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December 1st, 2007, 19:02 Posted By: wraggster
graph05 has updated DsKara, his karaoke application for the DS.
After 2 long weeks (sorry, I had a lot of homework at the end of 1st quarter: s) I return with version 1.2 of DsKara Why 1.2 and not 1.1 I care? Well simply because the editor is included, and now you can create your own karaoke
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December 2nd, 2007, 13:02 Posted By: wraggster
Updated release from Vaccha
Introduction:
This is a gambling game similiar to the famous slot (or fruit) machine. But a horizontal, vertical or diagonal line of the same symbol or color or distinct symbols and colors counts as a pay line.
Rules:
1. A horizontal, vertical or diagonal line of the same symbol or color counts as a pay line.
2. A horizontal, vertical or diagonal line of distinct symbols and colors counts as a pay line.
3. A horizontal, vertical or diagonal line of the same symbol or color or distinct symbols and colors counts as a pay line.
Inputs:
1. High: Current high.
2. Coin: Current coins.
3. Paid: Coins paid.
4. O: Change the order. Pad left.
5. R: Change the rule. Pad down.
6. B: Change the bet. Pad right.
7. Grid: Restart. Button Y.
8. Question mark: Help! Button B.
9. Arrows: Shuffle. Button A.
Versions:
0.2.0pre - Some bug fixes and add some documentation. Improved and simplified inputs. diplos logo included.
0.2.1pre - Some bug fixes and a little smaller.
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December 2nd, 2007, 20:10 Posted By: wraggster
The ScummVM Team recently posted 2 updates on their site, heres the info:
We are pleased to announce another series of games from HorrorSoft are supported, which use the AGOS engine:
Elvira - Mistress of the Dark
Elvira II - The Jaws of Cerberus
Waxworks (Amiga version only)
Help rescue Elvira in Elvira 1/2, and resolve a family curse in Waxworks.
And also this
ScummVM now adds another freeware title to its list of games: Lure of the Temptress, which was the first game to use Revolution Software's Virtual Theatre engine. Players must help Diermot escape imprisonment, unravel the mysteries surrounding the Skorl occupation of the town, and eventually defeat the evil enchantress that controls them.
Excellent News for fans of ScummVM
What Is ScummVM?
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS/EPOC and many more.
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December 2nd, 2007, 20:10 Posted By: wraggster
The ScummVM Team recently posted 2 updates on their site, heres the info:
We are pleased to announce another series of games from HorrorSoft are supported, which use the AGOS engine:
Elvira - Mistress of the Dark
Elvira II - The Jaws of Cerberus
Waxworks (Amiga version only)
Help rescue Elvira in Elvira 1/2, and resolve a family curse in Waxworks.
And also this
ScummVM now adds another freeware title to its list of games: Lure of the Temptress, which was the first game to use Revolution Software's Virtual Theatre engine. Players must help Diermot escape imprisonment, unravel the mysteries surrounding the Skorl occupation of the town, and eventually defeat the evil enchantress that controls them.
Excellent News for fans of ScummVM
What Is ScummVM?
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS/EPOC and many more.
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December 2nd, 2007, 20:46 Posted By: wraggster
ProfJonathan writes
"My daughter just got a DS from the grandparents for her 6th birthday. She's only beginning to read, but wants a bunch of games of her own rather than just playing her older brothers' games. She got Nintendogs with the DS, so that's taken care of, but other relatives are asking what she might want. Can anyone recommend some good DS games that don't require reading skill, that might be age-appropriate and interesting for a 1st grade girl?"
Wouldn't it be creepy if the kid had a really good brain age?
http://games.slashdot.org/article.pl.../12/02/1427241
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December 3rd, 2007, 14:26 Posted By: wraggster
New from SuccessHK
Worldwide Delivery
The Golden Compass is an epic action adventure game that immerses you in the magical parallel world of the $150 millionbudgeted film from New Line Cinema, the studio behind The Lord of the Rings trilogy. With its AAA cast, including Nicole Kidman and Daniel Craig (the new James Bond), the story follows Lyra’s heroic journey from the safety of her home to the dangerous wonders of the North. Armed only with a truth-telling compass, and accompanied by a giant armored polar bear named Iorek, the game takes you on a journey of adventure, exploration, collaboration and discovery.
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December 3rd, 2007, 14:43 Posted By: wraggster
Newly released at Play Asia:
The Imperial Capital of Regnum kept itself in peace during the long-lasting world war. Slowly, people with a "special power" began to appear. Feared by normal people, Regnum set out a law to capture all people with special powers. One day, Ruca, the son of a merchant in Regnum, realizes the special power within him...
http://www.play-asia.com/SOap-23-83-...j-70-287u.html
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December 3rd, 2007, 14:49 Posted By: wraggster
Newly released at Play Asia:
features
Step-by-step tutorials let you unlock the mystery of more than 20 tricks.
Three individual modes make this game fun solo or with friends.
A “special” deck of cards packaged with the game creates a fully portable magic kit. Now the fun extends beyond your Nintendo DS.
Interactive tricks make the DS your magic assistant. Draw; speak; tap; instruct; and blow in to the microphone to astonish your audience.
The learning curve keeps growing: unlock new tricks as you advance in skill.
description
Unique magic tricks - possible only on the Nintendo DS - stun your audience in to saying "How'd you do that?" Become the master of your DS as you learn, perform and amaze your friends and family. The secrets of magic are now yours to behold!
http://www.play-asia.com/SOap-23-83-...j-70-2ea6.html
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December 3rd, 2007, 15:11 Posted By: wraggster
Newly released at Play Asia:
Cranium® Kabookii, inspired by the best-selling Cranium board game series! You can now play your favorite board game on your favorite gaming system, so gather up to 4 teams for some family-night fun with something for everyone.
Gather up to 4 teams and challenge each other in 15 puzzle games, within the 4 categories as used in the board game (Creative Cat, Data Head, Word Worm and Star Performer). In addition to using the Wii Remote, you will decipher clues on the TV screen with your Red Decoder Glasses, so that you don’t reveal the answers to other players in the room!
http://www.play-asia.com/SOap-23-83-...j-70-2e9d.html
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December 3rd, 2007, 15:13 Posted By: wraggster
Newly released at Play Asia:
An all new version of the classic Midway arcade racer, Cruis'n is coming exclusively to the Wii. Choose your ride from an impressive lineup of licensed cars and experience a rush of adrenaline as you race opponents through twelve different street circuits using the Wii Remote™ to steer and perform outrageous stunts. Win races and earn upgrades including: turbos, body kits, neon and nitrous, allowing you to create the ultimate ride.
http://www.play-asia.com/SOap-23-83-...j-70-28rr.html
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December 3rd, 2007, 15:22 Posted By: wraggster
Newly released at Play Asia:
Game Party for the Wii is a collection of classic skill games from around the world. Using the Wii's unique control interface, you can play classics such as darts and modern favorites such as table hockey and hoop shoot, or participate in multiplayer trivia contests. More than a half-dozen games are available. It's the ultimate party game!
http://www.play-asia.com/SOap-23-83-...j-70-28rn.html
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December 3rd, 2007, 15:28 Posted By: wraggster
Newly released at Play Asia:
The History Channel takes you to the Battle for the Pacific where you will experience history brought to life in one of the defining campaigns of World War II. Relive epic land battles fought on some of the most brutal and unforgiving battlefields in recorded history. Retake strategically important locations throughout the Pacific Theatre that are vital to the allies on the ?Road to Tokyo.? Play through the eyes of an American GI as you experience intense, no holds barred action against an opponent for which surrender isn't an option! Fire authentic allied and axis weaponry including sub-machine guns, sniper rifles, anti-aircraft guns, pistols, and grenades Relive History - each level begins with a documentary video featuring actual battle footage, key facts and statistics, and the importance that the battle ultimately played in the allied victory.
http://www.play-asia.com/SOap-23-83-...j-70-28s1.html
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December 3rd, 2007, 15:31 Posted By: wraggster
Newly released at Play Asia:
Building upon the addictive and easy-to-learn gameplay of a puzzle game by integrating story and character progression elements found in RPGs, Puzzle Quest: Challenge of the Warlords delivers a brand new type of game that pushes the puzzle genre to a previously unseen level. Create and build a persistent hero, from one of 4 unique classes; who gains skills, spells, weapons and more over the course of the game Customizable characters give players the ability to fight battles with unique strategies Build your empire as you capture cities, build castles and gain a party of companions that will aid you in battle
http://www.play-asia.com/SOap-23-83-...j-70-28r0.html
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December 3rd, 2007, 15:39 Posted By: wraggster
Newly released at Play Asia:
features
All New Controls — Pull off hotshot moves with controls optimized for the DS touch screen
All New Single-Player Campaign — Choose which solar system you'll save first. Then pick back up where you left off, if you can ever put it down!
DS and Wii Linked Content — Link the DS and Wii versions to unlock bonus content
description
Blast your way through all-new battle grids, upgrade your new Battle Drone and blast through relentless waves of enemies in the first-ever Geometry Wars single-player campaign. Then join a friend for fast-paced multiplayer mode that's out of this world!
Geometry Wars: Galaxies also includes the full version of Bizarre Creations' Geometry Wars: Retro Evolved.
http://www.play-asia.com/SOap-23-83-...j-70-23hg.html
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December 3rd, 2007, 20:27 Posted By: Shrygue
via Gizmodo
I4U points out that when acquiring some Wiis from wholesalers, they were surprised to find that the price had increased from last year. While the Wii retails for $250 [£121], in 2006 they had to settle for a $476.11 [£230] pricetag for just the Wii system. This year, that number has inflated to $538.80 [£260]...or become [£14.50] $60 more expensive. We can't believe it either.
Obviously our first reaction, sorry I4U, is never buy a Wii from their store (and for other absurd prices, just check out Amazon's third party seller options). Direct from your favorite chain retailer still seems like the best bet to score a Wii, because while they are in short supply, at least you can buy one for $250 (what the Wii should cost).
And hopefully consumers won't give in this Christmas and spend too much on the console...again. A wholesaler moving a Wii for over double retail is nothing more than a scalper. It's hard to believe that modern technology distribution models would support such deplorable behavior that benefits so few.
I don't pretend to know the ins and outs of the wholesale world, but I think it's time for Nintendo to take names and be more choosy to whom they sell their consoles. And maybe resellers who are complaining about ridiculous wholesalers shouldn't be supporting them either.
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December 3rd, 2007, 21:08 Posted By: wraggster
New from Divineo China
Sports fans, look no further, this is the ultimate sport pack for Wii! 10 accessories to use your Wii remote with ultimate sport feeling. Everything is included for an unbeatable price!
- Easy to use and set-up
- Special and novel design for Wii important components
- Sport games useful all-in-one bundle set accessories
- Steady and harden plastic material manufacture, not easy breaking
- Ideal for sport experience
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December 3rd, 2007, 21:20 Posted By: Shrygue
via Computer and Video Games
Nintendo has detailed the exciting online mode of Super Smash Bros. Brawl on Wii, via the daily-updated official website.
Series director Masahiro Sakurai boasts about the simple nature of Brawl's online antics, and explains in exact detail how to get yourself into an online game. By the looks of it, even your girlfriend and nan could do it.
Things, unfortunately, start off with a quick swapsy of the Wii's controversial friend codes, following a quick browse through your friends list wherein you can create a personalised profile with icon and motto.
Once that's out of the way, getting a game on looks pretty straight forward. Don't take our (or Nintendo's) word for it though; have a look at the screenshots here.
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December 3rd, 2007, 23:24 Posted By: Shrygue
via Kotaku
If you are lucky enough to own not only a Wii but a one-of-a-kind Zelda Wii covered in 7,500 24-carat dipped Swarovski crystals, then no, you can't complain to us about much of anything. Sure, you may still have family or relationship problems--we know money can't buy happiness. But apparently money very much can buy objects that induce happiness by attracting new friends and new family to your prominence. But if the custom Wii is our of your price range, maybe you'll settle for the same designer's swank Mario DS:
At $350 [£170], that DS is not such a bad price. And I'll admit it...I actually kind of like it. But only kind of.
