCARD DSonei. It's the first external USB Smart Upgrade set of the world. DSONEi also continue provide the dream functions;real-time save, real-time cheat and real-time game guide to the customers.
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November 8th, 2010, 15:59 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
M3i Zero card for DSi xl/DSi-works with V1.4 firmware is the most powerful flash card and best-selling product on Gamesyeah.com! Because it has so many unique techniques, such as, upgradable "Boot Flash data", upgradable "Kernel" and upgradable "Firmware" and so on.
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November 8th, 2010, 20:41 Posted By: wraggster
New from Ishopvideogame
This is a R4i gold card for DSi xl / DSi (Pre-owned)
Features:Support SDHC (Micro SD 4G,8G,16G,32G)
Supports any Mircro SD Card speed with no lag in game
Supports rumble pak and memory pak
Supports the WIFI game, D Rumble pak, D browser
Be advisedThis flash card does not support support NDSI V1.4.1 hardware
price $9.70
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November 8th, 2010, 20:42 Posted By: wraggster
New from Ishopvideogame
This is a pre-owned R4i Ultra card for DSi xl /DSi/ DS lite
Features:1. Compatible with NDS consoles
2. Supports WiFi game, Rumble Pak, DS Browser
3. Uses 32 GB MicroSD cards
4. Support high speed SDHC Card
5. Support standard FAT format
6. Easy touch screen
7. Upgradable Firmware
Be advisedThis flash card does not support support NDSI V1.4.1 hardware
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November 8th, 2010, 22:09 Posted By: wraggster
New from Ishopvideogame
Multi-languages are optional, they are Simplified Chinese, complicated Chinese, English, Japanese, French, German, Italian, Spainish and Dutch.
No need to flash. Built-in launch Slot-2 (gba) function.
Support SDHC micro sd cards (4GB、8GB、16GB、32GB).
Support DMA read and no lag while using any microSD card.
Support FAT16 and FAT32. Files can be transferred with PC, PDA, Cellphone and Camera.
Be advisedThis flash card does not support support NDSI V1.4.1 hardware
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November 8th, 2010, 22:10 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
DS iPlayer, iPlayer, the first hardware decode Video Player for the Nintendo DS/ DSi. The iPlayer is a slot-1 media player cart . And also it is for you playing media files and homebrew. iPlayer is also able to play all the main format of videos, such as RMVB, RM, AVI, FLV, MPG, WMV on DS, and no need to convert.So it can allow you to watch movies and listen to music on DS conveniently.
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November 8th, 2010, 22:11 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
The Acekard 2i is the same size as an original cart and you don't have to flash your machine or use a passme in order to use it.Because it can support DSi, DS Lite, and DS; never lose the data; perfect compatibility; support Homebrew programs/games; support SDHC MicroSD card; support any brand of microSD card; support multi-language; support skin and Dynamic skin change; perfect UI; directly read TXT files and play MP3 files.Want to know how it handles? Now follow me to its features.
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November 8th, 2010, 22:13 Posted By: wraggster
New from Ishopvideogame
This is a Pre-owned R4 SDHC card for DS
Features:1. 2nd Generation Storage Device (no booting tool required)
2. Flush fitting Slot 1 Card
3. Uses microSD/microSDHC Memory Card (supports memory size up to 32GB), FAT16 or FAT32 File System
4. Supports any microSD/microSDHC Memory Card speed without lagging in game
5. Supports Clean ROM, drag and drop. Works on any OS
6. Built in NoPass
7. Automatically detect save type
8. Save directly to microSD Card, not to onboard chip
9. Supports Moonshell and other homebrew. Open I/O interface
10. User friendly skinnable interface. Touchscreen or button operation
11. Supports rumble pak and memory pak
12. Supports the WiFi game, DS Rumble Pak, DS Browser
13. Supports changes of the background of Operation Interface
14. Supports 4-scale-lightness adjustment (DS Lite only)
15. Supports Soft Reset
16. Supports Moonshell 1.6 Software Reset Function (press START keyback to the R4 Menu)
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November 9th, 2010, 00:22 Posted By: wraggster
Nintendo's latest downloads for US gamers add five more games to the online shops this week.
After last month's release of Sonic the Hedgehog 4 and Bit.Trip Fate, it's back to the usual routine monotony we're afraid. Unless you fancy mashing together some tunes on your Wii...
Here's the list:
WiiWare
Gods vs Humans
Publisher: ZALLAG
Players: 1-2
ESRB Rating: E (Everyone) - Comic Mischief, Cartoon Violence
Price: 1,200 Wii Points
Description: Embody major gods from the fabulous mythologies of Scandinavia, Egypt, Rome and Japan. As a god, you have enough power to rule the humans - all but the cheeky ones! Some of them want to enter your domain, and they've decided to build a tower to confront you. Use your divine powers to bring them down and show them who's boss. Be careful not to hurt them, though - you need people to believe in you. There are 16 playable gods with distinctive powers, four hysterical bosses to defeat, 16 additional challenges for experienced players, 60 levels for the solo campaign and a special split-screen two-player mode.
Mix Superstar
Publisher: Digital Leisure Inc.
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: Think you can be the next big music star? Now you've got all the tools at your fingertips with Mix Superstar. Create, mix and record your own royalty-free musical masterpieces right on your Wii system. There are more than 1,000 Dance, Hip Hop and Techno loops included across multiple instruments, including Drum, Bass, Synth, Guitar and voice tracks. Once you've created your next hit, it's time to show it off. Mix Superstar lets you export your music creations and load them onto your computer so you can take them on the go. You can also use the WiiConnect24 system to send songs to your Wii Friends and even collaborate on mixes. The game includes full support for both the Logitech USB Microphone and Wii Speak accessory (each sold separately) so you can lay down your own vocals. The Nintendo Wi-Fi Connection Pay & Play service even allows you to enhance your music creation experience with additional loop packs from a variety of genres. Go on and make some noise!
Nintendo DSiWare
GO Series Pinball Attack!
Publisher: Gamebridge
Players: 1
ESRB Rating: E (Everyone) - Comic Mischief
Price: 500 Nintendo DSi Points
Description: Developed by ArtePiazza, Pinball Attack is a unique fusion of pinball, exploration and shooting. Control the flippers of a pinball machine as you go on a magical journey under the sea, inside the earth, through a jungle and into space. As the scenery passes by in the background, use the pinball to fight off enemies such as a giant blowfish, collect bonuses and grab power-ups. Defeat bosses at the end of each level to progress to the next world.
Adventure in Vegas: Slot Machine
Publisher: Gamelion
Players: 1
ESRB Rating: T (Teen) - Simulated Gambling
Price: 200 Nintendo DSi Points
Description: Try your luck on three slot machines: Hawaiian, Pirate Treasure and Mexican Heat. The one-armed bandits in Adventure in Vegas: Slot Machine are not only uniquely themed with tunes and graphics, but they also have different special features: numbers of reels, extra buttons, winning sequences and custom bets. End your around-the-world trip in Vegas and bet the remainder of the small fortune you've inherited. You have to be good to be lucky! Will you acquire more luxury goods like jewelry, a bike or your own jet? Or maybe you'll lose everything. Whatever the outcome, all you can do in Las Vegas is go for it!
Discolight
Publisher: Kaasa
Players: 1
ESRB Rating: Not Rated
Price: 200 Nintendo DSi Points
Description: Party on by changing your Nintendo DSi system into a disco light. Choose between music genres such as Love, Hip Hop and Rock. A special "Disco Disco" feature will display colors that change with the rhythm of the music. Place several Nintendo DSi systems together and create your very own disco!
http://www.computerandvideogames.com...VG-General-RSS
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November 9th, 2010, 00:30 Posted By: wraggster
The Pokémon Company recently polled the hardcore players of its monster-collecting franchise to find out who's the most popular 'mon of all time. You'd think Pikachu, right? Like, that's a totally logical assumption, considering how much exposure that little yellow bastard has received over the years. Unfortunately, you're totally wrong -- first place went to Arceus, a legendary Pokémon first introduced in Diamond and Pearl.
Fellow legendaries Darkrai and Deoxys came in second and third place, respectively, followed by Pikachu in fourth and Meowth in fifth. As Siliconera points out, seeing as how the polls were conducted among hardcore players, the polls probably skewed towards the more powerful guys rather than the more recognizable guys, which is not the best metric for determining popularity. Like, we were clearly the buffest guys at our high school, but we were never elected prom king, you know?
What? Why are you laughing?
http://www.joystiq.com/2010/11/07/ja...pular-pokemon/
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November 9th, 2010, 00:59 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15849.html
The NES emulator My Nes has been updated.
Quote:
Version 1.2.5.111:
Here´s the changes for the final reversion of the main version 1.x.x.x I´m planing to recreate the whole project to convert the emulation from scanline-based into cycle-based PPU, hoping this will make it more accurate than ever. However this version is the best of My Nes for gaming, My Nes can now run larg count of games with good accurate, although there´re a few garbage there and there but this is the best for scanline-based emulation. I´ll be out for months, working on the version 2.x.x.x, and like always Any help is welcomed at the project´s website:
http://sourceforge.com/projects/mynes
Fixed mmc3 (mapper 4) irq timer.
Fixed apu noise channel freq.
Fixed : emulator´s initializing slow.
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November 9th, 2010, 01:09 Posted By: wraggster
News via http://www.codemii.com/2010/11/07/hb...%93-week-45-2/
The following applications have been added/updated:
7 November 2010
» Genesis Plus v1.3.1 -> v1.4
» HomebrewFilter r19 -> r23
» Pacman (emulator) v1.02 -> v1.03
» SaveGame Manager GX r86 -> r87
» sysCheck GX v1.0.0
» The Castles of Dr. Creep SVN-270 -> SVN-351
» WiiXplorer r204 -> r206
» Yabause Wii r2604 beta16 -> beta17
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November 9th, 2010, 01:10 Posted By: wraggster
News via http://hackmii.com/2010/11/developer...rs-developers/
Hello friends! I’m glad to report that (as mha reported earlier) we’ve surged past 600K installs of the HBC, worldwide.
We’ve always believed that the HBC is a valuable tool for development, especially with the convenience of being able to use Wiiload to load code over the network. Some of those 600K users out there have written us to say that they are Licensed Developers ™, and have reported that recent versions of the Hackmii Installer have been able to install the HBC on development hardware (NDEV, RVT-R and RVT-H) using e.g. Bannerbomb. We have taken pains to write code that can install in as many environments as possible, and to our knowledge, our code is generic enough to work on development hardware and to load binaries produced with Nintendo’s tools (on any hardware); if this isn’t the case, please file a bug (e.g. on our bug tracker).
We are once again planning to be at CCC with a table downstairs in the Hackcenter, and we hope many of you will stop by to say hello!
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November 9th, 2010, 01:13 Posted By: wraggster
sysCheck GX v1.0.0 by Erik Spyder
Even if this application is not dangerous, the author can not be held responsible for any damage it might cause!
sysCheck GX does several checks on installed IOS and cIOS:
IOS Stub
Fake signature (aka Trucha Bug)
ES_DiVerify (aka ES_Identify)
Flash Access
NAND Access
Boot2 Access
USB 2.0
sysCheck GX generates a report on the root of the SD card.
http://wiibrew.org/wiki/SysCheck_GX
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November 9th, 2010, 01:15 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=310
Version 0.9.14-WIP of the multi platform emulator Mednafen has been released one day after a broken 0.9.13-WIP release. Virtual Boy emulation specific changes:
- New 3D mode "hli"
- Old "pbarrier" 3D mode renamed to "vli"
- New setting "vb.liprescale" (for the hli and vli 3D modes exclusively)
- New setting "vb.3dreverse" (reverses left/right)
- Save code fixed
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November 9th, 2010, 01:17 Posted By: wraggster
Donkey Kong Country Returns will include a cheat feature similar to New Super Mario Bros. Wii's Super Guide.
According to IGN, if you're struggling in DK's new platformer you can call on Super Kong, a "white version of Donkey Kong", to play through a tough section of a level for you.
You can hop back into the game any time you like but will miss out on any collectibles that Super Kong picks up while you're licking your wounds.
Both New Super Mario Bros. Wii and Super Mario Galaxy 2 featured a similar system to help inexperienced players work through the game, but this is the first time Nintendo has implemented it outside the core Mario franchise.
Those worrying that DK's new platformer might be a little sanitised as a result need not worry too much. As Eurogamer's hands-on preview will attest, Donkey Kong Country Returns offers some seriously challenging gameplay.