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December 3rd, 2007, 23:26 Posted By: Shrygue
via Kotaku
My friends, there are mods and there are mods. But for a mod to be awarded the immortality of Kotakutalics, it need be something extraordinary. This Wii Zapper constructed (solely?) of legos (UPDATE: screw grammar, I say it this way) is indeed something extraordinary. Because at long last, Man has the proper peripheral to play an honest game of LEGO Duck Hunt. And we're sure it's every bit as wonderful as we thought it to be.
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December 3rd, 2007, 23:37 Posted By: Shrygue
via Gizmodo
easy enough to throw a few lights and a clear door on your PC or console and declare it a mod. But to make it look like this modded Wii takes an aesthetic eye. Put together by a modder who calls himself Kypes, the Wii features a black face and stand, clear sides, painted Disk Drive and LEDs that feature enough neon goodness to get a hipster excited.
What makes the LED arrangement so nice is the way the purple lights cross to highlight the disk drive and the green lights illuminate the rear fan. Kypes also included an additional SD slot in the back, a built in Game Cube memory card, and a new light for the load slot. Check out the video below for a better idea.
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December 4th, 2007, 01:04 Posted By: Shrygue
via IGN
Sometimes little whispers around the internet pay off, and sometimes they're as bad as slamming your face in a door. Today was the door kind. It was rumored (or at least hoped) that Super Mario RPG would be coming to VC this week, and that rumor/dream has again been delayed once more. Instead, Nintendo has released three new classics to the Virtual Console this morning, including one from the NES era, one from SEGA Genesis, and of course, a TG-16 title.
This week's release includes ZANAC for NES, a single player top-down shooter, the short-lived Genesis fighter Eternal Champions, and The Dynastic Hero; an action-RPG set in the insect kingdom. For more information on these games, check out the always-included official Nintendo game breakdowns below. Happy downloading.
ZANAC (NES, 1 player, rated E for Everyone - Mild Fantasy Violence, 500 Wii Points): ZANAC is a vertically scrolling shoot-'em-up game that was released in November 1986. Take control of the state-of-the-art fighter, ZANAC, with the objective of destroying the bases of the mechanized enemy forces. Use your full array of regular weapons as well as eight special weapons to clear the 12 intense areas of the game. Be careful, though, as the game changes the degree of difficulty in real time based on how well you play. This ensures that it feels like you're experiencing a new game every time you play.
Eternal Champions (Sega Genesis, 1-2 players, rated T for Teen - Animated Blood, Animated Violence, 800 Wii Points): This 2-D fighting game introduces a cast of different characters that met untimely deaths in their lives on Earth. Now they have been given a chance to compete against each other, with the winner taking on the Eternal Champion, the ultimate fighter in the universe. The reward for defeating the Eternal Champion is a return to Earth for the opportunity to avenge death and restore balance to the universe. Choose from nine unique characters with a variety of fighting styles, and bring your best moves to defeat all comers in your quest to topple the Eternal Champion.
The Dynastic Hero (TurboGrafx16 CD-ROM, 1 player, rated E for Everyone - Comic Mischief, 800 Wii Points): The Dynastic Hero is an action RPG featuring a cast of insect characters. The story begins with the invasion of their peaceful homeland of Tarron by the evil Drilkor Empire. Rushing to the insects' aid is Dyna, the prince of Beetras. Take control of Dyna as he battles through action-filled stages. Equip weapons and items to vanquish the relentless foes, and acquire special items that enable you to brave the journey across the perilous desert or open sea. But it's not just all action. Correctly answer multiple-choice quizzes, and play the ocarina to find the right melody to open doors. Plus, there are countless traps and other puzzles packed into this fun game to keep you entertained and ensure you continue coming back for more.
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December 4th, 2007, 02:22 Posted By: JKKDARK
New version of the MSX emulator for Game Boy Advance.
Changelog:
*Added 64kB of RAM instead of 32kB (Batman).
*Fixed initialization of horizontal position of keyboard.
*Fixed initializing of all CPU regs on reset.
*Fixed pushing and poping of AF register (BC Quest for Tires II).
*Optimised some of the SBC instructions.
*Optimised DAA opcode.
*Optimised one of the SRA opcodes.
*Optimised tile rendering.
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December 4th, 2007, 08:34 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Well, version 1.5 is now out, supporting text mode, complete with IBM graphics and full colour (both of which are, of course, optional)! To upgrade, just unzip the new archive straight over the old installation. As for enabling text mode, simply edit NetHack/defaults.nh, and comment out the OPTION line defining the tile settings. Feel free to remove the 'ibmgraphics' or 'color' options, if you like things a little more plain.
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December 4th, 2007, 08:39 Posted By: wraggster
News/release from sumiguchi
This is a rythm game where rockets of 4 colors are shot into the sky. When the rocket hits the marker of the same color, tap that color on the pad. Time it right to explode the fireworks...miss and the rocket fizzles out. Play to the rythm of the music... Don't like my rythm? - record your own by pressing select instead of start. (no undo)
The music, provided by Cid2Mizard from dev-fr, is read from fat and note data is read/write from fat. DLDI patch the rom
Use your own mp3 (downsample to 22k mono, 2MB max, and rename to the files provided) to try your own song or your favorite song I used Tom's code for mp3 found here
Anyways - let me know what'cha think
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December 4th, 2007, 08:41 Posted By: wraggster
Alex has released a new version of his excellent PUzzle Game collection for the Nintendo DS, heres whats new:
Version 3.3 is out, and here is the changelog:
- Fix bug on sending scores
- The “send all scores” feature does now send all scores for all profiles (previously, it did send all scores for actual profile).
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December 4th, 2007, 08:46 Posted By: wraggster
Foxy has released a new homebrew for the GBA that looks like the awesome sounding film of the same name
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December 4th, 2007, 09:18 Posted By: wraggster
Tepples has released a new version of his Tetris clone for the GBA and Nintendo DS, heres whats new:
0.40a (2007-11-30)
* Does not attempt to create a ghost piece before the first
falling piece. This may fix a crash on some systems if the
first game played during a session has deep drop turned on
(reported by Rich Nagel on Windows 98 Second Edition).
* Deep drop ghost piece code stops checking at the ceiling.
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December 4th, 2007, 09:28 Posted By: wraggster
Christ has released some new maps for his DS Map Homebrew.
Heres the new maps
GERMANY
- AMAP4DS-Cologne-Rail-Bus v3.2
- AMAP4DS-Dortmund-City-Rail-Bus v3.2
- AMAP4DS-Dortmund-Rail v3.2
- AMAP4DS-Essen-Rail v3.2
FRANCE
- AMAP4DS-Strasbourg-CUS v3.2
Download Here --> http://www.andreani.net/ds/
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December 4th, 2007, 11:04 Posted By: wraggster
The Nintendo Wii is the hardest of the consoles to get this Xmas and thats for the second year running, quite staggering that a year old console is still selling out worldwide
Heres a list of places that are selling the Nintendo Wii and what version, price etc and they are all in stock
SuccessHK
SuccessHK are selling the US Version Nintendo Wii for a very nice USD:378.39 (£185), very very decent price esp whilst theres a still a rush for them. Jap Wiis are selling for USD:335.35 (£160), only good for modchipping to those outside of japan.
Divineo UK
Divineo UK have the Wii Sports Bundle Wii Console at a price of £269 and are in stock.
Play Asia
Play Asia have US Version Nintendo Wii Consoles (wii sports pack) for US$ 469.00 (~228.02 GBP) and the japanese version Nintendo Wii for US$ 299.00 (~145.37 GBP). The jap version will only interest non Japanese if you are modding the Wii.
Divineo Sweden
Divineo Sweden are selling Wii Consoles for 2690.00 Kr and also a Black Nintendo Wii Modded with the WiiKey modchip for 4990.00 Kr and also a White Nintendo Wii modded with the Wiikey modchip.
So there you have it Nintendo Wii Consoles in stock around the world, pick of the bunch is SuccessHKs US Version .
Hope that helps those of you who want a Nintendo Wii for Xmas.
DIGG THIS
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December 4th, 2007, 18:55 Posted By: CoinCollector
via Zophar's Domain
NIN64 is a Nintendo 64 emulator for Windows. It can't run any commercial games, but it can run demos, such as the ones found here. It's currently at version 0.02.
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December 4th, 2007, 19:54 Posted By: Shrygue
via Computer and Video Games
Well-known videogame analyst Michael Patcher says that it will take as long as three months for Wii stock to even out after the Christmas rush.
The Wii is already widely sold out around the world as Nintendo's motion control antics have become the most desired Chrimbo gadget for it's second year, and its unlikely that supplies will recover until April, according to Patcher.
He did, however, state that despite the lack of stock, Nintendo will top Christmas sales with Wii, predicting the company to sell 1.7 million consoles over the Christmas period, while he expects Microsoft to sell 1.5 million 360s and Sony to flog 800,000 PS3s.
Elsewhere in the report, Patcher points identifies a current sales spike for console overall, despite consoles of the current generation being generally more costly than the previous gen.
Patcher states; "While next generation hardware unit sales are more modest than they were in the analogous period of 2002 (when console prices averaged under $200), recent price cuts and new hardware (slim PSP and the 40Gb PS3) and the release of key games (Halo 3 and Guitar Hero III) triggered a spike in hardware sales over the last few months that we believe will continue over the remainder of the year," according to Gamasutra.
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December 4th, 2007, 20:24 Posted By: Shrygue
via Next Generation
Kynapse for Wii, which is already being used by two game developers, offers a range of features including a 3D pathfinding solution for dynamic terrains, advanced spatial reasoning functionalities, perception data generation, and can be used to bring several thousands of characters to life on-screen, according to Kynogon.
"Wii is a remarkable success and we are proud to offer Kynapse to Wii game developers,” said Kynogon CEO Pierre Pontevia.
“The unique capabilities of Wii allow developers to produce creative forms of gameplay that require innovative AI. With Kynapse, we feel Wii developers have another critical tool in their hands that helps them unleash the real magic of the Wii system."
Kynapse has been used to aid the development of more than 60 games, including Crackdown, Fable 2, Medal of Honor: Airborne and The Lord of the Rings Online: Shadows of Angmar.
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December 4th, 2007, 21:13 Posted By: wraggster
News/release from Wizlon:
Lah de dah… what do we have in this update… lets see. I’ve added some new icons in the mod player, tidyied up the code.. err, what else have I done? That’s it… added MP3 support!! I know lots of people wanted I and never stopped wanting to put it in, so I finally took the plunge and did it. I can’t really guarantee the integrity of it but it should be pretty stable. I would, however advise that you keep file sizes down by compressing the file, even 64kbps files sound good over the speakers and when plugged into an amp or speakers with a guitar over it you shouldn’t be able to tell the difference. The only proviso is that you HAVE to conert the file to mono otherwise the file will sound like it is being filtered through treacle. It was either release it now with that restriction or hold off to a later date, so I thought I’d let you have it now. While I’m here I also want to say a big thank you to Tom on the palib.info forums for putting together the PAlib mp3 support and helping me, and others, out with getting it working. People like Tom are the ones that keep this scene flowing and give coders like me the tools to make excellent, free software, for people like you. Cheers Tom.
Ok, instructions for the MP3 support
- convert file to mono and optionally decrease bitrate
- place anywhere on card
- select the media player
- browse for the file
- the file, once selected, will take a short while to copy to memory
- eat a biscuit (optional)
- the play icon will play the file, once selected it will turn to a stop icon.
- the file will continue to play between screens, I have also placed a play button on the tab viewer screen
- to play a new file you have to eject the file by clicking the eject symbol in the media player
- a new file can then be selected
- repeat to fade (3cr)
so whats next then… I’m not telling actually, you’ll notice a gap in the bottom lineup of icons on the main screen, that was where the old save icon was, which I use for debugging different units of code and where the next module of code was. All i’ll say about the next addition is that I love it, and have used it a couple of times already. I just know you’ll love it, thats why I want it to be extra feature rish and shiny when I hand it over to you lot. But for now I’m sure you’ll love the early christmas present that is Mp3 support.
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December 4th, 2007, 22:03 Posted By: wraggster
Newly released today is Arkanoid DS with the Paddle Controller, heres the info about the game:
Arkanoid DS is a remake of Taito's popular arcade game originally developed in 1986. Those who are not familar with this classic, you control the "Vaus", a space vessel that acts as the game's "paddle" which prevents a ball from falling from the playing field, attempting to bounce it against a number of bricks. The ball striking a brick causes the brick to disappear
When all the bricks are gone, the player goes to the next level, where another pattern of bricks appear. There are a number of variations (bricks that have to be hit multiple times, flying enemy ships, etc.) and power-up capsules to enhance the Vaus (expand your Vaus, multiply the number of balls, equip a laser cannon, break directly to the next level, etc), but the gameplay remains the same.
Arkanoid DS features three different single player modes: clear mode, quest mode, and VS computer. The clear mode is the classic stage-by-stage that features 140 levels total. Quest mode allows you to select stages that you've unlocked to complete special objectives and earn game points. The VS mode allows you to clear either all the blocks or blocks of a certain color before your opponent does the same, and this mode can also be played ad hoc against friends.
Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-2b0h.html
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December 4th, 2007, 22:34 Posted By: wraggster
SuccessHK have today released an excellent $4 Wireless Sensor Bar for the Nintendo Wii, heres the details:
This is a fantastic price for anyone who needs a wireless sensor bar less than £2 for one.
Digg This
Product Features
Can detected automatically by your Wii console,no need extra cables
Using the lastest infrared technology to detect pointer and motion movements up to 4m/13 feet away
Perfect for home audio vedio systems and multiple TV's
Requires 4xAAA batteries(Not included)
Set up your Wii sensor bar anywhere you like with the Blazepro Wireless Sensoe Bar.The wireless sensoe bar is detected automatically by your Wii console and doesn't require any set up,with no need for untidy cables.
It utilises the lastest infrared technology to detect pointer and motion movement from the Wii-mote at distances of up to 4m/13 feets away.
It is perfect for home audio video systems without adding additional cabling and use with multiple TV's-no need to remove your existing sensor bar.
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December 5th, 2007, 16:48 Posted By: wraggster
Are you missing you ExciteBike gaming fix? DHG Games, an indie developer never got to release their GBA title Motocross Challenge, but now they have it available for download. All you need is a homebrew cart.
Originally planned as a commercial GBA release, Motocross Challenge had been in development for three years by relatively small indie developer DHG. In 2006 they signed the game to what they describe on their website as "a very big and international publisher that shall remain unnamed". After a further six months of solid work, the game was finally completed in February 2007 - yet while it was in final testing the publisher decided that the GBA market wouldn't support enough sales of a non-licensed game to make releasing it worthwhile. The project was thereafter cancelled, despite just needing to be written to a cartridge, stuck in a box and shipped to the shops.
As mentioned, in order to be able to play this game, you need a homebrew cart. If you have one already, all you need to do is download the file (below). If not, you can purchase them from any of these retailers: Divineo China, Divineo France, Divineo Germany, Divineo Italy, Divineo Spain, Divineo Sweden, Divineo UK, Divineo US, MrModchips. You can download the title here.
Here is a video of the gameplay:
DIGG THIS
Source: DHG Games
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December 5th, 2007, 19:21 Posted By: Shrygue
via Computer and Video Games
Ninja Reflex is a party game for Wii (and DS) that'll test your ninja, er, reflexes.
Basically, you'll be hit with a number of martial arts-related challenges which you must pull of with the precision of Bruce Lee. Reaction times are measured to the millisecond, we're told.
You're ultimate goal in single-player is to earn a black belt, while you can also try and out-ninja other ninjas in multiplayer.
"Ninja Reflex channels the accessible multiplayer fun of Wii Sports and the self-improvement aspect of Brain Age into a martial arts universe that is ideally suited for the Wii and Nintendo DS," says David Luntz, president and CEO of Nunchuck Games which is co-publishing the game with EA.
Ninja Reflex ninjas into shops next March. Have a look at the Wii screenshots if you're ninja enough.
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December 5th, 2007, 19:27 Posted By: Shrygue
via Computer and Video Games
Square Enix has just pumped our inbox full of screenshots, and we've moved mountains (well, clicked a few buttons) to bring them to your attention.
First up, Dragon Quest Swords: The Masked Queen and the Tower of Mirrors on Wii, which is out spring 2008.
Dragon Quest Swords: TMQATTOM (for short), concentrates heavily on fighting with the Wii Remote used like a sword to slash up enemies. "Slice at enemies, parry with your shield and block attacks to launch powerful counter-combos", Square Enix says of the combat.
Next, Final Fantasy XII: Revenant Wings on DS, which is set a year on from events portrayed in FFXII. It apparently "answers all your questions about what happens next to your heroes Vaan, Penelo, Fran and Balthier". It's out February 15, 2008.
Finally, The World Ends with You (DS) is a modern-day-setting adventure out spring '08. It's from the folks behind the Kingdom Hearts series.
Here's the scoop on the plot from Square Enix: "Set in Tokyo's trendiest district, the story begins with the lead character Neku waking up to find a phone message stating he has only 7 days before he will cease to exist.
"Only with the coolest fashions, friends and fighting skills can Neku restore hope to the city's population and prevent being stricken from existence altogether!"
Screenshots here
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December 5th, 2007, 19:48 Posted By: CoinCollector
This is a simple demo for Nintendo 64 done by Marshall H. that displays a rotating 3D Half-Life 2 logo. You can run it through an emulator such as Project 64 or through a backup device for the N64.
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December 5th, 2007, 22:57 Posted By: wraggster
News from Dovoto:
Only a bit less than a month remains to get your submissions in order!
The current prize pool is at $450 with hardware prizes still to be determined.
If you cannot support the scene with an entry then support the efforts of others with a prize donation!
The new submission and judging system is now online. You can upload and manage your competition entries at any time from the main competition page.
http://www.drunkencoders.com/compo/
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December 5th, 2007, 23:01 Posted By: wraggster
News/release from Arialia:
This application is used to calibrate so your actual touchscreen
History:
- 5/12/2007:
* Functional Interface
* No backup in the firmware
How to play:
Early test sizing, a small black cross appears there or your stylus support, the red squares become green if you click on the inside
You can start sizing by the "X" button
Then click on the red square each time (in the upper left corner and then the lower right)
The program then returns to the screen test
Other information:
I admit that this time I did not want to publish once really functional, but I need to beta testers and to avoid laying the dustbin of failed touchscreens
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December 5th, 2007, 23:12 Posted By: wraggster
Minishlink posted an update of his Pong game for the DS
Heres whats new:
Changelog the v0.3:
Bug Fix -
- Arcade Mode (included in Mode 1 player)
- Music
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December 5th, 2007, 23:19 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.6 is available for download! This is a more minor update, which:
Makes the arrows tappable in the menus.
Adds OK/Cancel buttons to menus and text windows (they're ugly as heck, but they work).
Adds a "cursor" in text mode, which highlights the hero's position in reverse video.
To upgrade, you can just replace your existing NetHackDS.nds with the new version (plus DLDI patching, as necessary).
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December 5th, 2007, 23:26 Posted By: wraggster
Awesome news for owners of the Supercard DSOne Flashcart, the cart now has real time saving meaning that all games can be saved ant anytime perfect for any emulator or game
heres info from the homepage:
The Day is the day we should remember for all SuperCard DSONE user. DSONE OS v3.0 release for all DSONE user in the world. OS v3.0 provide this dream function as a gift of Christmas. It's RealTime Save! Any time, Any where, Any way to save & load the game. This is a revolution of this wonderful device.OS v3.0 include FOUR dream function. ONE:RealTime Save. TWO:RealTime Cheat Code. THREE:RealTime Game Guide. FOUR:Multi-Save. All these are RealTime functions, ONLY available on this wonderful DSONE.
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Buy Supercard DS One from GP2xStore and Flashlinker Europe (in stock at both stores)
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December 5th, 2007, 23:58 Posted By: wraggster
Jayenkai has posted a new version of his Retro Game collection which now features 12 games:
A collection of retro styled games, kicked up a notch.
Gameplay>Graphics
The Notice
DLDI Patch the _dldi.nds version to keep your highscores. There are no other differences between the two versions.
The Credits
The Games were coded by Jayenkai.
The Graphics were drawn by Jayenkai.
The Sound Effects were created by Jayenkai.
Some Music was also made by Jayenkai, but then he took it out because it got annoying.
The Email
Contact Jayenkai@Gmail.com. if you have suggestions/bugs/additional game ideas. All game ideas are taken into consideration, but not all will be added!
The Games
Centipede : Shoot the centipede. Don't let it escape.
Snake : Guide the Snake. Grab the numbered blocks.
Invaders : Shoot the aliens. Don't let them get to the bottom.
Light Cycles : Try to get your opponents to crash.
Asteroids : Destroy the asteroids before they destroy you.
Pacman : Run around and collect things.
Frogger : Leap your way across 2 busy roads.
Pong : Beat your opponent, "one" ball at a time.
Tetris : Build low!
Extract : Keep Blue away from Red, and grab the Greens.
Missile Command : Tap to fire. Stop the missiles.
DotPop : Tap the squares. The quicker you tap 'em, the more you score.
and also posted news of a future release:
Right now things are flowing rather well.. For reference, release #3 - 18 games - should be ready for another Saturday launch.
But there's one thing I've not yet attempted.
At some point, in the worryingly close future, I'm going to have to start adding levels to some of the games.
That is, you can't have a maze game if you don't have a maze..
And a platform puzzler is only as good as it's puzzles.
What I'd really like to do is to implement some sort of pseudo-random level generation system, so that each game can still be random without having to deal with "only the X levels I bothered to make"
I'm not entirely sure how possible that's going to be, and it would depend on each game.
For now, I'm avoiding "Level" based stuff completely, and focusing on purely random gameplay.
But if I get stuck, I might take you up on your offer, and send a big giant garbled pile of C code, most of which would be entirely undecipherable
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December 6th, 2007, 00:09 Posted By: wraggster
Chris Kohler, editor over at Game|Life, has up a great interview with Super Mario Galaxy director Yoshiaki Koizumi. They discuss the development of the Mario and Zelda games, clarifying Shigeru Miyamoto's tense relationship with stories (and sentences), and discussing the lineage of the Mario titles:
"In terms of spiritual successors, I've never found that to be the case. Whereas with the Zelda series, each game seems to follow pretty closely from the last with a few stylistic deviations. But Galaxy really feels like it went back to earlier roots with Super Mario Bros., in terms of trying to find that same tempo, that same feel. But for me, it's a matter of thinking what to do with each next step. There's nothing you really throw away. You think about these ideas and refine them constantly with every iteration of a game series. So for all the camera problems that you may have found in Mario 64 and Sunshine, even though we didn't realize how to fix those problems then, those solutions presented themselves over time and found their way into this game. I feel like you really can't have Galaxy without all of the things we learned from Sunshine."
http://games.slashdot.org/article.pl.../12/04/2031227
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December 6th, 2007, 18:27 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Yup, version 1.7 is out. Don't ask me if I can keep up this pace… but, hey, enjoy it while it lasts. This version includes some bug fixes, as well as some small feature additions:
Fixes engraving and similar options to allow one to use their finger, as well as an inventory item.
Fixes the text cursor so it's properly animated for things like dagger throws and so forth.