Not long to wait before you get try it out – the game launches on Wii on 3rd December.
http://www.eurogamer.net/articles/20...-cheat-feature
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November 9th, 2010, 12:36 Posted By: wraggster
news via http://gbatemp.net/index.php
Team SuperCard has provided some more info on the upcoming Movie Plug-in, now officially named the iPlayer. The software is expected to be released on 11/11/10 and will feature some core updates, bug fixes, and more. Users will be happy to hear that external subtitle files are now supported (sadly only .SRT). GBATemp has received a change log for the recent BETA as well as the BETA itself. Although there will not be a second round of testing, I would be happy to answer any specific questions which directly relate to this update.
QUOTE(Change Log)
• Fixed upper left corner of the wrong spell HALP to HELP
• Added external subtitle support. (Subtitles setting is in the display settings)
• FLV loading time speed up.
• Fixed the memory clean bug which press B return to file browser, but memory not clean, cause file browse slow down.
• Fixed the bug which still display last file name when exit palying interface.
Subsitle:
• support *.srt
• Support text color change
• Support text backgraound color change.
Usage:
• example.avi
• example.srt
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November 9th, 2010, 12:56 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12604&f=19
Twin Isles is a homebrew Civilization/SimCity/Utopia-style game for the Nintendo DS.
There's a "tip" system to teach you a little about the game, which I recommend you leave on for the first few games you play.
There's a few single player modes: - Free Play: Open-ended mode where you're just trying to keep your people
happy and grow your population. - Scenarios: Short little "missions" where you're trying to achieve a goal in
a certain amount of time (or some other condition). - vs CPU: Make it to 100,000 people first, or destroy the other island to win.
If you have SRAM on your GBA cart you can optionally save a replay of the game to the SRAM when you quit from the pause menu. Replays can be replayed from the Single Player menu. Similarily, you can also save your game from the Pause Menu and load from the Single Player menu later.
http://code.google.com/p/twinisles/source/browse/
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November 10th, 2010, 01:04 Posted By: wraggster
If there were any question about how much the recently released Goldeneye title for Nintendo Wii closely resembles its N64 predecessor -- regardless of the source material -- this video from RewindReplayTV certainly cements it. Beyond the game's setting and characters, there are shot-for-shot moments that directly recreate the original game (albeit with far more detail and polish).
Also, if you needed a stirring reminder of how much a Nintendo 64 game can age over the years, Goldeneye 64 is perhaps the pinnacle among available examples. Seeing it against Eurocom's sterling Wii effort only serves to highlight the ravages of time all the more. See for yourself below the fold.
http://www.joystiq.com/2010/11/09/go...ii-comparison/
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November 10th, 2010, 03:17 Posted By: wraggster
News via http://emu-russia.net/en/
ZX Spectrum emulator for Nintendo DS has been updated. Changes:
+ Peer-to-peer WiFi multiplayer for 2 players.
+ SZX snapshots support.
* RZX playback now supports external snapshots.
* Save slots now use SZX instead of Z80. Existing Z80 slot files are still loaded, though,
and you can delete them manually once you don't need/want to keep them.
* Save slots now save the associated tape/disk into a separate file if needed as well.
Disk is saved once and then only whenever it is modified, tape is saved
only once and only if it is not positioned at the begining or the very end.
* Lot of internal changes (save states cache, icon buffering, bigger file buffer).
* Few subtle TRDOS fixes (eject during sector write, access to high tracks of SD disks).
* Subtle changes (2x faster change to parent directory, no cd to zip in zip, WiFi IPC sync).
* Changed grayscale palette to match the luminance of the real Spectrum.
! Happy birthday, Martijn.
http://zxds.raxoft.cz/
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November 10th, 2010, 13:03 Posted By: wraggster
Bit.Trip Fate, the penultimate chapter in Gaijin Games' schizophrenic WiiWare series, will launch in Europe on 19th November.
As in the US, where the game was released a few weeks ago, CommanderVideo's latest adventure will set you back 800 Wii Points.
Whereas its predecessor, Bit.Trip Runner, saw Gaijin subverting the platforming genre, Fate sees the indie developer trying its hand at a side-scrolling shooter. Take a look at the trailer below to check out what it's been up to.
In other Bit.Trip news, the first game in the series, Bit.Trip Beat, recently arrived on Steam.
http://www.eurogamer.net/articles/20...ding-to-europe
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November 10th, 2010, 13:05 Posted By: wraggster
The sequel to the super sweary zombie killer House Of The Dead Overkill is in development, according to a fresh report.
Nintendo Life sources claim that a title codenamed House Of The Dead Overkill 2 is 'well underway' and will be released in 2011.
Sega has refused to comment on what it considers to be rumour and speculation, but it wouldn't be a surprise to see a sequel being released.
Last year, House Of The Dead Overkill producer Neil McEwan told ONM that he'd be interested in making a sequel. "I think we could even go further with it. And we've already got ideas what we can do and where our characters go from here."
When asked if a sequel was on the way, he said: "I can't really say but when we were working on our characterisation for Agent G and Washington we gave them a backstory and because we feel a lot of love for these characters we worked out where they went after Overkill. So there's definitely still scope in the Overkill universe."
House Of The Dead Overkill 2 would be a welcome addition to the 2011 Wii release schedule which already includes Kirby's Epic Yarn and The Legend Of Zelda: Skyward Sword. ONM gave the original 90% in the mag's House Of The Dead: Overkill review and rate it as the best zombie game on Wii.
http://www.computerandvideogames.com...VG-General-RSS
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November 10th, 2010, 23:48 Posted By: wraggster
Nintendo has filed a trademark request for the phrase 'It's on like Donkey Kong' with the US Patent and Trademark Office.
The pop-culture saying has been around for decades and was popularised by rapper Ice Cube in the song 'Now I gotta Wet'cha'.
But Nintendo's only just jumped into action, weeks ahead of the release of Donkey Kong Country Returns for Wii.
http://www.computerandvideogames.com...VG-General-RSS
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November 10th, 2010, 23:55 Posted By: wraggster
Nickelodeon Fit has arrived in the US, giving kids the chance to leap around with the likes of Dora the Explorer.
The title, from 2K Play and Nickelodeon, features 30 games developed in collaboration with physical education and expert science expert Dr Jacqueline Goodway PhD. Activities use either the Wii Remote or the Wii Balance Board and include trampolining with Dora, skateboarding with Diego, running with Kai-lan and jumping rope with The Backyardigans.
"We know from research that in their early years, children learn the exercise patterns that will carry over to their adult lives," said Dr Goodway. "We hope that regular participation with Nickelodeon Fit will empower children to start on the road to an active and healthy lifestyle."
http://www.mcvuk.com/news/41745/2K-P...s-fitness-game
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November 11th, 2010, 00:23 Posted By: wraggster
There will be no rest for Madden following the February 6 confetti drop at Cowboys Stadium. As the league and fans celebrate (and/or curse) the new Super Bowl champ, drawing the 2010–11 season to a memorable (and/or forgettable) close, EA's tireless football franchise will quickly suit up for a rare off-season appearance as Madden NFL Football for 3DS. The publisher today announced the title as part of the handheld's launch lineup in the first half of 2011.
Though not an official Madden 11 release in name, the 3DS game will certainly play like one, as it includes this year's time-shaving GameFlow system, in addition to the paired-down 5-on-5 mode that has become a staple in the series' Wii iterations. Of course, EA reminds us that Madden NFL Football will be unique in that the gameplay and features "jump off the screen with 3D graphics," not to mention the supposed utilization of "the remarkable power of the Nintendo 3DS Touch Screen."
We know what you're thinking -- but, no, EA has somehow muffed the perfect opportunity for a true "Madden" mode. Why play football, when you could sit back and telestrate it? And, hey, if that mic's not a means for blurting (and/or babbling) your own Maddenisms into the game, then what's it there for? C'mon EA, this is Madden football, remember!
http://www.joystiq.com/2010/11/10/madden-3ds/
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November 11th, 2010, 00:37 Posted By: wraggster
[Craig] wanted to make the original Game Boy LCD screen do his bidding so he sniffed out the data protocol that it uses. We were amused when he mentions that there’s an army of people out there looking to build pointless crap as part of a hobby. Guilty. And he goes on to outline why this LCD screen is a great resource for hobbiests.
As you can see in the pinout above, it uses 5V logic, with a 4 MHz data clock. These traits are both very friendly to a wide range if inexpensive microcontrollers. If you know how to address the display it should be very easy to use. Furthermore, the low pin count is thanks the to a 4-shade grayscale screen, limiting the data pins to just two. [Craig] hooked up his Saleae Logic probe to capture communications and walks us through what he discovered. During this process he proved to himself that he had figured out the protocol by exporting captured data from the logic probe and reassembling it into an image on his computer.
http://hackaday.com/2010/11/10/divin...-lcd-protocol/
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November 11th, 2010, 00:44 Posted By: wraggster
A lot of the scuttlebutt we've been hearing about 3D and video games has been centered around 3DTVs (and this week's Call of Duty: Black Ops release has been impressing some folks with 3D-enabled televisions), but Nintendo CEO Satoru Iwata says that if anything ushers 3D out of the movie theaters and into the household, it'll be the 3DS. He told the company's investors recently that "people in Hollywood currently do not believe that 3D television sets will be able to spread into ordinary households with rapid speed. I have the impression that they see Nintendo 3DS as a strong candidate to become the very first 3D device to be able to spread into the mass market in massive volumes."
Really, the president of Nintendo thinks the 3DS will be popular? No kidding, tell us another one. But Iwata also said that developers around the world have shown "much stronger interest" in the 3DS than its old dimensionally-challenged cousin, the regular Nintendo DS, did at its own launch. So maybe by next March, we'll all be seeing things in 3D at home. Wait ... without glasses, we mean. No, wait ... aw, you know.
http://www.joystiq.com/2010/11/10/iw...o-mass-market/
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November 11th, 2010, 00:46 Posted By: wraggster
Speaking to Game Hunters during Mario's 25th-anniversary celebration at the Nintendo World Store, Mario maestro Shigeru Miyamoto revealed some interesting tidbits about everyone's favorite plumber. When asked what fans don't know about Mario, Miyamoto revealed that the development team on Super Mario Bros had considered using the NES D-pad to make Mario jump instead of the A button. We know, madness.
Another revealing bit of trivia: Miyamoto admitted that his favorite Mario game is Super Mario World. Miyamoto liked that the game combined the traditional action of the series with new map features, making players "think about where they were going and what they were going to do next." He added that many of the Super Mario World staff went on to become producers and directors.
Strangely, Miyamoto neglected to mention the SNES game's standout feature: namely, that the cape is awesome.
http://www.joystiq.com/2010/11/09/su...te-mario-game/
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November 11th, 2010, 23:45 Posted By: wraggster
The Nintendo Wii has become the fastest selling console in Australia, claiming a two million installed base in 47 months.
According to IGN, the previous record holder was Nintendo's DS which sold the same amount of hardware in 52 months.
The Nintendo Wii is available as a black sku in Australia and comes bundled with Wii Sports and Wii Sports Resort, priced at AUS $299.95.
http://www.mcvuk.com/news/41771/Wii-...les-Down-Under
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November 12th, 2010, 00:25 Posted By: wraggster
Speaking at the BMO Capital Markets Annual Digital Entertainment Conference in New York today, Nintendo of America president Reggie Fils-Aime highlighted the importance of this year's holiday season, and contrasted his company's greater reliance on the end-of-year sales boom over that of competitors.
"The holidays are more important to Nintendo than to other manufacturers," Fils-Aime said. "We have a distinct edge when it comes to gift-giving, and it's no doubt because of the familiarity and recognition of both our brand and key franchises." Nintendo's upcoming software lineup for November and December boasts some famous -- though not distinctly edgy -- brands, including Donkey Kong Country Returns and Disney Epic Mickey, but hardware has historically been the company's best performer during the holiday season. Nintendo sold over five million DS units and five million Wiis in the US through November and December last year, a two-month tally which Fils-Aime said comprised over 40% of Nintendo's annual sales.
Fils-Aime also cited NPD data, which showed that Nintendo had shifted 43.1 million DS systems and 30.4 million Wiis in the US thus far. The holidays are just as crucial for software sales, with Fils-Aime noting that 44 percent of all annual game sales were incurred during the last two months of the year (compared to 33 percent for other manufacturers). Nintendo had the top three best-selling games in December 2009 -- New Super Mario Bros., Wii Fit Plus and Wii Sports Resort -- though it conceded November to Call of Duty. It's likely to do so again this year.