There's now a graphical cursor, similar to the one present in the X11 port.
Corpses are now coloured correctly in text mode.
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December 6th, 2007, 18:34 Posted By: wraggster
via pdroms
Release from Sensei
Helium filled Balloons are moving skywards. Move them, but don't let them collide with peaks. Once your ballons are save in the upper part, press the left or right sholder button, to let them disappear and gain points.
This version has nine levels with increasing difficulty along with polished graphics, compared to the previous release.
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December 6th, 2007, 18:42 Posted By: Shrygue
via Computer and Video Games
Well this certainly explains why the highly anticipated Super Smash Bros. Brawl didn't show up on the European release list we told you about earlier. Videogamer.com contacted Nintendo upon noticing the omission, and was told that SSBB wasn't due out in Europe until after the second quarter of 2008. That means post June, for a game coming out in January in Japan and February in the US. Ouch. I would suggest that Europeans start shopping for a North American Wii, but apparently we don't have any. I really feel for you folks across the pond right now. The comment section is here for you. Let it all out.
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December 6th, 2007, 18:47 Posted By: Shrygue
via IGN
[Applicable for the UK]
Following a successful if at times sparse 2007, Nintendo has issued a full figured release schedule for the first few months of 2008, with Mario Kart Wii looking to make an appearance in the second quarter.
Other highlights include a Q1 release for Konami's brave Wii port of Pro Evolution Soccer 2008, and solid release dates for two of the Wii's more intriguing titles - Zack & Wiki and No More Heroes - pencilled in for 18th January and 29th February respectively. The DS looks in typically rude health, with Advance Wars: Dark Conflict emerging on 25th January and Ace Attorney Apollo Justice coming in March. The well-received Final Fantasy XII spin-off Revenant Wings is also scheduled to land sometime in the first quarter.
Hold your breath, the full list follows:
Wii
11th January
PDC World Championship Darts 2008
18th January 2008
Wii Chess
Zack and Wiki: Quest for Barbaros' Treasure
Donkey Kong Jet Race
25th January
Hamster Heroes
January
Kawasaki Jet Ski
Kidz Sports: International Football
Urban Extreme
NiGHTS: journey of Dreams
Ghost Squad
Last Ninja
15th February
Battalion Wars 2
29th February
No More Heroes
February
Call For Heroes: Pompolic Wars
EARACHE Extreme Metal Racing
Bleach
Kawasaki Snow Mobiles
London Taxi: Rush Hour
Pool Party
Destroy All Humans 3: Big Willy Unleashed
Spongebob: Atlantis Squarepantis
7th March
ATV Thunder Ridge Riders & Monster Trucks
The Wizard of Oz
28th March
Naruto Wii (tentative title)
March
Bomberman Land Wii
SEGA Superstars Tennis
Sonic Riders: Zero Gravity
MX vs ATV Untamed
Q1/Q2 2008
Harvest Moon Magical Melody
Q1 2008
Worms: A Space Oddity
PES 2008
Q2 2008
Mario Kart Wii
Spring 2008
Dancing stage HOTTEST PARTY
Iron Man
Nintendo DS
25th January
Advance Wars: Dark Conflict
Betty Boop
1st February
Garfield Gets Real
8th February
Professor Kageyama's Maths Training (tentative title)
15th February
Naruto Ninja Destiny
8Ball Allstars
Powershot Pinball Constructor
Harvest Fishing
February
Bleach
Spongebob: Atlantis Squarepantis
7th March
Command and Destroy
14th March
Magic Taizen (tentative title)
March
Ace Attorney Apollo Justice
Bomberman Land Touch 2
Dungeon Explorer
SEGA Superstars Tennis
MZ vs ATV Untamed
Q1
Dragon Quest Monsters: Joker
Final Fantasy XII: Revenant Wings
Crayola: Treasure Adventures
George Of The Jungle
Teenage Zombies
Iron Man
Hello Kitty: Big City Dreams Code Lyoco 2
Zoo Hospital
Nancy Drew
Holly Hobbie
Fish Tycoon
Spring 2008
Hannah Montana – Music Jam
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December 6th, 2007, 18:48 Posted By: Shrygue
via Computer and Video Games
The Redmond, Wash.-based US arm of Nintendo certainly can't be too depressed about widespread hardware sell-outs this holiday, but Nintendo of America president Fils-Aime would rather be getting consoles into consumers' hands.
"In absolute terms, it is highly, highly unfortunate that consumers cannot find a Wii to purchase," he told MSNBC in an interview. "And anyone who suggests that a shortage is good for business really doesn't understand business. We want the consumer to walk into any retail establishment and find the product. And that's what we're working tirelessly to make happen."
Fils-Aime recently said that Wii supply during the holidays would be "unprecedented," although Nintendo still doesn't expect to meet the strong demand.
When asked if Nintendo was too "conservative" in its manufacturing estimates for Wii, Fils-Aime argued, "You know, the very first annual estimate for Wii was 14.5 million units. No home console had ever sold that many in a first year. And so we were very aggressive at the start. Our issue is one of unprecedented demand and for this holiday season, we are putting more than twice as many Wii consoles into the marketplace as we had at launch. So we are not conservative in our manufacturing. If anything, we've been too conservative in understanding the depth of enjoyment and passion that the consumer has for the console."
Nintendo currently forecasts the Wii to ship 16.5 million units worldwide for the fiscal year ending in March.
The Nintendo boss also touched on Wii's online strategy, which would seem shallower than the feature-rich Xbox Live and the upcoming PlayStation Home. But Fils-Aime said competitors' offerings are for the hardcore, and not fit for real mass market penetration.
"Our view is that the online experience needs to be something that adds value to the consumer experience and enables them to have a more in-depth experience - especially with the Wii Remote," he said. "When you talk about [Xbox Live] gamertags, that really is a hardcore desire versus activity like creating Miis and other functionality that in our view, is much more what the mass market wants in their videogame console."
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December 6th, 2007, 18:56 Posted By: wraggster
IT'S the age-old debate - who is the cleverest, blondes or brunettes?
Well, here at The Sun there's only one way to get an answer to that question, by putting 10 lovely Page 3 girls to the test.
After all, they always get top marks from our readers judging their figures.
We challenged them to complete a series of word and number puzzles using computer game More Brain Training on the Nintendo DS handheld.
See how they got on by watching the video below and checking out the slideshow.
The competition was fierce from the first press of the stylus pen on the Nintendo's touchscreen as the girls battled it out against the clock.
We pitted gorgeous blondes Amy-Lu, Amii, Sam, Becky and Danni against stunning brunettes Ruth, Mel, Nikkala, Vikki and Peta and both sides were chest desperate to come out on top.
Sam proved it's not just her 30Fs that has her out in front and was crowned the overall winner.
But despite her sharp number-crunching skills, it was the dark-haired beauties who took the team prize. Peta added: "Even before the brain training, I knew the brunettes would win. It doesn't take a genius to work that out."
Brain Training was inspired by Japanese guru Dr Kawashima, a neuroscientist who worked out that by spending just a few minutes each day doing the exercises, you can keep your mind active and lower your ‘brain age’.
That’s the score the game gives you based on how fast and how correctly you complete the challenges and the lower it is – and the closest to your own age - the better.
The first Brain Training title sold more than one million copies across Britain and is even being used in retirement homes to keep OAPs grey matter in good shape. The latest instalment adds a whole host of new puzzles including Sudoku.
Puzzles ... More Brain Training
Celebrities are also getting in on the craze and Nintendo has a host of stars featuring in its Christmas advertising blitz on TV.
Star Trek’s Patrick Stewart (Brain Age 33), actress Julie Walters (Brain Age 59), This Morning’s Phillip Schofield (Brain Age 45) and Fern Britton (Brain Age 43) all appear as do Zoe Ball (Brain Age 42) and her TV favourite dad Johnny Ball (Brain Age 45).
Patrick, who played Captain Jean-Luc Picard in the Next Generation version of the sci-fi series, said: "Getting my Brain Age down to 33 has become a fascinating and stimulating way to relax between performances, I’m really enjoying the range and depth of the challenges."
Fern added: "I'm not a very techno person, but I have grown to love my DS. It's really very simple to use, but fiendish when you get going."
As for our Page 3 stunners, they've proved that while blondes may have more fun, they're not so hot when it comes to having a head for figures other than their own.
Video Here
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December 6th, 2007, 19:32 Posted By: Shrygue
via Eurogamer
UK brain-injury charity Headway believes patients playing Wii are recovering more quickly.
It bought the console originally for younger patients, but has been surprised by its popularity among the older crowd and the effect it has had.
"Brain-injury victims have trouble with all sorts of things, such as hand-eye coordination, concentration and attention span. The Wii seems to improve all of them," suit Jean Robinson told The Sun newspaper.
Scientifically, when hands cross the middle of the body both halves of the brain become involved, a crucial process in stimulating signalling pathways.
Success stories from Headway include a 38 year-old man who can now grasp objects like mugs in his right hand after playing Wii Sports, and a 62 year-old fellow glad to have his heart rate pumping after being confined to a wheelchair in 2004.
Videogames given a thumbs-up from the Tabloids, then. Mel, 24, from Morecambe, agrees.
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December 6th, 2007, 19:38 Posted By: Shrygue
via Computer and Video Games
The third iteration in EA's flamboyant arcade football series, Fifa Street 3, is in the works not only for consoles but for DS too, and here are the first ever shots.
The touch screen will be put to use to allow players to easily pass, shoot and perform the nutty tricks in the game.
"Use the stylus and simple button controls to seamlessly combine moves together between players to execute rewarding combos - providing you with tons of different ways to showcase your street skills," explains EA.
"Fill up your Gamebreaker bar and trigger Touch Screen controlled team trick moments to increase your chances of scoring a goal."
The DS version will also pack an exclusive mini game called Kick Ups, which EA says "will challenge you to keep the ball in the air and test your ball juggling skills."
It's down for a February 2008 release. Check out first screens here.
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December 7th, 2007, 03:22 Posted By: ICE
When Guitar Hero III was released for the Nintendo Wii on Oct. 28, would-be rockers got a bit of a shock when they plugged in. It turned out the game - advertised as being in stereo and supporting the Dolby Pro Logic II surround-sound standard - was outputting in mono.
Gamers began posting on IGN and other sites the day the game launched, citing examples of the problem and asking for clarification from publisher Activision/Red Octane. For the past few weeks, Activision has remained mostly silent on the issue. But today, in response to our questions about the issue, the company told IGN it is working on the problem and it plans to have a fix available early next year.
"We recently became aware that some consumers have not been able to enjoy the full audio output in the Nintendo Wii version of Guitar Hero III: Legends of Rock. We are currently working with Nintendo and are planning to issue an improved audio experience in future versions of the game," said Activision spokeswoman Rhy-Ming Poon. "We expect to have re-mastered discs available by early 2008 and we will be offering consumers replacement discs at no cost once they become available. We thank all of our customers for their support and patience."
Since the issue first came to light there have been 970 posts about the problem on the company's official Guitar Hero III message boards. In the posts, users say they e-mailed Activision technical support about the issue as early as Oct. 29 and reportedly received this response:
"We are looking in to it right now. The time frame is still unknown at the moment we are still looking in to the problem."
We recently tested our copy and confirmed that there is an issue with the game's audio output. IGN's retail copy of the Wii bundle of Guitar Hero III lists the game as being compatible with Dolby Pro Logic II on the box, on the game and in the game manual. The manual also tells players they can turn stereo sound on or off in the game's audio settings menu.
However, the version of the game we tested did not list it as an available option. Making sure stereo was turned on in the Wii's main menu, we rocked out to Foghat's "Slow Ride," using headphones to listen to the audio output. Both the left and right audio channels produced the same output – a mono signal.
Guitar Hero III was developed by Neversoft, ported to the Wii by Vicarious Visions and published by Red Octane – all of which fall under the Activision corporate umbrella.
http://wii.ign.com/articles/840/8400...0&RSSid=840066
via: Codemayhem
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December 7th, 2007, 05:07 Posted By: bandit
Nyko will beat Nintendo to the punch with a wireless Nunchuck alternative. Set to make a public debut at CES next month, Nyko's Wireless Nunchuck will mirror most aspects of the first-party model but will finally cut the cord between the controllers.
Nyko's Wireless Nunchuck will employ 2.4-GHz wireless to communicate with a receiver module that jacks into the Wiimote's usual Nunchuck port. As the pictures suggest, power buttons on both the receiver and Wireless Nunchuck will turn the connection on and off.
In terms of gameplay, the Wireless Nunchuck should function just like the first-party option, as Nyko looks to be remaining true to Nintendo's general layout and button locations. Pricing and final release information will be announced at CES, so until then, enjoy these exclusive first pictures and start looking forward to even greater freedom in Wii gameplay.
DIGG THIS
Source: IGN
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December 7th, 2007, 20:01 Posted By: Shrygue
via Eurogamer
Nintendo has sent out a note this morning explaining that Nintendo software release dates issued yesterday for Q2 2008 and beyond "have not been finalised or confirmed", although it did describe Mario Kart's as "fixed".
The information came after some (us included) got excited about Mario Kart Wii's presence in a Q2 slot, while others said, hang about, where's Super Smash Bros. Brawl?
"The Nintendo first and third party software line-up release schedule which was distributed by Nintendo on Thursday 6th December confirmed launch dates for Nintendo titles launching in Q1 2008," the statement today says.
"Nintendo also included some titles which were fixed for release beyond Q1 2008 such as Mario Kart Wii. All Nintendo software titles launching in Q2 2008 have not been finalised or confirmed to date. Nintendo will communicate on all software titles launching in Q2 2008 for Wii and Nintendo DS at a later date."
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December 7th, 2007, 20:03 Posted By: Shrygue
via Eurogamer
Activision has promised Wii owners of Guitar Hero III that it will replace their fault discs early next year for free.
Problems first arose when fans noticed surround sound failing to play, an issue later clarified by this crafty version being restricted to mono playback only. This prompted page after page of angry customers on the official forums, many emailing the publisher and being told the same thing.
"We recently became aware that some consumers have not been able to enjoy the full audio output in the Wii version of Guitar Hero III: Legends of Rock," responded Activision, a bit like a robot.
"We are currently working with Nintendo and are planning to issue an improved audio experience in future versions of the game. We expect to have re-mastered discs available by early 2008 and we will be offering consumers replacement discs at no cost once they become available."
Activision was unable to comment on specific European plans at the time of writing, but we expect its policy to be the same for every territory the game is on sale in. Or else. Or else what? Exactly.
Other versions of Guitar Hero III: Legends of Rock do not have this problem, which prompted us to heap high praise upon it for its most excellent thrills.
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December 7th, 2007, 20:05 Posted By: Shrygue
via Computer and Video Games
Nintendo has relaunched its official UK website and as well as a flashy new look, the Stars Catalogue is, at long last, actually worth your time.
Gone are the shite wallpapers and pointless ringtones. The now-named Club Nintendo section lets you swap your hard earned Star points for good gifts like Nintendo keyrings, a sweet gold Zelda statue and other Nintendo memorabilia.
Best of all, if you don't want any Nintendo tat, you can simply swap your Star points for Wii points in the Wii Points shop, to then spend on Virtual Console games. Sweet.
Nintendo says:
"The new site endeavours to make detailed Nintendo product information accessible to a wider audience, with clear access to information about Nintendo's current hardware and software, as well as providing a rich archive of gaming experiences past."
Other improvements include "an improved search engine will help visitors find games of their interest more easily, while special interest sites such as Nintendo Wi-Fi Connection and Touch! Generations can be directly accessed." And Nintendo has overhauled the support section, too.
You can find the new site over on Nintendo.co.uk.
Good luck with getting on their right now though - it appears to be experience a few teething problems. We're sure it'll be fully up and running soon.
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December 7th, 2007, 20:06 Posted By: Shrygue
via Eurogamer
This week's Virtual Console line-up is all lined up and ready to be downloaded once you've forked over the requisite readies. Everything costs 800 Wii Points today, which is easy to remember, and of course starting today you can turn your old Nintendo website Stars into Wii Points. Cor.
Topping the bill is Light Crusader for the Megadrive, which is another of Treasure's old 16-bit games and therefore well worth a look. Interestingly this one is actually an isometric RPG of sorts, complete with wandering around talking to people. Hand-holding is not the order of the day, but on the Megadrive page it will be holding hands with the adjacent Rolling Thunder 2, which is a side-scroller with guns and jumping. They certainly look fruity.
Finally there's a few side-scrolling blasts from the past (1992 in fact) in the form of Konami's Cybernator, which was the PAL version of Assault Suits Valken. Celebrated in its time (well, I liked it anyway), it also has some excellent character names like Jake Brain and Claire Coral. What you call hell, they call home. And they aren't in the jungle - they are the jungle. Etc. Look for a critical stacking-up of the above tomorrow morning in our weekly Virtual Console Roundup.
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December 7th, 2007, 23:43 Posted By: wraggster
News from the Moonbooks Project:
This week we have released only a few things, as real life has caught up with us.
I am happy to say this season of Heroes was excellent, and would like to point out that issues 1-61 are available for free download and viewing on the DS, along with the viewer program ComicBookDS.
On the book front we have released a few titles of interest. First is a book on dinosaurs by William Diller Matthew. Secondly, I have put together a Bible reference collection for the more religious minded of us.
On the movie side of things we have released several titles:
Damon and Pythias - a story of friendship's triumph
David and Goliath - the classic story of the underdog's triumph
Meet John Doe - sometimes a little trickery is a good thing
Quicksand - and sometimes it's best to just be honest
Also, don't forget that throughout December we are giving away a free DS Lite skin every Friday.
http://moonbooks.net
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December 8th, 2007, 00:03 Posted By: wraggster
CrazyLapinou has posted a new version of his game for the GBA
Conker-Advance is a game featuring GBA Conker, a character from Nintendo and Rare. Do not expect something extraordinary,
Demo 3.
Animations and velocity Conker journals.
Adding items.
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December 8th, 2007, 00:07 Posted By: wraggster
La1n posted this release:
wardive captures the wlans in the immediate area like a wardrive-tool and creates a game. it reads the names of the hotspots in your immediate area and turns them into enemies which try to take over your wardive-cristal. try to fend them off with your touch pen, put your shields up. and don't just stay in one spot. takemetro wardivefor a walk or on a ride through town. find out how may enemies hide in the area you are in or pass through. each time you play,metro wardivecaptures different data and creates a new level for you.metro wardiveis an adaptive game with locative levels. it changes according to its real life location as much as to its virtual data world.
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December 8th, 2007, 00:11 Posted By: wraggster
New from hitchhikr
A protracker files (.mod) replay routine for Nintendo DS, it's a direct conversion from the original Amiga one so it's should be as accurate as possible, also it handles modules from 4 to 16 channels and it's very small
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December 8th, 2007, 00:16 Posted By: wraggster
cornaljoe posted this news:
DualSlot Browser lets you browse and copy files to the filesystems available. Meaning if you have two FAT based flashcarts inserted, you will have access to both!
Be aware this is a very basic version. Hopefully once I learn more about DS coding, I'll get a cool GUI going. Suggestions and comments are welcome. Thanks to all that helped me get started!
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December 8th, 2007, 10:40 Posted By: wraggster
News from the ScummVM Team:
It is time to announce our next Big Testing SeasonTM. This means that pretty soon you, our fellow users, will see the new and shiny ScummVM version.
We have extended the set of our supported games by 8 new (or old ) games. The list includes: I Have No Mouth and I Must Scream, Lure of the Temptress, Elvira - Mistress of the Dark, Elvira II - The Jaws of Cerberus, Waxworks (Amiga version only), and early Sierra preAGI games Mickey's Space Adventure, Troll's Tale, and Winnie the Pooh in the Hundred Acre Wood.
There are detailed instructions on how to perform testing in a helpful way. You will find them on our Wiki page. Please stick to those and report on our mailing list, in #scummvm or on our forums. The current list of tested games can be found here.
No new downloads as of writing but more info --> http://www.scummvm.org/?shownews=20071206.xml
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December 8th, 2007, 10:40 Posted By: wraggster
News from the ScummVM Team:
It is time to announce our next Big Testing SeasonTM. This means that pretty soon you, our fellow users, will see the new and shiny ScummVM version.
We have extended the set of our supported games by 8 new (or old ) games. The list includes: I Have No Mouth and I Must Scream, Lure of the Temptress, Elvira - Mistress of the Dark, Elvira II - The Jaws of Cerberus, Waxworks (Amiga version only), and early Sierra preAGI games Mickey's Space Adventure, Troll's Tale, and Winnie the Pooh in the Hundred Acre Wood.
There are detailed instructions on how to perform testing in a helpful way. You will find them on our Wiki page. Please stick to those and report on our mailing list, in #scummvm or on our forums. The current list of tested games can be found here.
No new downloads as of writing but more info --> http://www.scummvm.org/?shownews=20071206.xml
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December 8th, 2007, 11:03 Posted By: wraggster
Infantile Paralysiser have released a new version of Morning Timer, heres the release info:
Version 1.1 2007/12/07
When the loose connection of the disk is detected, halt is done with the warning sound. (in The timer executing.)
The battery power was saved by various optimizations.
About the disk check when starting. The bug that misjudged a normal disk to the error disk was corrected.
Download Here
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December 8th, 2007, 11:08 Posted By: wraggster
News/release from JeremySR:
I've made a trivia game for the DS, which is supposed to work a lot like IRC Triviabots but with only one player. It gives you a hint by showing the answer with all the letters replaced by dots, and starts revealing more dots every time you get the question wrong.
The game comes with a questions file to put on the root of your card. It contains 10 000 questions from an IRC Triviabot.
The controls are explained when you start up the game, and installation is explained in the readme file.
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December 8th, 2007, 11:13 Posted By: wraggster
News/release from cuicui666 :
Japanese Training is a game for those who want the Japanese.
It's possible to revise the Hiraganas and Katakanas.
There are already several Homebrews on this topic, we must believe that it excites a lot of people!
This project allows me:
* M'éclater on my DS
* To learn C + + (I have already ripped hair)
* To discover and use PALIB and uLibrary (thanks to Mollusk and Brunni)
* To have small bases in Japanese
History:
Here is the list of features implemented in this version:
* Test on Hiraganas dispo
* Test on Katakanas dispo
* Create Profile
* Degree of Difficulty
* Time Management
* Menu options added (not yet operational)
* Tab 'vocabulary' improved
Forecast for the future:
* Display of stats
* Manage information on the player
* Harvest points XP and gradual release in the game
* Management of the
* Handwriting recognition
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December 8th, 2007, 11:25 Posted By: wraggster
Rise of the Triad for the DS has been updated, heres the details:
This is a port of Rise of the Triad for the Nintendo DS.
This is currently a work in progress. Newest version is 0.7 (released Dec 6, 2007).
Many thanks to GPF for porting SDL to the DS. I've built upon his work: rewriting parts of the video code, fixing a bug in the keyboard handling, and adding a mouse driver for the touchscreen.
Recent Changes:
Improved music playback
MissileCam added (it's on the controls menu)
Sleep mode (closing the DS lid)
Updated for devkitARM r21
Limitations:
Music requires extra work, and has some glitches.
No network support... yet.
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December 8th, 2007, 13:40 Posted By: wraggster
Jayenkai has updated his Retro Collection for the DS, heres the full info:
Platdude's Retro Collection - 18
Updated : Now with EIGHTEEN retro games!
The Brief
A collection of retro styled games, kicked up a notch.