With the introduction of new Mario-themed console bundles and a solid lineup of seemingly evergreen first-party sellers, Nintendo seems adequately prepared before it wades bravely into that throbbing, Black Friday consumer crowd. Perhaps Microsoft is the smart one for courting those same customers from a distance -- of eight feet or so.
http://www.joystiq.com/2010/11/11/ho...itors-says-fi/
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November 12th, 2010, 00:26 Posted By: wraggster
Unsatisfied by their stellar performance in Mario Hoops 3-on-3, a number of characters from the Final Fantasy universe will once again show their athletic prowess in Square Enix's Mario Sports Mix. Gaming news site The Bit Block recently compiled a bunch of gameplay clips from the title's official website, featuring the special moves of the White Mage, Black Mage, Cactuar, Moogle and Ninja. The Mario Sports Mix website also references some Dragon Quest cameos -- though none of those appear in the aforementioned reel, which is posted after the jump.
Once again, the Final Fantasy characters appear to be really sportsmanlike about the whole thing. For instance, that Black Mage would have a much easier time of making a three pointer if he took out all his defenders with a well-timed Ultima, yet he takes his knocks like everyone else. Good form, Mr. Black Mage.
http://www.joystiq.com/2010/11/11/fi...io-sports-mix/
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November 12th, 2010, 00:30 Posted By: wraggster
Nintendo of America boss Reggie Fils-Aime has revealed how many consoles the platform holder has shifted in the US to date compared to rivals Sony and Microsoft.
As reported by Gamasutra, citing NPD data, Fils-Aime told the BMO Capital Markets Annual Digital Entertainment Conference in New York that the Wii has sold 30.4 million units in the US and 43.1 million DSes.
In comparison, Microsoft has sold 21.9 million Xbox 360s, while Sony has moved 13.5 million PlayStation 3s and 17.7 million PSPs.
In the wake of news that both Nintendo's systems have been showing rapid decline this year, Fils-Aime went on to explain how, as ever, it will be looking to the Christmas period for a sales bump.
"The holidays are more important to Nintendo than to other manufacturers," said Fils-Aime.
"We have a distinct edge when it comes to gift-giving, and it's no doubt because of the familiarity and recognition of both our brand and key franchises," he said, before claiming that nearly half of all Nintendo hardware sales in 2009 came in the last two months of the year.
"For everyone else that number was just over 40 per cent," he claimed.
"The disparity on the software side is even greater," Fils-Aime added. "For Nintendo platforms, 44 per cent of all game sales came during November and December. For the rest of the industry, that number was only 33 per cent."
Nintendo's Christmas line-up this year includes Donkey Kong Country Returns and Wii Party. US gamers also have Kirby's Epic Yarn to enjoy.
http://www.eurogamer.net/articles/20...s-wii-ds-sales
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November 12th, 2010, 23:50 Posted By: wraggster
A limited edition black Wii bundle that includes Mario Kart Wii and a bunch of accessories will release in Europe on 26th November, Nintendo's announced.
Those accessories are a black Nunchuk, black Wii Remote Plus, black Wii Wheel and Wii Sports.
As a bonus, it'll also include Donkey Kong original edition pre-installed on the Wii "in homage to Mario's first ever appearance".
Nintendo failed to mention a price – we're chasing that up now.
Did you know Mario Kart Wii has sold more than 24 million copies worldwide since its launch? Now you do. Oli awarded it an impressive 8/10 back in 2008.
http://www.eurogamer.net/articles/20...ndle-announced
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November 13th, 2010, 00:42 Posted By: wraggster
Last October, when the wounds of Wii Music's critical and commercial failure were still relatively fresh, Shigeru Miyamoto mentioned that "there may still be some possibility" of continuing the franchise. In a recent interview with Techland, Miyamoto went a bit further, explaining, "There's a lot of potential still in Wii Music, I think. Because we're going to change it up, a new interface is coming, and all of that." Them's sequeling words, partner.
Miyamoto also addressed the possibility of Mario making an appearance in a Wii Music follow-up, stating "If we get more people to understand what's going on in the game concept, then he might appear in the game. I don't know." He added that a Mario cameo is somewhat unlikely, as "he can't play guitar" or saxophone using his stubby, gloved fingers. That's a good point, Mr. Miyamoto -- we guess he can't play too many instruments. But he can rap with the best of them.
http://www.joystiq.com/2010/11/11/mi...nts-at-sequel/
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November 13th, 2010, 00:46 Posted By: wraggster
UPDATE: Square Enix has offered a clarification on its European Twitter feed. A new post reads, "About DQVI, there are [sic] just no news. No confirmation, no cancellation. Please be patient and bear with us!"
ORIGINAL STORY: Maxed-out Dragon Quest IX and looking for another serving of handheld RPG questing? Don't hold your breath – Square Enix has seemingly ditched plans for a European release of its Dragon Quest VI remake.
Responding to a request for news on the title on its Twitter feed, a spokesperson for Square Enix Europe wrote, "Not on the cards right now – sorry!"
When it was first announced in 2008, Square promised the game would be coming to the the US and Europe.
The remake of the sixth game in the series – the only one never to see a Western release – came out in Japan in January this year.
It's a strange decision – the excellent Dragon Quest IX: Sentinels of the Starry Skies, released earlier this year, has sold very respectably outside of Japan.
We've put in a request with Square Enix's US branch to see if it sees things differently.
http://www.eurogamer.net/articles/20...lease-in-doubt
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November 13th, 2010, 00:49 Posted By: wraggster
Bad news for Who-heads looking for a digital dose of their favourite doctor. Wii adventure Dr Who: Return to Earth has been pushed back by a week.
According to Digital Spy, Deep Silver's tie-in will now be available on 19th November.
Its DS counterpart, Dr Who: Evacuation Earth, will still be available this weekend however.
http://www.eurogamer.net/articles/20...enture-delayed
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November 13th, 2010, 01:56 Posted By: wraggster
Earlier in the week, we published an interview with Rune Factory series producer, Yoshifumi Hashimoto, where we discussed some of the improvements and evolutions introduced to the series in Rune Factory 3.
Naturally, we couldn’t resist asking Hashimoto-san about a potential Rune Factory game for the Nintendo 3DS, considering that Marvelous are already working on a Harvest Moon game for the system.
"There are certainly a lot of different things I could think of wanting to add. Since it’d be in 3D, I’d want to make it feel as if you are actually walking through this fantasy world," he told us. "I’d want to make farming a more realistic, 3D experience. Dating would have scenes entirely in 3D."
"I really can’t think of going one-by-one here; I know I’d want to go at it and put a lot of different things in," he continued. "Of course, if you’d like to see these things, please give Rune Factory 3 a try! If Rune Factory 3 succeeds in the West, it makes it a lot easier for us to consider making a new game in the future. I really hope you enjoy it!"
http://www.siliconera.com/2010/11/12...-nintendo-3ds/
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November 13th, 2010, 02:05 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15873.html
On the Project64 site, zilmar posted the newest changelog for the closed beta test. If you are interested in the beta test, just donate at least $20 USD to PJ64 and you are allowed to test! Btw PJ64 is a Nintendo 64 Emulator for Windows.
Quote:
App Project64.exe
1.7.0.50 - ver 23
Redesigned settings dialog to use more modern vertical pages instead of tabs
Plugins can now be set per rom
Added Soft Reset function (resets only game, like pushing reset button on console, default shortcut F1, old Hard Reset now defaults SHIFT+F1).
When app loses focus in fullscreen make sure it is in window mode, should improve stability on fullscreen error messages.
Max cheats per game raised to 50,000
changed how settings is used globally
new setting: allow user to edit VI Refresh rate (see http://forum.pj64-emu.com/showpost.p...7&postcount=18)
changed internal of how settings work
Cleaned up rom browser refresh to remove more unneeded refreshes (Windows returning files in different orders)
re-arranged project source files (please report new errors!)
changed how languages is used globally
optimized writing to ini file
added RDB editor mode and indicator (see hidden settings info)
updated Help menu
updates to video plugin interface for ROM settings
These changes are cumulative since b49 (include all the alpha builds). Does not include minor fixes and regressions between alpha builds.
Note: this build requires updated plugins for the per-rom settings and some other things to work properly, please use all our latest plugins!
Direct3D8
1.7.0.57 ver 5
bugfix: megaman64 no longer crashes during boss battles
bugfix: nba on nbc players look right again
bugfix: full screen time display hour was wrong at times
bugfix: raw frame buffer rendering in fullscreen wasn´t working
bugfix: resident evil 2 videos display better
bugfix: rom settings dialog was crashing woops
bugfix: rom settings for resolution had incorrect defaults
bugfix: resolution in DK64
bugfix: ms pacman classic mode pause delay
bugfix: yoshi´s story fire level and intro had bad texturing
bugfix: goldeneye frigate
tweaked LoD again hopefully less broken, still not correct tho
deprecated badly profiled SSE optimizations
deprecated hacks for TNT/GeForce hardware
added turbo 3d for dark rift
redundant microcode changes are ignored now
raw frame buffer is now rendered in hardware to support FSAA
DirectSound
1.7.0.7 ver 2
added BufferSize hidden option
reverted buffer to around where 1.6 was
RSP
Issues with the RSP plugin, including Low level graphics and audio
1.7.0.3 - ver 18
handles individual game setting for hle audio and gfx
http://www.pj64-emu.com/blog/
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November 13th, 2010, 11:22 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15869.html
NRage Input Plugin is a netplay and input plug-in for N64 emulators.
Quote:
NetPlay Input Plugin
Hello everyone. I´ve been working on an input plugin that supports netplay. I´ve attached it to this post for people that want to try it out. This is meant to be a workaround until zilmar implements netplay directly in Project64.
Instructions:
Unzip the dll into the Plugin folder.
Open Project64 and select AQZ NetPlay as the input plugin.
Go to Options, Configure Input Plugin. Select and configure an input plugin to use. My netplay plugin basically acts as a middleman, relying on a normal input plugin to read input from the keyboard/controller. Only plugins in the same directory as my plugin are listed. Also, my plugin does not work with Jabo DirectInput7 1.7, but it does work with Jabo DirectInput7 1.6 that comes with Project64 1.6. When you have selected and configured an input plugin, click OK.
Pick a game to play. Send the save file for that game to each player you plan to play with. The save file is located in the Save folder by default. If each player does not have the same save file, the emulators will probably desync.
Open the game. A message will appear telling you to plug in controllers for each local player. Click OK.
The config window for the plugin you have selected will appear. Check the "Controller is plugged in" check box for each player playing at your computer. (For example, if 3 people are planning to play, 2 people can play at one computer and the 3rd person can play at another computer.) Which controllers you decide to plug in (player 1, 2, etc) does not matter. My plugin will automatically assign each player to player 1, 2, etc automatically when the game starts. Finally, if you want to be a spectator and just watch, uncheck all 4 "Controller is plugged in" check boxes. When you are done, click OK.
The connect window will appear. Decide who will host the game. This person must leave the host box blank, pick a port number (the default, 27999, should work fine), and click Start Server. A message from a firewall may appear. Be sure to click Allow. Also, if the host is behind an NAT (home router), the host must forward the port they selected to their computer. Google how to do that if you don´t know. Every other player should enter the IP address of the host in the host box, choose the port the host chose, and click Connect. When everyone has connected, click Start Game. (Note: If anyone is using WiFi (excluding spectators), the game will probably be laggy unless they have a strong signal with low interference. You´re better off using an ethernet cable.)
Once the game starts, go to Options, Configure Input Plugin. A window will appear. Here you can adjust the lag setting. Set the value as low a possible. If you set it too low, the game will not run at full frame rate. However, the higher you set it, the more delay between the time when you press a key on your keyboard or button on your controller and the time that information reaches the game. The optimum lag is dependent on the connection latency (ping) between the host and each of the other players.
Notes:
From my experience lag is fairly low and often not very noticeable. It is much better than my experience with Kaillera. Of course, the huge advantage my plugin has over Kaillera is that it works with Project64 1.7, the best N64 emulator in my opinion. You can use my plugin with other N64 emulators, too. However, in my experience, most of them, including Project64 1.6, will desync while you are playing. I have never had a desync occur while using Project64 1.7 though.
I recommend going to Options, Settings, and unchecking "Pause emulation when windows is not active?" That way you can adjust the lag easily while the game is running. Otherwise, every time you click the window that lets you adjust the lag setting, the game will pause.
I´m thinking about adding a chat feature in the future so you can chat with your friends while you play. For now, use a separate program like AIM, etc. Again, uncheck "Pause emulation when windows is not active?" if you don´t want the game to pause every time you click the IM window to say something to your friends.
Let me know if you encounter any bugs with my plugin.
Enjoy Project64 1.7 with netplay support!
Changes:
v0.11:
Fixed a bug that made it impossible to run the server on Windows XP
v0.10:
Initial release
http://forum.pj64-emu.com/showthread.php?t=1973
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November 14th, 2010, 21:11 Posted By: wraggster
Bored of your Wii? Ready for Nintendo to reveal its next home console? Well, bad luck – the platform holder wants to sell another 15 million units in the US before it unleashes new hardware.
Gregarious Nintendo of America boss Reggie Fils-Aime told Kotaku there were no plans to launch a 'Wii 2' next Christmas.
"As we sit here today we're saying the Wii has many, many more units to sell," he explained.
"After we've reached an installed base of 45 million here in the US, we can have a conversation about the next generation."
Earlier this week Reggie revealed that Nintendo's white wonderbox has moved around 30 million units in the Land of the Free so far, so we're a way off yet.
Clearly, if you want a new console from Nintendo you're going to have convince your American chums to open their wallets. Go on, off you go.
http://www.eurogamer.net/articles/20...llion-us-sales
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November 14th, 2010, 21:14 Posted By: wraggster
de Blob 2 will launch in the US on 22nd February 2011 for DS, PlayStation 3, Wii and Xbox 360 .
The news comes courtesy of the game's official site, which offers no firm news on when the sequel will bound on over to European shores. We're checking with THQ now for clarification.
The original game, which saw the titular blob restoring colour to a monochrome city, was a Wii-only affair and very enjoyable it was too. Eurogamer's Kristan Reed gave Blue Tongue's eccentric adventure 8/10 back in 2008.
The game was a rare third party Wii success story, shifting over a million copies, so THQ has decided to go multi-platform for the sequel.
The publisher has confirmed that the game will include Move functionality for the PlayStation 3 and HD versions are 3D compatible.
http://www.eurogamer.net/articles/20...date-confirmed
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November 14th, 2010, 21:57 Posted By: wraggster
Pate has posted more news concerning his Dos emulator for DS:
During the last week I kept adding opcode after opcode, with seemingly no change in how far Trekmo progressed in DS2x86. Trekmo uses a lot of trigonometric calculations and other algorithms before it actually draws anything on the screen, so it was rather boring adding all of these, and not even being sure whether I left some bugs in them or not. Then this Friday, after I had added yet another opcode, Trekmo suddenly began drawing the actual space scenes! So, here are some pictures of Trekmo running in DS2x86, to make up for the lack of screen copies in the last couple of blog posts. :-)
The interesting (and pleasently surprising) thing was that everything seemed to work properly! I had assumed that I must have coded at least some bugs in the arithmetic opcodes, so I expected to see broken polygons and possibly a complete crash after a few frames. There did not seem to be any problems, though. Trekmo progressed fine for several seconds, and then reached a yet another unsupported opcode. I thought this was enough for Friday, though, so I left adding the remaining opcodes later.
On Saturday morning I worked a while with an improved IRQ system (as the current system is far from optimized), but could not get it to work properly. I always have trouble with the IRQ system, it is by far the most difficult thing to get working in my emulator. In the end I had to roll back my changes, and decided to let the IRQ system be like it is for now, and work on getting Trekmo to run all the way thru to the end. Trekmo has a framerate calculator, so it can be used for benchmarking the combined CPU and graphics card system of a PC. In my Trekmo documentation I have a table of results from the systems I ran it on (back in 1994). The table has the following values:
Machine CPU Graphics Bus Framerate
Compaq Prolinea 4/66 486DX2/66 ET4000 VLB 40.7 fps
No-name clone 486DX2/66 Cirrus VLB 38.0 fps
Developed on this one: 486/33 ATI ISA 20.5 fps
AST Bravo LC 4/25s 486SX/25 Cirrus VLB 19.6 fps
Hyundai S386-C 386/20 S3 ISA 6.5 fps
Finally today I managed to get Trekmo to run all the way to the end, so I was able to get a benchmark reading. Trekmo runs in DS2x86 (with the DSTwo MIPS processor running at 360MHz) at an average speed of 11.9 fps, which makes it noticeably slower than a 486SX/25 machine, but nearly twice as fast as a 386/20 machine. So, my original estimate of "a bit faster than a 386/33" machine is still valid. And, if I get the IRQ handling improved, it might still get a bit faster. However, I still have no audio support, and that in turn will make the emulation run slower, as I can not offload the audio handling to another CPU as I did in the original DSx86.
So, now that Trekmo is running, I need to find a new program to test. It would be interesting to try to get Windows 95 running, but I believe that is a bit too big a project to tackle at this point. DS2x86 still lacks a lot of protected mode opcodes, so perhaps I should instead try to make some 386-specific games (Zone 66, Doom) running. I should also start working on audio emulation, but it just feels so boring. I have already coded an AdLib emulation once, so coding it again for a different assembler does not feel like an interesting task.
http://dsx86.patrickaalto.com/DSblog.html
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November 14th, 2010, 22:19 Posted By: wraggster
ThemeShooterTk 0.07 released by HoKaze
ThemeShooterTk is a cross-platform, Python based clone of ThemeShooter made by HoKaze.
It can be run on Windows, Linux, Mac OS X and most modern Unix-like operating systems so long as the following requirements are met:
Python 2.x (Python 2.6 and 2.7 should work fine)
Tkinter (should come with python)
Python Imaging Library, PIL (Tends to be included with python)
PIL: ImageTk Module (on Linux this tends to be kept separate, look for the "python-imaging-tk" package)
What started off as a quick and dirty clone of the original ThemeShooter has since grown and whilst it may be behind the original and ThemeShooterX, it should hopefully suffice for some basic "themeshots." I do intend on continuing to add to it on the rare occasion I have time. Please check the enclosed readme file for further information, bugs and what to look for in the future.
Features
As of version 0.07:
Dummy text (with alpha)
Theme previews
Screenshot generation
Replaces missing images (apart from the background) with images from Classic theme, Dark Water v2 theme OR a custom theme of your choice
Random bubble placement on both preview and screenshots
Beginnings of an application database of sorts (possibly expanded later)
Basic configuration file support for program settings (will be expanded later)
Simple console output option, for debugging and rough speed checks
Cross-platform!
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterTk
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November 14th, 2010, 23:15 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12616&f=19
PypeBros offers version 1.4 of its new adventure game engine using its platform, "Bilu: Apple Assault".
This, my little flea finally left me enough time to get the last shot of polish on Apple Assault I can offer you the coup in version "1.4". It includes the "super-fist", transitions between levels, fixed some bugs in the display screen menu, support multi-track music improved. I think that's all. In principle, this is the last version: I am preparing a package of "source" and I move on.
http://sylvainhb.blogspot.com/
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November 15th, 2010, 00:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12609&f=54
Joshua Corvinus offers version 0.7 of "Pie Chart!" Wii clone of the famous arcade game Pacman.
Version 0.7
* Huge ghost AI revision. THEY CAN No Longer reverse direction at will; aussi THEY CAN Switch between evasive and wandering ways
* Animated title screen
* Multiple level support
* 17 new levels! This should "keep people Occupied Until I add more soon
Maze * Reduced size to allow for HUD options
* Fixed / Added hiscore saving. score.bin MUST exist and it can not be empty or you'll get a stack error.
* Fixed animation speeds
http://x-hax.cultnet.net/
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November 15th, 2010, 23:43 Posted By: wraggster
Chris Hecker, the developer behind 2007's infamous "the Wii is sh*t" rant, has for the first time revealed the true extent of the impact his comments have had on his career.
In 2007, while at Maxis working on PC game Spore, Hecker took to the stage at the Game Developer Conference and called Nintendo's motion sensing console "a piece of sh*t", labelling it "two GameCubes duct-taped together".
His comments, predictably, hit the headlines. The following day Hecker apologised, saying, "I do not think the Wii is a piece of sh*t. Nintendo needs to be applauded for trying to interface on the controller front, the user."
That was over three years ago. But Hecker, who is currently hard at work on indie game SpyParty, stands by his original point.
"Game design and gameplay is not separable from CPU power," he told Eurogamer.
"You can do more interesting games with a faster CPU. Nintendo made an underpowered platform, relative to what you could have made at the time.
"You can see the ramification of that now with the games. They're just not as interesting, for a lot of reasons.
"They did a lot of interesting stuff with the control system, but unfortunately there's not enough horsepower behind the thing to actually really explore a lot of that stuff. You can see that in the games.
"I said it in a very inflammatory way, but the underlying message was a serious point about game design and programming.
"It was a direct quote. No one misquoted me. I said it was a piece of sh*t. I said it with Public Enemy blaring in the background and some funny slides. It was a great rant."
Hecker's GDC rant created quite a few problems for the then EA employee.
"When I said the Wii stuff it was at the height of Nintendo. They were selling a zillion units. They couldn't keep it on store shelves. And Spore was at its height. The headline was Spore developer says...
"So I apologised for saying it that way more for the way it was covered than what I was trying to say.
"If I had known it was going to get covered in the mass market press as opposed to just development press, I would have chosen my works more carefully. But I didn't. It was obviously my opinion, not the Spore team's opinion.
"The Wii is a piece of sh*t and it's two GameCubes duct taped together are quotable quotes, and I should have chosen my words more carefully with at least some of them.
"I wasn't thinking that because E3 closed down there would be a lot of people sniffing around for news stories in the mainstream press. It never used to be like that at GDC.
"But then aiming the article for maximum headline controversy, that's journalism's issue.
"In more ways than people even know, that night was the Electronic Arts and Nintendo executive dinner. They were announcing a joint venture for the first time. It was disastrous. It was awful.
"The stars aligned in a completely negative summon a demon kind of way. It was not good.
"I got a lot of hate mail. The Nintendo fanboys are pretty vehement. It's a big fanboy community. My Wikipedia page got defaced endlessly.
"I actually said it and I have to stand by what I said. I apologise for saying it in a way that was too whatever, and making it sound like I was representing the team – I didn't, but the articles did."
Hecker is no stranger to controversy. After Spore was released and some fans were disappointed with its depth, an interview Hecker gave to a science magazine emerged in which he talked about the cute versus science difference in the game.
An angry fan blamed all of Spore's problems on Hecker in a post on the game's official forum, which was subsequently picked up by a mainstream news outlet. Hecker then became the "I ruined Spore" developer.
This, according to Hecker, was more damaging than his Wii rant.
"Even though Will Wright, the creator of the game, took full responsibility for the game we shipped, and I wasn't on the design team at all, to this day people talk about SpyParty in a forum and they're like, isn't that the guy who ruined Spore? Stuff matters.
"Someone will go, 'Is that that game by that guy who ruined Spore?' Someone – hopefully – a couple of posts later, will say, 'No, that was debunked. Here's a link to the post.'
"But sometimes that doesn't happen. Then, what do you do? You feel like a dork going in and posting yourself, 'No, I'm not that guy.'
"It's really hard to fight that kind of hearsay."
SpyParty, which Hecker is self-funding, is a James Bond-esque game set during a cocktail party in which people do normal, party-like things. All the characters are controlled by the computer except one, which is controlled by the player-controlled Spy. That person tries to blend into the party while completing spy missions.
Another player – the sniper – is charged with working out who the spy is and pulling the trigger.
http://www.eurogamer.net/articles/20...i-is-sh-t-rant
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November 16th, 2010, 14:35 Posted By: wraggster
Sick of waiting outside in the cold on the wee hours of Black Friday, only to get trampled on the way in to the store when the doors open? Walmart has a better solution: they'll open the doors at midnight. Yes, the sales start at the first minute of Black Friday, and the full list is after the break, but to get the really good stuff you'll have to hang around until 5:00am. That's when a Magnavox Blu-ray player (presumably the oft-discounted NB500) will go for $69, with $10 in VUDU credits thrown in for good measure. Or, you can get yourself a Nintendo DS Lite for $89, which is a very solid deal. Sure, it doesn't do 3D, but who says games need depth?
http://www.engadget.com/2010/11/16/w...lu-ray-player/
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November 16th, 2010, 14:44 Posted By: wraggster
A trial date has been set for Ohio motion control firm Motiva's second patent infringement case against Nintendo.
The company claims that the Wii treads on the toes of its 2005 patents for a "human movement measurement system," which cover devices including a wireless handheld controller.
Motiva also filed charges against Nintendo in 2008, which resulted in a court-ordered re-examination of the patents in question and the closure of the case.
The new case is due an initial determination of November 4 next year, reports the ITC, with a final decision by March 2012.
Motiva's goal is a permanent cease and desist order against Nintendo of America.
Despite holding the disputed patents, Motiva has yet to release to market any product based on them.
http://www.gamesindustry.biz/article...-due-next-year
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November 16th, 2010, 14:45 Posted By: wraggster
Rovio CEO Peter Vesterbacka has confirmed that iPhone and Android smash hit Angry Birds will be coming to PSN, XBLA and Wii 'for starters' at the inaugural Virtual Goods Summit in London.
While Vesterbacka did not go into detail, he responded to an audience question on the matter with "Yes, we're doing PSN, Xbox and Wii. For starters."