Gameplay>Graphics
The Notice
DLDI Patch the _dldi versions to keep your highscores. There are no other differences between the two versions.
I'm now having to include 3 versions of each. It seems that Supercards are fussy enough to want their own special edition of the game. How silly! And people complain about the Games'n'Music!! At least that used the standard format!
The Credits
The Games were coded by Jayenkai.
The Graphics were drawn by Jayenkai.
The Sound Effects were created by Jayenkai.
Some Music was also made by Jayenkai, but then he took it out because it got annoying.
The Email
Contact Jayenkai@Gmail.com if you have suggestions/bugs/additional game ideas. All game ideas are taken into consideration, but not all will be added!
The Websites
My DS Game list - Check in for updates.
Socoder.net - A Game Making forum. (It's like BlitzCoder 2!)
The Games
Centipede : Shoot the centipede. Don't let it escape.
Snake : Guide the Snake. Grab the numbered blocks.
Invaders : Shoot the aliens. Don't let them get to the bottom.
Light Cycles : Try to get your opponents to crash.
Asteroids : Destroy the asteroids before they destroy you.
Pacman : Run around and collect things.
Frogger : Leap your way across 2 busy roads.
Pong : Beat your opponent, "one" ball at a time.
Tetris : Build low!
Buzzard Bait : You might like to call this game Joust. I owned a TRS-80, so I call it Buzzard Bait
QBert : Hop around and change all the bricks.
Spike Dodge : Dodge the spikes, pick up the balls.
Extract : Keep Blue away from Red, and grab the Greens.
Missile Command : Tap to fire. Stop the missiles.
DotPop : Tap the squares. The quicker you tap 'em, the more you score.
Lights Out : Tap to invert a + of lights. Try to turn them all off.
5 In a Line : Shuffle the rows and columns around to make a whole line of a single color.
Tune Tap : Repeat the tune.
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December 8th, 2007, 13:57 Posted By: wraggster
Emukidid has released a great new homebrew for Gamecube and Wii Owners
sd-boot v0.1 (BETA)
A program which lets you run homebrew and legally created GC backups via SDgecko.
Usage:
Put .GCM files in a directory called GCGAMES on the root of your SD card.
Boot up the .dol file however you want.
Pop the SD card in slot B
Select a file and enjoy
Requirements:
- A Gamecube or a Wii
and one or more of the following
- PSO+BBA (for GC dudes)
- Action Replay + SD CARD
- SDML
- Modchip
Notes:
There's alot to be fixed in this program, but this is a simple start.
Hopefully after I get a larger SD card I will find fixes to problems reported about games.
How it works (not so technical):
Intercept a dvdread, turn it into a seek to sector 0 and read my data from sd card.
Source:
Source is messy.. but yes it's included.
There's bits and pieces borrowed from everywhere
and I try to give credits where needed.
Thanks to:
gc-linux sd code for simple methods on how to use the sd gecko
brakk3n for the backdrop
everyone at tehskeen for the emulators and their sources
libOGC devs for libOGC
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December 8th, 2007, 14:06 Posted By: wraggster
Released today at Divineo UK
DIGG THIS
Nintendo Mario Kart DS Super Race set is finally here! Who will reach the finish line first - small and speedy Mario or Donkey Kong? Perfect for younger racers, the battery-operated Mario Kart DS Track Race Set provides hours of amusement. The race set includes 2 Mario Kart vehicles (Mario and Donkey Kong), 2 Controllers, 18 Track pieces, and colorful background. Over 9 feet of racing action!
Product Features
Officially Licensed Nintendo Mario Kart DS Track Race Set
Mario and Donkey Kong in their DS Race Kart ready to race
A track to assemble with a nail-biting crossover
Each character has an individual speed controller
Suitable for ages 5 years+
Requires 4 x AA Batteries (not included)
Dimension of Racer: 3.14 x 2.75 x 1.77 inches
Dimension of Track: 25.4 x 18.89 inches (when built)
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December 8th, 2007, 14:06 Posted By: wraggster
Released today at Divineo UK
DIGG THIS
Nintendo Mario Kart DS Super Race set is finally here! Who will reach the finish line first - small and speedy Mario or Donkey Kong? Perfect for younger racers, the battery-operated Mario Kart DS Track Race Set provides hours of amusement. The race set includes 2 Mario Kart vehicles (Mario and Donkey Kong), 2 Controllers, 18 Track pieces, and colorful background. Over 9 feet of racing action!
Product Features
Officially Licensed Nintendo Mario Kart DS Track Race Set
Mario and Donkey Kong in their DS Race Kart ready to race
A track to assemble with a nail-biting crossover
Each character has an individual speed controller
Suitable for ages 5 years+
Requires 4 x AA Batteries (not included)
Dimension of Racer: 3.14 x 2.75 x 1.77 inches
Dimension of Track: 25.4 x 18.89 inches (when built)
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December 8th, 2007, 14:32 Posted By: wraggster
Success HK have got a restock of Japanese Nintendo Wiis today, now if your a fan of japanese games or your going to mod your Nintendo Wii then this is perfect for you and especially for UK fans its a very good price. remember unless its modchipped it wont play anything but Japanese games.
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December 8th, 2007, 16:16 Posted By: wraggster
Newly released, heres the details
features
Disc Fusion System for exclusive game modes
10 Game modes
Over 150 characters
Over 20 destructible battle stages
More than 10 types of AI balancing for your opponents
description
Dragon Ball Z®: Budokai Tenkaichi 3 takes the lightning fast fighting, flying and action that made its predecessor, DBZ Budokai Tenkaichi 2, last year’s #1 fighting game and takes it to a whole new level with exciting new features. For the first time in Dragon Ball Z® history, the Wii™ platform will feature online gameplay, connecting DBZ fans around the country.
http://www.play-asia.com/SOap-23-83-...j-70-23ez.html
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December 8th, 2007, 16:18 Posted By: wraggster
Newly released, heres the details
features
Play as your favorite M&M'S® characters
12 unique race environments loaded with collectable bonus items
7 different customizable race vehicles to choose from
Real time physics offers different feels in street, dirt, ice and sand venues
Tune your cars with accessories and upgrade kits in full 3D at the M&M'S® garage
Outrageous stunt combinations including jumps, 2 wheel rides, and turbo speeds
description
Fasten your seat belts for the exciting new action racing game, M&M'S® Kart Racing! M&M'S® Kart Racing breathes new life into the arcade racing by combining the adventure elements (collecting items on the race track) and high speed racing with the funny and parodic style of candy competition. Compete against other players on 10 different race tracks and collect unique bonus items on each level.
http://www.play-asia.com/SOap-23-83-...j-70-2c2j.html
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December 8th, 2007, 16:20 Posted By: wraggster
Newly released, heres the details:
Ultimate Duck Hunting lets you visit the country's best hunting grounds, for duck hunting action that's always in season. Choose your dog (yellow, chocolate, or black Labrador retriever) and train him to respond to your commands, all controlled by player motions using the Wii Remote. Gear up with name-brand guns, camouflage, and decoys -- then it's off into the wilderness to set up decoys, use duck calls, and ultimately become a crack shot using the Wii Remote to aim and fire at tough-to-down mallard, hen, black, and teal ducks. Guide your dog to retrieve ducks through flooded timber, murky lakes, and snowy slopes in six unique environments in Alaska, Arkansas, Minnesota, Mississippi, South Dakota, and Virginia.
http://www.play-asia.com/SOap-23-83-...j-70-2brg.html
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December 8th, 2007, 23:40 Posted By: wraggster
Ant512 has released a new version of his windowing system for the Nintendo DS, heres the release info:
It's been about a month since the last release, so it's about time for another. Woopsi 0.26 is now available on the SourceForge site:
http://sourceforge.net/project/showf...roup_id=207650
Here's a screenshot of the lastest demo:
(I know the version number in the screengrab is wrong.)
There are a huge number of changes, mainly aimed at improving the API for developers. Changes are:
- Fixes:
- Added clip-to-physical-screen code back in.
- Fixed inconsistency in screen _flags.borderless variable.
- Fixed warning in gadget.cpp (bug 1826584).
- Removed parent pointers from gadget constructors.
- Removed eventhandler.cpp and rolled the functionality into the header.
- Removed font bitmap check from TextWriter (feature 1830307).
- Renamed "addXXX()" gadget creation functions to "newXXX()" (feature 1830242).
- Added check for null parent pointer before adding gadgets to child vector (bug 1830241).
- Fixed flicker in top display when flipping screens.
- Fixed border size confusion in Window class.
- Fixed problem with height and width to y2 and x2 conversion in TextWriter.
- Fixed scroll limit problem in TextViewer.
- Fixed drawing problems in TextViewer.
- Removed _deleteQueueActive from Gadget class and rely on vector size instead (bug 1843784).
- Made destructors virtual where appropriate.
- Set gadgets to be invisible until added to a parent gadget to prevent them being drawn to arbitrary positions on the screen.
- Removed "removeOverlappedRects" from Woopsi class.
- Changed Gadget::eraseGadget() so that the parent is responsible for erasing children instead of passing call up to Woopsi instance.
- Fixed Woopsi constructor parameter order.
- New Features:
- Screen and window borders can be enabled/disabled with setBorderless().
- Gadgets now have a flags bitmask instead of individual bools to control properties (request 1826433).
- Added addGadget() and insertGadget() for more control over children.
- Added an ID number ("refcon") to the base gadget class (request 1828519).
- Added getClientRect() function to gadget/window/screen classes.
- Added GraphicsPort class to handle drawing within gadgets.
- Gadgets now cache their visible regions to improve drawing speed.
- Pong demo uses a GraphicsPort instead of a SuperBitmap.
- Added "removeGadget" function for deleting gadgets from vectors.
- Added gadget decoration concept to handle borders, etc.
- Removed all usage of Gadget::getType() to aid subclassing.
- BitmapButton draws its bitmap using GraphicsPort.
- Window uses parent screen's GraphicsPort to draw its XOR rectangles (fixes bug in which XOR rectangle overlaps other screens, but no longer relevant since screens automatically depth-sort when clicked).
- Window border gadgets use GraphicsPort for their output.
- Screen title gadget uses GraphicsPort for its output.
- Removed most drawing functions from Gadget class.
- Added hardware-accelerated horizontal line drawing.
- Improved speed of filled rect by using faster horizontal line routine.
- Renamed bool getters from "getXXX()" to "isXXX()".
- Added clip-to-parents into Gadget::cacheVisibleRects and Gadget::splitRects.
- Removed glyph font and added support routines to allow single font.
- Added font inheritance system.
- Added Gradient background class.
- Removed background image from demo and replaced with gradient.
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December 9th, 2007, 01:48 Posted By: wraggster
While Nintendo having trouble meeting demand for the Wii is hardly news, it looks like those supply problems now have the company reconsidering its advertising plans, with some ads in the U.K. apparently already pulled. According to Marketing Week, Nintendo says that's being done in order to "take a responsible stance this Christmas and not fuel demand." In their place, Nintendo will reportedly be running more ads for the DS, which it seemingly has no trouble cranking out (the Wii ads will then return in full force in early 2008). No word if the advertising drawback will also extend to North America, but it certainly seems like there's enough shortages to go around.
http://www.engadget.com/2007/12/08/w...rtising-plans/
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December 9th, 2007, 01:57 Posted By: wraggster
News from Xdelusion:
I am not sure that my Star Wars project for the Nintendo DS will be finished in time for Christmas. I have a lot of work done, but recently found that the DS port of PrBOOM is not friendly to translucent walls, 3D floors, which my maps were full of. As it happens when you get close to a translucent window, the game slows to a crawl. If you so much as have a 3D floor within your line of sight the game also slows to a crawl, thus I am going to have to alter a number of things in many of my maps and perhaps reduce there size. Needless to say I wanted to release something for the holidays which is when Batman DOOM came to mind.