The CEO also put paid to rumours of a direct sequel, but indicated that a new game is in the pipeline which will tell the story of the game's piggy enemies, as well as a multiplayer SKU which will operate in a similar fashion to "old school Worms."
The game has seen huge success on both iPhone and Android platforms, selling two million copies on the Google OS in just five days, while the Halloween special edition leapt to number one in the App store charts in the US and UK within 24 hours.
The developer recently clarified that its relationship with publisher Chillingo, which published Angry Birds and Cut the Rope, would not continue after EA acquired Chillingo last month.
Vesterbacka told TechCrunch that "you don't need publishers".
http://www.gamesindustry.biz/article...ing-to-console
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November 17th, 2010, 12:05 Posted By: wraggster
Activision's GoldenEye 007 revamp is doing great business on Wii, Nintendo has claimed, proof that there is a healthy market for core games on the system.
Nintendo's UK communications chief Rob Saunders told MCV, "The sales of GoldenEye show that these titles can and do perform well on Wii.
"The idea that Wii owners are only after smaller mini-game compilations or first-party titles isn't true. A good quality title, supported well by both publisher and retail, has just as much chance of performing well as any Nintendo title."
The Eurocom-developed Bond shooter scored a solid 7/10 from Eurogamer's Simon Parkin last month and entered the UK charts at number 13, five places above its HD counterpart, Blood Stone.
We're not sure that quite qualifies as a smash hit but Saunders is right - it has performed better than most recent high profile third party core games.
Ubisoft's Red Steel 2 limped into the UK charts at 34 earlier this year, Rising Star's No More Heroes 2 couldn't even manage the top 40 and EA's on-rails shooter Dead Space: Extraction sold dismally.
The next third party to try its hand at a beefier Wii experience is Disney Interactive with Warren Spector's Epic Mickey, out on 25th November.
http://www.eurogamer.net/articles/20...ii-core-market
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November 17th, 2010, 12:06 Posted By: wraggster
Nintendo has discontinued its Wii Speak peripheral, according to an Amazon listing.
The product's sales page, spotted by GoNintendo, now reads "Discontinued by manufacturer: Yes."
This tallies with comments made last week by the developers of forthcoming SEGA FPS, The Conduit 2. High Voltage's creative officer Eric Nofsinger told BitMob that it was supporting the third party Headbanger headset for online multiplayer modes, rather than Nintendo's own hardware.
"Nintendo told us to not use Wii Speak," he explained.
Wii Speak, which allowed users to chat with friends online in supported games, launched in 2008, bundled with Animal Crossing: Let's Go to the City. It's only been utilised in a handful of games since, including Monster Hunter Tri, Endless Ocean 2, NBA 2K10 and Tetris Party Deluxe.
http://www.eurogamer.net/articles/20...nues-wii-speak
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November 17th, 2010, 12:15 Posted By: wraggster
Kingdom Hearts 3D – the planned 3DS Square Enix/Disney cross-over role-playing game from Tetsuya Nomura – will connect to the yet-to-be revealed Kingdom Hearts III.
It'll do so both in terms of gameplay systems and story, Nomura told Famitsu magazine (translated by Andriasang).
Apparently it's possible the ending of Kingdom Hearts 3D will lead into the story of KHIII.
In 3D you'll be able to control Sora and Riku, and they'll both work differently. The game's central gameplay systems are "all complete", but Square Enix is still working out how to put them into the game.
The world selection for the game's Disney areas is also being worked on. SE plans to use all new Disney worlds this time around, but Traverse Town and other originals will reappear.
Meanwhile, work on Kingdom Hearts project, Birth By Sleep Final Mix is said to be "almost complete". It's all getting a bit complicated, isn't it? Let's recap.
Kingdom Hearts Re:Coded is due out on the DS in Europe on 14th January 2011. We've got Kingdom Hearts: Birth by Sleep Final Mix, the international version of Kingdom Hearts: Birth by Sleep, for PSP - that looks like a Japanese exclusive.
Then we've got Kingdom Hearts 3D, the working title for series' Nintendo 3DS entry. It'll be the seventh instalment in the franchise.
Beyond that there's Kingdom Hearts III, which is probably the big one but a long way off. Phew!
http://www.eurogamer.net/articles/20...nnect-with-iii
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November 17th, 2010, 13:38 Posted By: wraggster
New from Divineo China and available on Worldwide Shipping.
At the grand opening of Mario's third theme park, the first 100 guests receive a new Mini Pauline toy. Donkey Kong arrives as the 101st guest and finds himself out of luck. He grabs Pauline and heads into the park with Mario and his Mini Marios in hot pursuit...
Mario vs. Donkey Kong Miniland Mayhem is an action puzzle game in which players use the stylus to place objects like girders, springs, conveyer belts, pipes and ladders to guide the Mini Marios to the end door of each level.
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November 17th, 2010, 14:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15907.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.016 (11/16)
Audio - Sweep and DMC channel supported. Also fixed the frame limiter.
Added a way to change keybindings (if you can look up Swing keycodes) - see "settings.txt" file.
Removed options dialog for the moment since it didn´t do anything.
0.015 (Not Released)
Fixes to MMC1, addition of battery save support, and some unfortunate frame limiter bugs that it took a while to track down.
http://code.google.com/p/halfnes/
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November 17th, 2010, 14:17 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15895.html
JzintvWii is a port of the Intellivision emulator jzIntv for the Nintendo Wii.
Quote:
History:
03/06/2010: v1.0.0:
Initial release
16/11/2010: V1.0.1:
Recompiled with latest devkitpro and sdl, now usb-keyboard is enabled again. Thanx to GPer.
Modified wiibrew link, now the right link is reported.
Fixed wrong sort of romslist, now sort is purely alphabetical without considering roms date.
Sources integrated with J.Z. sources in jzintv-20101114-src.zip
Todo (maybe..in the future...):
Config file for key mapping
Graphical interface
http://wiibrew.org/wiki/JzintvWii
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November 17th, 2010, 14:18 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15891.html
Mednafen a multi-system emulator has been updated. Mednafen emulates the following systems: Atari Lynx, Game Boy/Game Boy Color, GameBoy Advance, NES/Famicom, PC Engine (PC Engine CD), TurboGrafx 16 (TurboGrafx 16 CD), SuperGrafx, NeoGeo Pocket/NeoGeo Pocket Color, PC-FX, WonderSwan/WonderSwan Color and Nintendo Virtual Boy
Quote:
The Win32 build will be uploaded later Saturday or Sunday.
-- 0.9.15-WIP: --
November 12, 2010:
SNES: Reworked a floating-point compare to work correctly with x87 FPU math on gcc(and probably most 32-bit x86
compilers). TODO: Audit code to find and correct any other instances of similar problematic floating-point code.
November 11, 2010:
MasterCycles field of EmulateSpecStruct is now assigned in more emulated systems.
November 10, 2010:
Genesis: Converted the "md.region" and "md.reported_region" settings to enum types, to allow for automatic document
generation for the various values for these settings.
Genesis: Fixed various issues that were preventing emulation from working properly on big-endian systems.
SNES: Updated the PowerPC code in libco with "blargg_libco_ppc64-5".
November 9, 2010:
VB: Fixed an endian-related bug with joystick input state decoding.
VB: Made the VIP emulation code big-endian-compatible.
VB, PC-FX: Made the V810 core´s "fast" mode work on big-endian platforms.
Genesis: Fixed a major problem with illegal instruction handling; executing a long string of illegal instructions
will no longer lock up Mednafen. Thanks to Zombie for pointing out the lockup problem.
November 8, 2010:
Fixed(hopefully) OpenGL pixel shader initialization error detection.
Fixed "supereagle" special scaler crashing when the source surface was large.
VB: Added setting "vb.sidebyside.separation", which controls the number of pixels between the L/R view(pixel count is
pre-scaling by xscale(fs)), with a default value of 0. Previously, the effective separation for the sidebyside
was 16, so if you want to replicate the behavior of previous versions, set this setting´s value to 16.
November 7, 2010:
NGP, SMS, NES: const-ified some const data.
NGP, PC-FX, NES, WonderSwan: Fixed various initialization issues(they´re not a problem now, but it´s done for future-proofing).
WonderSwan: Fixed internal EEPROM initialization to not persist across game loadings(this doesn´t apply to Mednafen...
yet ). TODO: Evaluate removing persistence across power events.
MDFND_DestroyMutex() now actually frees the memory for the mutex wrapper.
Fixed a few initialization and deinitialization bugs in cdrom/cdromif.cpp (thanks to Rakashazi for pointing them out)
http://forum.fobby.net/index.php?t=msg&th=589&start=0&
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November 17th, 2010, 23:38 Posted By: wraggster
UPDATE: Nintendo UK has contacted Eurogamer to say it has not discontinued Wii Speak, and that the Amazon listing referenced in the article below was an error.
ORIGINAL STORY: Nintendo has discontinued its Wii Speak peripheral, according to an Amazon listing.
The product's sales page, spotted by GoNintendo, now reads "Discontinued by manufacturer: Yes."
This tallies with comments made last week by the developers of forthcoming SEGA FPS, The Conduit 2. High Voltage's creative officer Eric Nofsinger told BitMob that it was supporting the third party Headbanger headset for online multiplayer modes, rather than Nintendo's own hardware.
"Nintendo told us to not use Wii Speak," he explained.
Wii Speak, which allowed users to chat with friends online in supported games, launched in 2008, bundled with Animal Crossing: Let's Go to the City. It's only been utilised in a handful of games since, including Monster Hunter Tri, Endless Ocean 2, NBA 2K10 and Tetris Party Deluxe.
http://www.eurogamer.net/articles/20...nues-wii-speak
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November 19th, 2010, 00:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...ceab135e0c3156
Stealth offers a new version of "Engine02" 2D game engine for DOS, Windows, Linux, Intel / PPC MacOS, PSP, and Wii. The games created, their maintenance and updating of the program are directly downloadable from the program.
Engine02 Is A script-driven, multiplatform 2D game engine for DOS With builds, Windows, Linux, Intel / PPC MacOS, PSP, and Wii.
Complete documentation for Creating games IS Included with PC and Mac builds, and est disponible On the website.
Created Games gold hosted by the Author and His Team are downloadable from Directly Inside the program. Updates for the program, in gold "any game installed, can aussi Be Downloaded From The Same interface When They Become available.
Currently-available games:
Megaman: Triple Threat - A Megaman 7 style fangame. Currently in-progress demo year
Sonic the Hedgehog: Project Mettrix - A Sonic 3 style fangame. Currently in-progress demo year
http://stealth.hapisan.com/E02/
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November 19th, 2010, 00:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12630&f=54
tueidj offers version 1.00 of "Desert Bus", adapted for the Wii driving simulator bus contained in Smoke and Mirrors (Sega Mega CD).
Your objective is pretty simple: stay on the road. You Can Tell If You're Too Far Over The Edge By The sound of crunching gravel. Staying There For too long Will cause to get bogged The Bus and you'll overheat. Likewise, Will Remaining stationary aussi Overheating issue.
The desert scenery Will Reflect real-world time - if you play the game at night, You'll Be driving at night. It will change as the Day Goes On (The Original Unlike was, Which Had a habit of getting stuck in a night-> Dawn-> night loop).
The full trip Will take 8 hours, Assuming you travel at your top speed Constantly.
No, you can not pause the game. At all. If your wiimote batteries die, Grab the Number Two wiimote and use while you That puts The batteries in number one.
The only way to exit the game Manually Is To Use The Wii power button is. This Prevents accidental button presses wiimote from ruining your high score.
http://wiibrew.org/wiki/Desert_Bus
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November 19th, 2010, 00:13 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12624&f=19
New recall for the "DS Dev Nintendomax Competition 2010", amateur competition development on the DS organized by us.
The purpose of this competition is to create a game for the DS homebrew unpublished / DSi games and applications are accepted but will be commonly classified.
You've probably noticed, the current amount of the jackpot climbed to $ 880, thanks to your participation and those of our two official sponsors. $ 880 is good and there is one month and a half before the dead line, so we rely on your generosity to further push up the kitty and why does not reach $ 1,000.
The splashscreen contest with a win R4I Gold, meanwhile, ends November 28, 2010, the date is fast approaching, I invite you to try your luck ...
Reminder of the prizes:
* The first will receive 50% of the total pot.
* The 2nd - 30% of the total pot.
* The 3rd - 20% of the total pot.
* The 4th - a surprise gift.
Contest Winner splashscreen - 1 R4i.
You have until midnight December 31, 2010 to present your (your) project (s).
All good code.