All you need to know about this classic Total Conversion can be found on the links below. This is not my own project, my only contribution is merging the TC into FreeDOOM which means you DO NOT need to own a copy of DOOM or DOOM II to play this. Merely copy the files onto the root of your Memory Card, launce Batman DOOM.NDS and you should be up and running.
I've not played through this on the DS, so if you experience any problems feel free to contact me on my site listed at the bottom of this text. If you report errors, BE SURE to be as specific as possible. I'll need to know what level you were on, what weapon you were using, and what was going on at the time of the crash or what ever.
http://starwarslegacy.net/NDS.aspx - Download via that url
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December 9th, 2007, 21:49 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.8b is released. This includes all the fixes from 1.8 and 1.8a:
Fixed Adjust (it was horribly broken). Thanks, Scribble!
Moved left-handed mode to OPTIONS (default off).
Added keyboard-based command mode, toggleable with OPTIONS (default off).
Menus and command window can now be controlled using the joypad.
Changed menus so now Left/Right pages up/down, and Up/Down are used to change the highlighted menu item.
Added select all/none in multi-select menus using Select and Select+L/R.
Added double-tap mode in menus and command window, toggleable with OPTIONS (default off).
Added holdmode option, to control whether L/R must be held to keep the command window open (default on).
Added cursor option, to control whether a cursor is displayed (default on).
Fixed the graphics cursor to properly map to the internal cursor position (makes dagger throws, etc, move the cursor like in text mode).
Fixed the text mode cursor to work with "What Is" when it moves off the rendered map.
In addition, 1.8b includes fixes to the touchscreen code, so the inaccuracies should be gone (they are on my DS, anyway). I felt this was important enough that it warranted a new release, despite having put 1.8a out just last night.
And just to draw extra attention to it, you lefties out there, you'll have to enable left-handed mode in the OPTIONS file now. The old setting will be lost.
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December 9th, 2007, 21:53 Posted By: wraggster
News from Cortes48
Balloon fight on NES is a game that I am much marqué.J 'I therefore wanted the DS adapt to the form of several mini.
History:
09/12/07
The first version with 1 Minimum Thursday almost done
How to play:
To navigate using the touch screen
Other information:
If you have ideas for other games le.Il say is not an image on the topic I will save Wednesday
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December 9th, 2007, 22:40 Posted By: wraggster
Yeah, just about anything gets ratcheted up a couple levels on the fantasmical scale if Darth Vader makes a cameo, but seriously, $15,000 for a Dark Side Wii? To be frank, this auction has spoof written all over it, but whatever the case, redferndesign is offering up a "limited edition" (one of four, supposedly) Wii system with a red CD input LED, an all black motif, Darth Vader imprinted on the side and a pair of black Wiimotes / nunchucks. Also of note, the Wiimote pictured must be one of the rarest ever, particularly when you consider the previously nonexistent "x" and "y" buttons and the rectangular power switch. Even if the console (alone) is indeed modded up, there's no way anyone in their right mind will cough up that much coin
http://www.engadget.com/2007/12/08/e...rth-vader-wii/
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December 9th, 2007, 23:49 Posted By: wraggster
News/release from Vaccha
This is a puzzle game which challenges your memory. Two grids are composed of m shapes (rows) and n colors (columns). The bottom one is for play and the top one is for hint. You must touch the cells of the bottom grid and turn them face up one by one. The next cell touched must match shape or color with the previous cell touched. If so, you can touch another cell. If not, the unmatched cells will be turnt face down and you touch over again.
Legend:
1. The bottom grid:
black cell - untouched,
gray cell - touched and unmatched,
white background - current matched,
gray background - unmatched,
black background - matched.
2. The top grid:
black background - untouched,
white background - current touched,
gray background - touched and unmatched,
black cell - matched.
Rules:
1. Touch the first cell and score 0 point.
2. Touch the second cell which matches shape or color with the first cell and score 1 point.
3. Touch the third cell which matches shape or color with the second cell and score 2 points.
3. Touch the fourth cell which matches shape or color with the third cell and score 3 points.
4. And so on...
5. In single player mode, touch a cell and score minus 1 point.
6. In single player mode, clear the whole m*n grid and score m*n bonus.
Inputs:
1. Plus: plus score. See above!
2. Minus: minus score. See above!
3. Bonus: bonus score. See above!
4. Score: current score = Plus - Minus + Bonus. Maybe minus.
5. Shapes: Change the number of shapes (rows) of the grid.
6. Colors: Change the number of colors (columns) of the grid.
7. Time counter: Turn all cells face up and start counting up and memorize, and then turn all cells face down and stop counting up and play.
8. Question mark: toggle if show the grid for hint or not.
9. Grid: New game.
10. Triangle: Give up continuing touching. It is sometimes neccessary.
I wonder if anyone can score the highest 2016. (You must play the 8*8 grid and use the time counter.) Please post how many seconds you spend.
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December 10th, 2007, 07:28 Posted By: pibs
By Dan Freeman, GameRush Entertainment
Between Thanksgiving and Christmas, the U.S. Postal Service is expected to deliver some 20 billion pieces of mail. However, some packages don’t always arrive to their destinations intact.
A woman in Columbus, Georgia was able to find and purchase a Nintendo Wii on eBay only to have it stolen during shipping.
“It looks like someone ripped it backwards,” Kathy Green told local WTVM.
When the package arrived, the box the Wii was supposed to be in was torn open. Inside the actual Wii box, the console was missing.
Officials at the post office can confirm through tracking the package that its weight was heavier at one point, but cannot determine what went wrong. Since Green had the package insured, she’ll recoup the money.
“It’s hard to tell where in the system it got opened up or where it actually happened,” said USPS Customer Service Manager Michael Matthews.
“Package your articles correctly, make sure they’re secure, be sure that you have an address on the inside of the package as well as the outside of the package.”
Claims of stolen or damaged contents can be claimed at a local post office and refunded if the value is less than $50. Others must go through a process with a corporate office, which takes about a month.
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December 10th, 2007, 07:35 Posted By: pibs
Exclusive first details on 2K's new boxing game for 360, DS, and Wii.
By Sam Kennedy
To coincide with the Spike TV Videogame Awards, in which Don King was a presenter, 2K Games announced its brand new boxing game Don King Presents: Prizefighter. Slated to hit the 360, DS, and Wii (and possibly others, though 2K's not saying) in the spring of 2008, Prizefighter is said to provide the deepest boxing experience yet with a documentary-style approach to its presentation. More so than any other boxing game before it, the attempt is to deliver an in-depth career mode, with all the obstacles that face a real boxer -- which is where the legendary boxing promoter's expertise comes in.
We'll have to wait to see exactly what 2K and Don King's take on boxing games will play like, but it's also worth noting that Prizefighter is being developed by 2K's UK-based Venom Games studio, the guys behind the Rocky games for PS2 and Xbox.
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December 10th, 2007, 08:02 Posted By: pibs
Via GameDaily
Despite the fact that Nintendo has boosted its Wii production to 1.8 million units monthly, the popular console continues to sell out quickly and consumers trying to purchase one this holiday may have to look hard and often. Nintendo has had to deal with speculation repeatedly suggesting that the company might be creating artificial shortages in order to further stir up hype, but Nintendo of America President Reggie Fils-Aime insists that's just not true.
Fils-Aime has commented yet again to the Wall Street Journal: "It really is a missed opportunity if we're not able to satisfy that demand, which is why we're working so hard with retailers."
More interesting, however, is the WSJ's perspective on why Nintendo didn't anticipate the level of demand they've encountered with the Wii. The Journal believes it's a matter of Japanese corporate philosophy.
"While Nintendo's problem illustrates how tough it is for companies to try to predict demand for a product, even in the second year, it also is emblematic of the Japanese company's native caution. In the past two years, for example, Nintendo has set earnings forecasts so conservative that they achieved them in just nine months," the business publication said. "Because Nintendo puts a great deal of focus on cash flow, it tries to keep its inventory as low as possible. Such a strategy is rare among Japanese companies, which have tended to focus on revenue growth and market share."
Whether the shortages are truly designed as a strategy to elevate hype around the product only Nintendo insiders really know, but clearly it's better to have the console selling out instead of sitting on store shelves. "If you flood the market, it will come back to haunt you," Christopher Tang, a professor of supply-chain management at the UCLA Anderson School of Management told the WSJ. "Psychologically, it's better if the customer is begging for the product."
Most analysts seem to think supply and demand for the Wii will finally level out sometime next year. Wedbush Morgan Securities' Michael Pachter recently said he believes it will happen next April.
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December 10th, 2007, 17:19 Posted By: wraggster
Newly released today:
features
The official software of the 2008 World Tournament
Two exciting game modes: “World Championship” and the all-new “Duel World”
Includes the latest cards to strengthen your deck and card strategies
Duel your friends online via the Nintendo DS Wi-Fi Connection
Includes three exclusive trading cards
description
The tournament dueling is back with the official software of the 2008 Yu-Gi-Oh! World Tournament! Battle it out on two exciting game modes: “World Championship” mode, and the new “Duel World” mode, where you can venture through events, meet duel spirits, and buy new cards.
http://www.play-asia.com/SOap-23-83-...j-70-2fb2.html
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December 10th, 2007, 17:21 Posted By: wraggster
Newly released today:
features
Unrivaled Destruction: Unleash citywide destruction as one of 23 monsters – including two all completely new monsters
All New Story: Make and break alliances within the all new dynamic storyline and choose to amass an army or go it alone
Multiplayer Mayhem: Party modes supporting four players for insanely destructive social battles
description
Godzilla Unleashed is a fighting game on a giant scale. Godzilla Unleashed is a completely redesigned and updated massively destructive brawler with non-linear story paths and all new Toho monsters.
http://www.play-asia.com/SOap-23-83-...j-70-28rt.html
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December 10th, 2007, 19:11 Posted By: Shrygue
via Computer and Video Games
The creators of the cute and quirky rhythm action game PaRappa the Rapper have joined forces with Majesco to create a Wii game.
Details are extremely thin on the ground, but we do know that - probably unsurprisingly - the title from Masaya Matsuura and Rodney Alan Greenblat will be a music-based videogame.
Built from the ground up for Nintendo's console, it's due out in late 2008.
Masaya Matsuura has spoken of creating a game "that is conceptually unique and, above all else, fun".
"We... believe our game shares the same broad mass market appeal as successful music-based products like Activision's Guitar Hero and MTV's Rock Band", Majesco CEO Jesse Sutton has added.
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December 10th, 2007, 19:15 Posted By: Shrygue
via Eurogamer
Rising Star Games has confirmed reports that the European version of No More Heroes will be based on the censored Japanese version.
"We're publishing the same version of No More Heroes that has been successfully received in Japan," Rising Star MD Martin Defries said in a statement issued in response to inquiries.
"Ultimately, it's a fantastic game to play and that's all we care about at Rising Games."
No More Heroes is the latest game from Killer 7 director Goichi Suda, and is typically violent, starring an otaku who becomes an assassin and has to climb a sort of assassin leaderboard.
In the US, that violence is preserved by publisher Ubisoft, but in Japan and Europe that's not going to be the case. Unless we all shout at Rising Star about it, presumably.
Still, if you do want some gore, you could always watch the Machine Girl trailer. TEMPURA!
Check out our No More Heroes gamepage for trailers. The full game is due out on 29th February 2008.
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December 10th, 2007, 19:17 Posted By: Shrygue
via IGN
Following the British Board of Film Classification's rejection of Rockstar's controversial horror sequel Manhunt 2, the Video Appeals Committee has ruled in favour of the publisher's right to release the game in the UK, with a majority vote of four to three.
Previously, the BBFC had rejected both uncut and reworked submissions of the game for certification, effectively banning the game from sale in this country. Speaking to IGN, a Rockstar spokesperson was unable to confirm which version we can expect to see in stores if and when the title finally receives its long-awaited UK release. However, despite Rockstar's successful appeal, it's still possible the BBFC may decide to appeal the VAC's verdict, although the organization intends to review the full report before taking any further action.