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November 19th, 2010, 00:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12622&f=54
PiX Juegos directed "PiX Bros" (not to be confused with "PiX Dash"), an adaptation of the excellent Wii platform game / puzzle game for Windows with the same name combining the Snow Bros, Bubble Bobble and the Tumble Pop (as the character you are taking). The author states that this is a Preview, it might happen that there are still some bugs.
It has Been Quite a While Since I Told You I Was Working with Pix Juegos' Pixel to Bring you a preview release of Pix Bros for Wii, But It's Already Arrived for your gaming pleasure!
As I Said Earlier today, it's "still a preview so Be Sure to Understand thats what we're releasing today Is Only a preview of the game: When the final version is released, bugs get fixed and Will Will the game look Much Prettier. It Is, however, a very playable version of the game: It's running at 32bpp, With MP3 music and It Will open event the designer's group website When Asked to! (More on this Later we post. If you want to give it a try, give-an Eye to the game's code).
Today's preview Does Have A Few limitations, though. Fonts are not working as One Might expect 'em to, so we've released a version of the game That uses The default system font. That IS are available for debugging Purposes Basically, It Is so barely visible and looks plain wrong.
This game showed aussi Some Issues With The joystick handling routines Which Might Be Caused By The SDL port. To Avoid Them, only one player CAN play at Any Given Time, sorry for That.
It was the final note, the game Seems to slow down a bit at some points. This Is Caused by it running at 32bpp: Looks Like We hit the Wii's limited graphics processing When icts Without GPU. In Case We can not solve this, We Might Have to release The Final Version with 16bpp mode set by default.
On the bright side of life, you'll enjoy The Latest and Greatest version of Pix Juegos' game, Which Has Gone Through Major improvement sincere icts last release. I Can Promise You The Game Is really, really entertaining. I've Been Waiting For It On The Wii for a long time
For the rest, The Game Is Completely playable. I have not finished the game (Those Rarutos keep killing me ...) It Seems to pretty rock-solid. It's really Encouraging to See That
Both Juegos Pix and me wish you an absurd level of fun to remember this IS only a preview and Things Might Be Broken. If That's the case, please let us know so That We Can Fix Them.
http://www.pixjuegos.com/
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November 19th, 2010, 00:45 Posted By: wraggster
Newly on sale at Divineo USA for a really cheap $ 19.94
Ranger is the first GPS navigation system in the world for Nintendo DS and DS Lite (Not compatible with DSi). It connects to Slot-2 of the console making it a complete GPS navigator that helps you easily reach any destination. Works with GPSFS MAP, based on Google Maps, which already has a very extensive database of maps that guarantees you guide us with this device for almost any city in the world. It also includes points of interest (restaurants, gas stations, hotels ...) and useful information related to the GPS satellites and the speed at which we are traveling or altitude.
As in other similar tracking devices, also has the option to enable audio to guide us on the road. Its interface lets you view maps in 2D or 3D choose to display the desired zoom levels. The Ranger device includes 32MB of memory and other features such as internet browser. Also you can connect via USB to other devices such as computers, PDAs or mobile phones and to use the locator from there.
For use with DS or DS Lite flash cartridge is required (not included).
- Ranger, the first GPS navigation system for the NDS Lite console
- You won't be getting lost again on the roads
- Whether you are visiting a new city or traveling locally you will be able to get to your destination with the helpful navigational guide of the Ranger
- Ranger support active navigation, voice prompts, facilities Query PC-side software necessary to support and connect on a personal mobile computer
- Ranger tool download: http://www.ds-gps.com/download.htm
- Features:
1. GPSFS map:
- From Google Earth to the library, involving a global scope of the various cities
- A detailed route and facilities information
- Enhance map data (multi-scale map zoom ratio Level switch)
2. High-performance navigation system:
- High-precision positioning
- Touch Panel for easy operation
- Express intuitive route to explore
3. Advanced technology:
- U-blox 5 chip high-performance positioning
- 32MB Extended Memory function
- NDS host automatic calibration time (UTC time calibration)
4. Computer Internet:
- High-precision retrieval Destinations
- Mobile PC touchpad (mouse) and keyboard for easy operation
- User friendly route guide
- Mandarin, Cantonese optional voice prompts
5. System upgrade:
- Map database updates
- System software upgrades
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November 19th, 2010, 12:26 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=311
Here are the final results of the community voting for this year's coding competition. Congratulations!
Project Points
1. Hunter
by DanB 102 (35%)
2. Capitan Sevilla II
by rubengar 49 (17%)
3. Mandelbrot Explorer
by Fwirt 33 (11%)
4. Soviet Union 2010
by HorvatM 32 (11%)
5. GoSub 3D
by VirtualChris 27 (9%)
6. PongInvaders
by usch 25 (9%)
7. Super Bounce
by DogP 22 (8%)
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November 20th, 2010, 23:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15916.html
Mednafen GUI is a Windows-frontend for the multisystem-emulator Mednafen.
Quote:
Mednafen GUI
A Windows GUI for the popular multi-system emulator Mednafen, written in C#.
Usage
Extract the contents of this package into your mednafen directory and start mednafengui.exe.
v1.0.0.0 - Initial Build
*Simple, just find a rom and start
*gui remembers the last rom
*Non-descriptive about box with MS stock art
TODO
Basic settings for paths, files, input, video, audio, etc
more advanced settings like input assigning, and other deeper settings
system specific settings
TODO Maybe
More advanced rom browser
type of rom detector
http://sourceforge.net/projects/mednafengui/
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November 21st, 2010, 01:28 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11766.html
Dynamic-Designs has officially revealed a new project, Princess Minerva for the Super Famicom.
Seems Bongo` was looking into the code last year some unsuccessful attempts to hack Albert Odyssey 1 and 2 for SFC. So he started looking at PM’s code, thinking it would be easier. It wasn’t, but in the end he cracked the code on all three games.
If you’re a dedicated translator and want to help D-D give Minerva the same quality translations as their other works, you should contact them.
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November 21st, 2010, 23:29 Posted By: wraggster
Pate has posted more WIP News of his Dos emulator for the DS
Since last weekend I have been working on the I/O port handling and other things that already exist in DSx86 but which I had not ported over to DS2x86 yet. When I got DS2x86 running, I wanted to immediately start working on the protected mode stuff, so I left a lot of code commented out. Now I thought is a good time to port this code as well, so that DS2x86 could run most of the same games that DSx86 runs. I got most of the EGA/VGA port addresses done, and then also coded the MCGA graphics support, so that Wing Commander II will progress up to the part where it attempts to play digitized sounds.
After I had coded the straightforward MCGA mode blitting (where only a 256x192 window of the original 320x200 screen is converted to 16-bit color and copied to the DSTwo SDK internal buffers), I thought that this might be a good time to look into improved screen scaling methods. Many users of DSx86 have requested a smoother screen scaling method, but I have not yet added that as it needs going from the 256-color palette mode to 16-bit color mode. Now with DS2x86 I need to use the 16-bit color mode in any case, so this is a suitable test bench for the better scaling method.
The biggest problem with the more advanced screen scaling methods is that they are quite expensive computationally. The direct palette conversion code is reasonably straightforward, it just needs an extra table lookup to convert the palette index to a 16-bit color that can then be written to the output buffer, like this (shown for a single row):
la v0, BG_PALETTE // v0 = address of the palette table
1: lbu t3, 0(t1) // Get a byte (palette index) from VGA VRAM
addu t1, 1 // Increment input index
sll t3, 1 // Palette table has 16-bit values
addu t3, v0 // t3 = pointer to the palette table
lhu t3, 0(t3) // Get the 16-bit color from the palette table
addu t0, 2 // Increment output index
sh t3, -2(t0) // Store the 16-bit color to output table
bne t0, t2, 1b // Loop until one row done
However, even the simplest smooth scaling method, linear interpolation, needs a division and two multiplications per pixel. I am actually not sure how many CPU cycles multiplications and divisions take on the MIPS processor of DSTwo, but I assume they are more expensive than normal additions and subtractions. In any case, I used a calculator and some experimenting, and noticed that what I actually need is a way to smoothly draw 4 output pixels for every 5 input pixels (as 320/256 = 5/4). So, I have only four separate cases, and in fact the two rightmost output pixels are mirror images of the two leftmost pixels, so actually I only have two different cases. I was sure that I can come up with some shortcuts for these two situations, so I began to look into these more closely.
Linearly interpolating over 5 input pixels showed that the first output pixel should have a color of 80% of the first input pixel and 20% of the second input pixel. The second output pixel should have 60% of the second input pixel and 40% of the third input pixel. Mirroring these, the third output pixel should have 40% and 60%, and finally the last output pixel needs 20% and 80% weighting of the colors. To get rid of the divisions, I looked into multipliers that would let me divide the result by a power of two (so that I can use a shift instead of division). The first 80%/20% case is pretty close to 25/32 (78.125%) and 7/32 (21.875%), and the 60%/40% case is close to 5/8 (62.5%) and 3/8 (37.5%). I coded the first version of a linearly interpolating scaling code using simple shifts and additions to handle this pixel weighting, and I thought the result looked satisfactory, especially as the pixel weighting percentages are not quite correct. The code did not seem to cause any noticeable slowdown, even though it is still far from fully optimized. Here below are screen copies of the zoomed and scaled versions of the same Wing Commander II title screen.
Next I plan to start looking into the audio support. The whole audio playing technique in the DSTwo SDK is still completely unclear to me, as I haven't looked into it at all yet. That is the biggest feature still completely unsupported, so it is time to start working on it.
http://dsx86.patrickaalto.com/DSblog.html
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November 21st, 2010, 23:31 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- mapper 25 - game bug fixed lol, ganbare goemon gaiden credits now works fine finally ;
- mapper 69 - debugger crash fixed;
- mapper 253 - fixed somehow, but I'm sure not ideal;
- UNIF OneBus - parent for UNIF DANCE board now, without PCM samples, emulation improved, new dumps working too;
- UNIF WITG - removed, dupe 193 mapper.
news source: http://cah4e3.shedevr.org.ru
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November 21st, 2010, 23:36 Posted By: wraggster
News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9409
According to the sign GAME Australian Nintendo 3DS future would indeed be sold at nearly 300 euros in the West. Mere speculation or concrete info?
It remains for Nintendo to announce the price of its Nintendo 3DS outside Japan, and even further afield also its release date western still not revealed. For the Japanese archipelago, is very clear, it will be available February 26, 2011 against 25,000 yen, or 220 €. A cost that we already seemed important, but the Australian site of the sign GAME has even worse to teach us.
Nintendo 3DS is indeed listed at 398 Australian dollars (prices do that for Internet sales), what makes us close to 300 euros or 289 euros if you want a precise figure. We are generally accustomed to pay a little more expensive than the Japanese, but here, hard to believe our eyes, yet open.
Two things: either GAME has reliable information that we are unfortunately not yet received, or it is just a guess. But in this case, when one chooses to better estimate the price of a machine, it tries to find one that tries to suit both the builder and the consumer, right?
CAUTION, as usual, this type of news is to be taken lightly!
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November 21st, 2010, 23:47 Posted By: wraggster
DOP-Mii: WiiBrew Edition updated to v14.3 by Arikado and lukegb
It's DOP-Mii: WiiBrew edition!
Install IOS', System Menu and Channels all with the same familiar interface and without the option of patching or the forced need to have a patched IOS to use the program.
Changelog
v14.3
Random updates, including:
Updated version of libogc used
Fixed USB for new version of libogc
Changed AHBPROT prompt style
http://wiibrew.org/wiki/DOP-Mii:_WiiBrew_Edition
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November 22nd, 2010, 21:08 Posted By: wraggster
Nintendo will launch two new DSi colours in the US this week.
For the first time, shoppers will be able to buy orange and green systems, both of which are set to be bundled with Mario Party.
The new colour models go on sale on Friday, November 26, and will be available while supplies last at a suggested retail price of $149.99.
Through the end of October, Nintendo had sold more than 43 million DS systems in the US alone.
While the DS topped October hardware sales in the States, the system's not performing as it once was, but maybe some new colours will give it a boost ahead of the 3DS launch in March.
http://www.computerandvideogames.com...VG-General-RSS
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November 22nd, 2010, 21:11 Posted By: wraggster
As discussed on Slashdot earlier this year, the lack of a next-generation Wii may be hurting Nintendo. That doesn't seem to concern the company's US chief, Reggie Fils-Aime, who said this week that a Wii 2 might not appear until 2012. He wants to sell a few million more consoles before a successor is launched. So, no Wii 2 for 2010 or 2011 — meanwhile, the PS3 and Xbox consoles get motion control support and other content enhancements. What does that mean for the success of Nintendo's gaming console business? Has the innovator been out-innovated due to a sluggish product roadmap?
http://games.slashdot.org/story/10/1...-Maybe-In-2012
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November 22nd, 2010, 21:20 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15932.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.017(11/21/2010)
Mapper 7 (ANROM) and Mapper 4 (MMC3) are now supported. Unfortunately, most of those now supported games have graphical glitches because they change the scrolling in the middle of a frame and that isn´t handled properly yet. Also made remapping keys from the INI file ACTUALLY work (sorry!) and prevented left and right from registering at the same time because that causes problems in some games.
http://code.google.com/p/halfnes/
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November 22nd, 2010, 21:21 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15933.html
The version 0.15 of the NES emulator Macifom for Mac OS X has been released.
Quote:
Version 0.15 Released!
The latest version of Macifom features the following major fixes and improvements:
Support for games using the MMC3 mapper on TxROM boards (such as the indie hit Blade Buster, pictured above)
Support for games designed for SUROM boards
Further improvements to the APU and PPU timing for compatibility and hardware equivalency
Improvements to the functionality and stability of the debugger. Audio playback now works properly when debugging and APU and PPU are synchronized when stepping through execution.
About Macifom
Macifom is a highly-accurate NES emulator and debugger written in Objective-C that leverages the latest Mac OS X APIs to provide excellent performance and usability. The purpose of this project to facilitate new NES development on the Mac OS X platform while leveraging OS X technologies such as AppKit, OpenCL, CoreAudio, OpenGL and more!
The latest version of Macifom features:
Cycle-exact CPU (2A03) emulation for valid opcodes
Scanline-accurate PPU (2C02) emulation
Excellent sound reproduction care of Blargg´s Nes_snd_emu library
Windowed and full-screen display modes
Support USB Gamepad and Joystick controls
Supports games designed for NROM, UxROM, CNROM, AxROM, SNROM, SUROM and TxROM boards.
Automatic saving of cartridge SRAM to disk
A debugger featuring breakpoints, live disassembly of program code, reading and writing of memory locations, register display and step-through execution.
http://code.google.com/p/macifom/
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November 23rd, 2010, 15:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15934.html
A new build from the NES emulator FCEUltra-Win32-mappers-modified has been released. This emulator is based on FCEUltra source code snapshot (fceu-0.98.13).
Quote:
Changelog:
* 21.11.2010
* mapper 25 - game bug fixed lol, ganbare goemon gaiden credits now works fine finally
* mapper 69 - debugger crash fixed
* mapper 253 - fixed somehow, but I´m sure not ideal
* UNIF OneBus - parent for UNIF DANCE board now, without PCM samples, emulation improved, new dumps working too
* UNIF WITG - removed, dupe 193 mapper
* 19.06.2010
* UNIF NTD-03 - new dump "ASDER 20-in-1 (Unl)[U][!]"
* UNIF KS7012 - new dump "Zanac (KAISER)(FDS Conversion)(Unl)[U][!]"
* mapper 210 - savestate fixed
* fixed "Young Indiana Jones Chronicles, The (U) [!]" problem, thanks to nesdev people
* 13.05.2010
* mapper 121 - finally worked for all games (still hacky)
* mapper 121 - redefined with CRC check "Sonic 3D Blast 6 (Unl)" and "Street Fighter Zero 2 ´97 (Unl) [!]"
* mapper 187 - removed mapper 121 leftovers
* mapper 228 - fixed, save regs added
* fixed ines loading, "Action 52" now works fine
http://cah4e3.shedevr.org.ru/fceultra.php
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November 23rd, 2010, 15:09 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15941.html
A new version of the Nintendo 64 emulator Mupen64Plus has been released.
Quote:
November 22nd, 2010: Version 1.99.4 is tagged and released. This latest beta build is dedicated to all the users out there who don´t compile from source code. I felt sorry for people who were banging their heads on bugs that were fixed months ago in the source code. So here is a new release, all packaged up and ready to run.
Mupen64Plus
Added some type checking to ConfigGetParameter() function, and a new error type
Bugfix: avoid segfault in the video extension code if SDL initialization fails (because video plugin fails)
Added new CoreGetRomSettings() function for front-ends
Allow to run dynarec in hardware DEP protected windows
Allow core .cfg parser to accept strings without quotes around them
API change: use new ReadScreen2() video plugin function
New re-entrant R4300 disassembler, from tty68k/zzt32, a man who loves MIPS processors
makefile fixes and improvements, code cleanups
Mupen64Plus-audio-sdl
Bugfix: Plugin should write default config values at startup time
Bugfix: fixed fast-forward for banjo-kazooie and other games which was broken due to limitation in basic resampling algorithm
makefile fixes and improvements
Mupen64Plus-input-sdl
Bugfix: Do configuration during PluginStart(), so GUI will see defaults (auto-configured) the first time it is run
Move axis value reducers to right shift and right ctrl, to avoid conflict with A/B buttons
New feature: extra deadzone parameter in axis() config parameter clause when mapping an analog joystick axis to an N64 button
many new joystick auto-configurations
makefile fixes and improvements
Mupen64Plus-rsp-hle
merged all big-endian fixes from mupen64gc project
makefile fixes and improvements
Mupen64Plus-UI-Console Front-End
add some parameter checking for --emumode option
new cheat file format from spinout182
makefile fixes and improvements
Mupen64Plus-Video-Rice
new feature: anisotropic filtering
new feature: trilinear filtering
new feature: mipmaps
cleaned up FindScaleFactor function based upon r45 of the 1964 repo
bugfix: buffer overrun (and crash) when reading vendor string info on some opengl implementations
API change for reading the video buffer: new interface is more flexible and avoids some potential problems
support for anti-aliasing (GL_MULTISAMPLE)
makefile fixes, improvements, and code cleanups
http://code.google.com/p/mupen64plus/
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November 24th, 2010, 00:35 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12638&f=19
MoDmew8 REALISE "Take it Cheesy," puzzle game dans lequel vous devez marquer le point de plus en alignant des lignes de valeurs identique.
It's an electical form of the public game "Take It Easy" - so the idea is either Not by me - you have to Create straight lines without Any interruption - if the line is straight, so you will get points According to the value of the line multiplyed with the Amount of a token of the line
example: 4 tokens straight 6 = 4 * 6 = 24 points
Just a small info - Possible High Score: 307 (But only if you're lucky That for getting the correct pieces)
http://www.palib-dev.com/forum/index...ic,1061.0.html
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November 24th, 2010, 00:58 Posted By: wraggster
The 2011 International Consumer Electronics Show in Las Vegas will mark Nintendo's first appearance at CES for 16 years.
Nintendo's upcoming 3DS handheld, due for a 2011 release, is expected to play a large part in the console giant's presence at the January show.
The company last appeared at CES in 1994, demonstrating prototype graphics hardware for what eventually became the Nintendo 64.
Also in attendance will be rivals Sony and Microsoft, as well as PC gaming component firms such as AMD and Intel.
"With the gaming market expected to generate $20.3 million in 2010, the International CES is the must-stop hub for innovative gaming products, and will allow CES attendees to experience the future of gaming from an amazing range of innovative companies," said Karen Chupka, senior vice president, events and conferences, CEA.
http://www.gamesindustry.biz/article...ce-in-16-years
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November 24th, 2010, 23:48 Posted By: wraggster
Divineo USA have dropped the price of the Wii Play Game Which includes a Wiimote for under 10 Dollars or around 6 Pounds, a real bargain but if anyones interested then jump in fast.
Wii Play collects nine quick and addictive games that are easy to pick up and play and hard to put away. Thanks to the intuitive controls of the Wii Remote, even the most inexperienced gamers will have no trouble mastering the controls. Wii Play comes with a white Wii Remote so that your friends can join in the action. Nunchuk not included.
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November 25th, 2010, 00:19 Posted By: wraggster
Nintendo opened the official website for its previously announced public 3DS demo event (in Japan -- calm down), dubbing the showcase "Nintendo World 2011." Taking place from January 8 - 10 in Hall 9 of the Makuhari Messe convention center (home of Tokyo Game Show), admission to the event will be free for the public. Unfortunately, none of the games on display have been listed, but the event's website promises more info as January draws closer.
It's not clear whether this event will become a regular shindig or not -- Nintendo holds events sporadically in Japan, but the 3DS is anomalous in being most effectively marketed in person. Regardless, Nintendo World 2011 will mark the first time the general public will get its hands on Nintendo's next big thing. Given our experience with the handheld at E3, we suspect the public is in for a good time.
http://www.joystiq.com/2010/11/24/ja...do-world-2011/
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November 25th, 2010, 14:03 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1127c16cd0cadd
relminator carries the 1.0 version of "Easy GL2D DS" C graphics library to develop games for the Nintendo DS.
Reasons to use Easy GL2D:
1. Library IS very small size (less than 10 kb)
2. Very fast
3. Easy to Maintain Existing and refactor code
4. Abstracted interface
5. Easily portable code IS To other platforms
6. Can seamlessly combines 2D and 3D
7. Almost unlimited range use in a single frame
8. Can handle non-power of 2 sprites
9. Translucency of 3 types (2 and 1 via textures via polygon format)
10. Lots of sprite effects (colors, alpha, rotation, scaling, shearing, etc.).
11. Optimum use VRAM
12. Paletted (almost limitless) and high color mode Can Be Used Together.
Limitations:
1. Emulating emulators are in the 3d Slower Than The hardware OAM.
2. glPutPixel, and glLine glBox only works was real and DS No $ gba and DeSmuME is not.
3. You Still Have to Learn How to Use The OAM sub and sub BG sincere hand this lib SI engine
only. You Can use to render the video capture on Both screens but thats Would Limit your
Would use SPF and Valuable VRAM.
http://rel.betterwebber.com/junk.php?id=117
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November 26th, 2010, 00:13 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15951.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.018 (11/24/2010)
Timing fixes - Kid Icarus, Solomon´s Key, Adventures of Lolo 2, Jackal are now playable.
Fixed a couple issues with the audio as well.
(Periodic noise works, and channels don´t buzz when the periods are set to zero.)
Mega Man 2 is where this improvement is most noticeable.
The OS default look and feel is used instead of the Java default now, which
means the Open dialog is improved.
Saved games should always save on close now, no matter how the window is closed.
http://code.google.com/p/halfnes/
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November 27th, 2010, 23:58 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6483
If there is a SetBreakPoint and the actual distance is enough to achieve the BP, we wait for the FIFO Loop in dual core mode. That fix Pokemon XD in game in dual core mode (also maybe this fix Issue 3452) and hopefully others FIFO hangs related with BP. I test games like SMG and don't produce slowdowns. If you have any slowdown about this commit. Please report it.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 27th, 2010, 23:58 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6483
If there is a SetBreakPoint and the actual distance is enough to achieve the BP, we wait for the FIFO Loop in dual core mode. That fix Pokemon XD in game in dual core mode (also maybe this fix Issue 3452) and hopefully others FIFO hangs related with BP. I test games like SMG and don't produce slowdowns. If you have any slowdown about this commit. Please report it.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 28th, 2010, 22:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...37cd7b19266a1d
XEM makes the beta 2 version of "HomebreWifi" utility that allows you to download homebrew for your Nintendo DS through a wireless connection.
Application that participates in the Nintendomax DS Dev Competition 2010
Use:
- Configure the wireless on your console
- Put on your homebrewifi.nds linker (root or folder, whatever)
- Start homebrewifi
- Enter a code example for the game AAAARX Agent Eight
- It creates the appropriate files (/ HOMEBREW/111145 - Eight Agent /)
The number (111 145) for each different homebrew, lets not mix or crush homonyms, or different versions of the same homebrew on its linker.
- It downloads the game in this folder!
so here I wonder what happens to you:
my house is pretty slow: I have a DS FAT M3i Zero and it downloaded about 0.5 MB per minute.
- Wait until it says finished (it may be that it takes 4 minutes to Agent Eight)
- Ay, you can restart your console and play!
Next release:
- Splashscreen, prettier interface
- Download the zipped homebrew (currently, only. Nds alone can be downloaded)
- Able to start the download process several times without rebooting between each console
- Site and application in English and French
Listen
Read phonetically
Dictionary - View detailed dictionary
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November 28th, 2010, 22:26 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...37cd7b19266a1d
Callum Dickinson provides an update to version 2.0.0 RC4 porting to Wii the PC game Sonic Robo Blast 2, platform game with the famous blue hedgehog, Sonic Robo Blast 2 Wii. " Note that the game includes a lot of loading.
A nunchuck is required.
The archives of the source and the official website is incomplete, it will download the archive below for playing the game
SRB2Wii Candicate v2.0.0 Release 4 has been released for testing (11/27/2010 10:46):
Features and bugfixes:
- Using aggressive compile-time optimization, Putting the distribution was huge diet and fixing Up the operating system in general, made a TON SRB2 Faster.
- Updated software versions of All the software in SRB2Wii, Which contribute "to upgrade and speedup, and removed unneeded Some software.
- Behind the scenes build-system fixed Which kill bugs, add features, and make SRB2Wii compiles Faster So You Can get your hands on it fast
Regressions and bugs:
- Will not load SRB2Wii/mini anymore, so not uploaded this time.
- Fine On The text splash screen isn't Rendered Properly. This Will Be Fixed in the Future.
- WaveBird support is not working Properly. Everyone Who Has Tried it has not Been Able to get it to work. Please say if your WaveBird works or Not In The thread. Thanks!
- Due to limitations With wminput, only one Wii Remote Can Be Connected at a time. This CAN NOT BE FIXED (at least yet), It Is Difficult to solve this in a convenient fashion.
- SRB2 Seems To Be HAVING Registering Problems with input from The Second controller (any controller) ingame. I Will talk to Alam about this, and fixed Hopefully Have It (I Might Have Already fixed this, Actually, goal Have not Tried It.)
- I broke the Internet (Not That WAS anyone using it anyway yeah purpose ...). This Will Be The Final fixed for release.
- WAD loading Completely Does not work right now.
Future features:
- Internal updates Through the Internet.
- Finished SRB2Wii Launcher.
I'm really Sorry for the huge wait, the after the last release, I'm sure you know I've Had school to tend to, and its been difficulties, I tell you. Well, school's out for the Year, and I Can développement start this again. Enjoy!
Listen
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Download at link above
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November 28th, 2010, 22:32 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15956.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
November 26, 2010
Today´s build bumps the mapper interface version up to 3.8 in order to fix a few long-standing quirks in some of its data types:
* COMPAT_TYPE´s order has been reversed (so that COMPAT_NONE comes first and COMPAT_FULL comes last) and COMPAT_NUMTYPES has been added in order to denote the number of actual compatibility levels recognized.
* In STATE_TYPE, STATE_SIZE is now the first value instead of the last one.
* In ROM_TYPE, ROM_UNDEFINED is now the first value instead of the last one; additionally, ROM_NUMTYPES has been added in order to denote the number of actual ROM types recognized.
Additionally, another 20 UNIF boards have been added, and the "Mappers Supported" section at the bottom of the page is now dynamically generated.
http://www.qmtpro.com/~nes/nintendulator/
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November 28th, 2010, 22:36 Posted By: wraggster
If, like us, you've been waiting to see Kinect in control of a truly marquee game, your wait has now come to an end. The same fella that brought us the Kinect lightsaber has returned with a hack enabling eager nostalgics to enjoy a bout of Super Mario controlled only by their body contortions. OpenKinect was used to get the motion-sensing peripheral -- originally intended exclusively for use with an Xbox 360 -- to communicate with his PC, while a simple NES emulator took care of bringing the 25-year old plumber to life.
http://www.engadget.com/2010/11/28/k...e-convergence/
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November 28th, 2010, 22:44 Posted By: wraggster
More news from Pate of his work on the Dos emulator for the DS:
After posting my previous blog post, I got an email from Grégori Macário Harbs, who said that he is interested in screen scaling and interpolation algorithms, and has some ideas to share. He suggested a more efficient division of the pixel weights when interpolating over 5 input pixels to produce 4 output pixels. He had even gone so far as to provide an example of how the WC2 title screen would look with different interpolation methods, and he also provided some source examples. Many thanks for the tips Grégori!
Using the ideas that he provided, I was able to make the DS2x86 interpolation algorithm much faster, and also improve the quality. The new algorithm converts the first 4 input pixels with 75%/25%, 50%/50% and 25%/75% weighting to 3 output pixels, and the fifth input pixel is directly output as the fourth output pixel. Since the 25%, 50% and 75% values can be given as 1/4, 2/4 and 3/4, they are much simpler and faster to calculate than my original 80%, 60%, 40% and 20% weights.
Some other ideas that I learned from him for future use is the possibility to precalculate the weighted palette values beforehand, which would be especially useful when interpolating the 16-color modes, and the fact that bilinear interpolation of the Mode-X 320x240 screen is actually 5/4 interpolation on both axis. Neither of these I have implemented yet, but I am looking forward to when I have time to implement and experiment with these. Here below are the screen copies from my original interpolation algorithm (on the left) and the new improved algorithm (on the right). I think the new image looks noticeably sharper with fewer artifacts.
Audio work
By the end of last week I had gotten the new screen interpolation working, so I finally looked into DSTwo SDK audio support. I studied the example provided with the SDK, and then began to look into ways to implement that in DS2x86. Compared to the audio features of Nintendo DS itself, the audio support of the DSTwo SDK is very limited. It only supports one 16-bit stereo audio channel, which can run at 11025, 22050 or 44100 Hz. In DSx86 I had allocated one separate 8-bit audio channel to the SoundBlaster digital audio, one PSG audio channel to the PC speaker sounds, one 8-bit audio channel to the Covox or SB Direct DAC audio, and 9 separate 16-bit audio channels for the AdLib emulation. Packing all of these to the single stereo channel will be quite a challenge.
In DSx86 I coded the audio support so that it will be as close to the x86 method as possible. The game running in the main emulator will send the audio command bytes to an I/O port, which then get sent to the ARM7 side using the FIFO mechanism. The code running on ARM7 then interpreted these bytes (like it was the actual SoundBlaster card) and performed the proper operations. Now in DS2x86 I have to use the same CPU for both running the main emulation and handling the audio emulation.
I decided to start with the simple case of trying to get the SB digital audio channel working. I still used Wing Commander II as the test bench, as it plays speech during the game intro. In DSx86 I could run the separate audio channel at whatever frequency the x86 game requested, but now I needed to select one of the supported frequencies. I decided to go with the 22050 speed, as I thought that going to the full 44100 Hz will slow the emulation down unnecessarily. Since the input audio is 8-bit and I need to convert it on-the-fly to 16-bit and use interpolation to adjust the playing frequency, the quality will be pretty poor in any case, so 44100 Hz will certainly be overkill.
The SDK example had no timing features, it just used a spin loop to check when the audio buffer is free to handle the next block of the WAV file. It was not quite clear to me how the audio buffer interaction works, and whether handling the buffer filling in a timer interrupt (like in my screen handling) will work, so I spent quite some time experimenting with different methods of filling and swapping the buffers, with different buffer sizes. I need to have a timer interrupt running at 60Hz, so that I can use it to handle screen refresh and vertical retrace signalling to the x86 game (many of which sync to the screen retrace signal). I wanted to use this same interrupt for the audio buffer filling, mainly so that the screen contents sending and audio sending from the MIPS side to the ARM side do not conflict with each other. There are some difficulties syncing this 60Hz timer with the buffer filling, as there are three different buffer sizes that need to be taken into account. The ds2 audio buffer size needs to be divisible by 128, the number of samples played during each 60Hz period is 22050/60 = 367.5, and the third size is the DMA buffer length that the x86 game (in this case Wing Commander II) uses. In WC2 the buffer is 4000 bytes (not 4096 bytes), and the frequency it uses is 10752 Hz, so that each 4000-byte x86 DMA transfer will actually generate 8203 output samples.
The current status of my audio tests is that the SB digitized audio works in WC2, but the sound has some cracks and pops. I don't handle the continuing with the next DMA transfer after the previous has finished (and left a buffer only partially filled) properly yet, so I believe that is the cause for the cracks. However, the audio buffer filling happens inside a timer interrupt (which is not recommended in the SDK documentation), same as my screen update, and the game does not see anything wrong with the SB DMA IRQs and such, so I think I will get this working fine. I am currently using a 512-sample buffer (as the buffer obviously needs to have more than one 60Hz interval's worth of samples), but I will test whether different buffer sizes will improve things. Too long a buffer will cause a lag to the audio, so that is not helpful either.
In any case, still a lot to do on the audio front, but the big step forward was that I now understand the DSTwo SDK audio buffering method and can focus on working with it to implement the audio support in DS2x86.
http://dsx86.patrickaalto.com/DSblog.html
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November 29th, 2010, 22:49 Posted By: wraggster
Nintendo sold 1.5 million Wii and DS consoles in the US last week, with Black Friday deals reigniting consumers' dwindling enthusiasm for its hardware.
600,000 Wiis were sold between 21st November and 27th November, and 900,000 DSes.
"US shoppers bought about 9,000 Nintendo hardware systems nonstop for every hour of every day during the week of Black Friday," said Nintendo of America boss Reggie Fils-Aime.
"For the past several years, consumers have decided that Nintendo defined both top value and all-inclusive entertainment, and that sentiment continues again at the start of this shopping season."
Neither Sony of Microsoft have published their figures yet, but it's an impressive showing for Nintendo nonetheless.
As a comparison, the Xbox 360 sold 350,000 units during the whole of October in the US, making it the best selling home console of the month.
The figures also serve to back-up Fils-Aime's recent comments about how important the holiday season is for Nintendo.
Speaking at the BMO Capital Markets Annual Digital Entertainment Conference earlier this month, Fils-Aime said, "The holidays are more important to Nintendo than to other manufacturers. We have a distinct edge when it comes to gift-giving."
50 per cent of all Nintendo's hardware sales last year came in November and December. "For everyone else that number was just over 40 percent," Fils-Aime claimed.
Black Friday, the day after the annual Thanksgiving holiday, is one of the biggest shopping days of the year in the US, with consoles and software seeing huge reductions.
Nintendo's offers this year were spearheaded by new red Wii and DS console bundles, with Donkey Kong Country Returns helping to fuel sales.
Last year, Nintendo sold 550,000 Wiis and a million DSes over the same period.
http://www.eurogamer.net/articles/20...day-sales-bump
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November 29th, 2010, 22:49 Posted By: wraggster
Nintendo sold 1.5 million Wii and DS consoles in the US last week, with Black Friday deals reigniting consumers' dwindling enthusiasm for its hardware.
600,000 Wiis were sold between 21st November and 27th November, and 900,000 DSes.
"US shoppers bought about 9,000 Nintendo hardware systems nonstop for every hour of every day during the week of Black Friday," said Nintendo of America boss Reggie Fils-Aime.
"For the past several years, consumers have decided that Nintendo defined both top value and all-inclusive entertainment, and that sentiment continues again at the start of this shopping season."
Neither Sony of Microsoft have published their figures yet, but it's an impressive showing for Nintendo nonetheless.
As a comparison, the Xbox 360 sold 350,000 units during the whole of October in the US, making it the best selling home console of the month.
The figures also serve to back-up Fils-Aime's recent comments about how important the holiday season is for Nintendo.
Speaking at the BMO Capital Markets Annual Digital Entertainment Conference earlier this month, Fils-Aime said, "The holidays are more important to Nintendo than to other manufacturers. We have a distinct edge when it comes to gift-giving."
50 per cent of all Nintendo's hardware sales last year came in November and December. "For everyone else that number was just over 40 percent," Fils-Aime claimed.
Black Friday, the day after the annual Thanksgiving holiday, is one of the biggest shopping days of the year in the US, with consoles and software seeing huge reductions.
Nintendo's offers this year were spearheaded by new red Wii and DS console bundles, with Donkey Kong Country Returns helping to fuel sales.
Last year, Nintendo sold 550,000 Wiis and a million DSes over the same period.
http://www.eurogamer.net/articles/20...day-sales-bump
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November 29th, 2010, 23:03 Posted By: wraggster
AnyTitle Deleter updated to v1.1 by bushing
A modified version of AnyTitle Deleter and AnyTitle Deleter DB by bushing which uses HBC 1.0.7+ and AHBPROT and does not require an old or patched version of IOS36. It also has all the features of AnyTitle Deleter DB. The database.txt file has to be copied to the root of the SD card.
http://wiibrew.org/wiki/AnyTitle_Del...1.1_by_bushing
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November 30th, 2010, 01:15 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6496
DX9 debugger improvements:
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 30th, 2010, 01:15 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6496
DX9 debugger improvements:
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 1st, 2010, 00:48 Posted By: wraggster
New Super Mario Bros. Wii is Nintendo's motion-sensing console's first quadruple platinum selling game in Japan, fresh sales data has revealed.
When it crossed the four million copies sold barrier in Japan this week it became the first Wii game to do so. Enterbrain's latest sales results put the game at 4,001,276 units as of Sunday (revealed by Andriasang).
New Super Mario Bros. Wii became the Wii's best-selling game in March when it neared the 3.5 million mark. Is there no end to the portly plumber's popularity?
The game deserves all the sales success it enjoys. Oli gave the four-player platformer 9/10 in Eurogamer 's New Super Bros. Wii review.
http://www.eurogamer.net/articles/20...iness-in-japan
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