Following news of the victory, Take-Two chairman Strauss Zelnick commented, "We are committed to making great interactive entertainment, while also marketing our products responsibly and supporting an effective rating system. We are pleased that the decision of the VAC has recognised that Manhunt 2 is well within the bounds established by other 18+ rated entertainment".
Meanwhile, David Cooke, director of the BBFC noted, "The BBFC twice rejected Manhunt 2 for its focus on varied and cumulative killings. We recognise that rejection is a very serious step, in which the desire of publishers to market their games, and that of gamers to buy them, must be balanced against the public interest, including the full range of possible harm risks to vulnerable individuals and to any children who may be wrongly exposed to such games. Such balancing judgements are inevitably complex and multi-faceted, and are made only after very careful consideration of the contents of a work. We played Manhunt 2 for well over 30 hours prior to our decision.
"The Board recognises that the available research findings on the effects of video games (including positive as well as harmful effects) are varied and contested. But we continue to believe that a broad approach to the possible risks is needed, which goes beyond purely behavioural harm, and which also takes account of other possible effects on the sensibilities and attitudes of individuals."
Cooke also revealed, "The BBFC will carefully study the judgement by the Video Appeals Committee when it becomes available."
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December 10th, 2007, 19:28 Posted By: nuvalo
I have been working with the opentyrian souce code in order to run it on a wii/gamecube console with homebrew enabled. This version works under gc-linux, and runs pretty well. Here is the README file, you can download the game and the new versions from the official forum here:
http://www.nacionarcade.net/foro/ind...icseen#msg1657
OpenTyrianGC v0.9
__________________
This is a GameCube adaptation of TYRIAN, the game edited by Eclipse and published by Epic MegaGames.The original game was programmed by Jason Emery, illustrated by Daniel Cook, and its music composed by Alexander Brandon and Andreas Molnar.
This port is based on OpenTyrian project code (http://code.google.com/p/opentyrian/), maintained by mindless2112, syntaxglitch,emacs.hacker, yuriks.br.
This README file was based on the README found on the OpentyriamPSP project.
GAMEPLAY
________
Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons and enhanced energy shields. Money is earned by destroying enemies and grabbing bonuses, which is then used to purchase upgrades such as weapons, shields, energy generators, and different ships from interlevel menus. The game is fast paced and presents a variety of enemies and bosses.
CONTROLS
--------
[ANALOG/DIGITAL PAD] MENU NAVIGATION & SHIP'S IN GAME MOVEMENTS
[A] Button 1/ Start
[B] Button 2/ ESCAPE (Cancel)
[Y] Button 3
[X] Button 4
[Z] ESCAPE (CANCEL)
[START] ENTER (Start)
INSTALLATION
____________
To play with this game, you need a Gamecube/Wii homebrew enabled console (with modchip or ActionReplay). And you will need an SDCard Gekko adapter, or a homemade SDCard Adapter. Of course, you will need an SDCard .
To install this version of openTyriam:
- Copy th files "aramfs.bz2" and "tyriam.dol" to the root directory of your sdcard.
- Copy the directory tyrian and its contents to the root directory of your sdcard.
To play with this game:
- Insert the SDCard on your console wii/GC.
- On your wii/Gamecube, execute the file "tyrian.dol" using your favourite method for loading
aplications (Costis SDLoad, ActionReplay, PSOload, GCOS...).
KNOWN ISSUES
------------
- Network play is not yet implemented. On Wii will never be supported
- 2 player mode buttons are not mapped (might work, i diddnt tried it)
- The default SaveGame works, but the "Select new savegame" option doesn´t work,
as you cant type the name of the new gamesave.
- The Analog joystick does not work properly, use the Digital joy instead.
TODO
____
- Solve the gamesave option, in order tbe able to select a new savegame.
Thanks to:
mindless2112, syntaxglitch,emacs.hacker, yuriks.br and all the people behind the Opentyrian project port
DENISKA for his README file.
The people from gc-linux project
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December 10th, 2007, 20:44 Posted By: Shrygue
via Gizmodo
Lee's description of "Low-Cost Multi-point Interactive Whiteboards Using the Wiimote" may sound boring, but it's actually a very cool and very innovative use of the Wiimote. Since you can hook the controller up to your computer and accept inputs using the Wiimote library interface, you can use its infrared sensors to detect and track infrared light on any kind of surface. With Johnny's app, you can in turn use a cheap DIY IR pen as an input device and make your own whiteboard/input tablet. You should watch the video to see more, but this thing looks really exciting.
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December 10th, 2007, 20:46 Posted By: wraggster
Minishlink posted an update of his Pong game for the DS
Heres whats new:
Changelog
- Added Adventure mode proposed by Pipse
- Changes to the Arcade mode: Scores with DLDI
- The ball is not in the middle but in a camp (depending on factors)
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December 10th, 2007, 20:48 Posted By: Shrygue
via Joystiq
You've realized that they're just picking them at random now, haven't you? Unless the theme this week is "Games With Vowels in the Title," we honestly don't know what the unifier could be. It's OK though, Nintendo, we're more concerned about the games than the themes.
Pokémon Snap (Nintendo 64, 1 player, 1,000 Wii Points): We've long been morally opposed to the whole Pokemon craze. We just can't condone beating animals senseless, locking them in prisons that are 1/10 their size and then forcing them to repeat the cycle of violence. We guess we're OK with Pokemon Snap though, which asks only that you take pictures of the little critters. Also, remember that this version has new Wii features.
Baseball Stars 2 (NEOGEO, 1-2 players, 900 Wii Points): We're not familiar with Baseball Stars 2, but everything we've read about the game appears to be pretty positive. We only wish the Wii functionality could have trickled down here for all the big-screen TV-smashing action that we crave.
Ghosts'n Goblins (NES, 1-2 players, 500 Wii Points): Ghosts'n Goblins is the kind of difficult that other difficult games tell their children about to scare them into behaving. It's a classic, sure, but it's also enough to make you put your fist through a wall. We're sure it's fun if you're really good at it but let's be honest ... you aren't, are you?
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December 10th, 2007, 20:50 Posted By: wraggster
Ant512 has released a new version of his windowing system for the Nintendo DS, heres the release info:
It's been about a month since the last release, so it's about time for another. Woopsi 0.27 is now available on the SourceForge site:
http://sourceforge.net/project/showf...roup_id=207650
Here's a screenshot of the lastest demo:
- Fixes:
- Renamed "font" to "sysfont".
- Moved font includes out of "all_gfx.h".
- Removed font inheritance (problematic with many gadgets).
- Made font an optional parameter in all gadget constructors.
- Removed font from constructors of window border gadgets that do not use a font.
- Woopsi height based on top screen offset instead of an arbitrary number.
- Private class members set to protected where appropriate.
- "Gadget::setBorderless()" now invalidates rect cache.
- Removed "Gadget::removeGadget()" function (request 1846590).
- "Window::createBorder()" sets border focus correctly.
- Window border gadgets base their colour on the parent's active flag rather than by abusing the focus system and their own active flags.
- GraphicsPort was using SCREEN_WIDTH instead of _bitmapWidth when blitting bitmaps.
- Fonts work with const u16* bitmap data instead of plain u16*.
- Woopsi clears its background correctly when a screen closes.
- Gadgets draw only those regions not obscured by children (previously broken by switch to region caching).
- Gradient cache uses new instead of malloc.
- Removed support for external bitmaps from SuperBitmap.
- Renamed Gadget::getRectClippedToParent to Gadget::getRectClippedToHierarchy.
- Making a gadget invisible makes its children invisible.
- Fixed off-by-one error in Gadget::checkCollision() functions.
- Fixed gadget-space to display-space co-ordinate problem in GraphicsPort clipping routines.
- Removed GraphicsPort::clipXORRect() and replaced with bugfixed alternative.
- Various functions in Gadget class now check isVisible() instead of _flags.visible.
- focus() functions ignore the call unless the gadget is not active.
- GraphicsPort will no longer draw to deleted/invisible gadgets.
- Tidied up ambiguities in Gadget::closeChild().
- Gadget::closeChild() function setting the active gadget pointer to top gadget in the stack, but the top gadget could have been the gadget being closed.
- Fixed same problem in Gadget::hideChild().
- New Features:
- Added static system font routines to Woopsi class.
- Gadgets automatically use system font if no font specified (bug 1846003).
- Added "floodFill()" function to SuperBitmap (request 1816931).
- Added "drawBitmap()" function to SuperBitmap (request 1813792).
- Added "newBitmapGraphicsPort()" function to SuperBitmap.
- Added "setFont()" function to Text.
- Split Screen class into ScreenBase, AmigaScreen and SimpleScreen classes.
- Added "permeable" flag to gadgets - if set to "true", child gadgets can be dragged to exceed the borders of their parents (ie. windows can be dragged off-screen).
- Gadget::getRectClippedToHierarchy clips to entire ancestor tree.
- Gadget::moveTo() enforces permeability of parent gadgets.
- Gadget::resize() enforces permeability of parent gadgets.
- Window::resize() enforces permeability of parent gadgets.
- Changed VBL events so gadgets must register with Woopsi to receive them (request 1847147).
- Centralised gadget deletion queue handling into static Woopsi functions.
- Added Gadget::hideChild() function.
- Added VBL counting and static getVBLCount() function to Woopsi class (request 1847147).
- Split Window class into WindowBase, AmigaWindow and SimpleWindow classes.
- Added text output methods with colour parameter to GraphicsPort and SuperBitmap classes.
.
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December 10th, 2007, 21:05 Posted By: wraggster
Emukidid has released a new version of his Homebrew boot launcher for the GC and Wii:
NTSC users, you will have to use the PAL builds until I work out what's going wrong in libOGC.
v0.2 bugfix
- removed game banner display (buggy)
- improved gcm selection (shouldnt hang)
v0.2
- Added IGR
- Improved speed slightly
- Fixed NTSC/PAL Issues
- SLOTA/B releases
- Display game banner
A program which lets you run homebrew and legally created GC backups via SDgecko.
Usage:
Put .GCM files in a directory called GCGAMES on the root of your SD card.
Boot up the .dol file however you want.
Pop the SD card in slot B
Select a file and enjoy
Compatability:
http://wiki.scorpei.com/index.php/SD...atibility_list
Requirements:
- A Gamecube or a Wii
and one or more of the following
- PSO+BBA (for GC dudes)
- Action Replay + SD CARD
- SDML
- Modchip
Source: Included.
Thanks to:
gc-linux sd code for simple methods on how to use the sd gecko
brakk3n for the backdrop
everyone at tehskeen for the emulators and their sources
libOGC devs for libOGC
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December 11th, 2007, 04:20 Posted By: TeenDev
via GBAdev====================
Description:
====================
Flashcart OS: Slot-1 Edition is a homebrew OS for Slot-1 Flashcarts. Current features include a boot menu, MoonShell booting, and boot to GBA.
====================
Copyrights:
====================
Flashcart OS: Slot-1 Edition
Copyright 2007 Maxwell Goodman (TeenDev, max482wert, tondopie, TheOnlyEnglishRose)
load.bin
Copyright 2007 Michael Chisholm (chishm)
====================
Usage:
====================
If you use a Datel Games 'n' Music just use the pre-patched "bootme.nds" file.
1. DLDI patch the .nds for your Flashcart.
2. Put moonshell.nds in the root in order to boot to the mediaplayer.
====================
Contact:
====================
* Email: teendev@gmail.com
* AIM: max482wert
* MSN: max@tondopro.com
* IRC: #halo2dds or #dsorganize on irc.rizon.net as TeenDev
====================
THANKS:
====================
* Chishm (For libfat and the Games n' Music DLDI Driver).
* M3 and G6 Teams (For the skin included in the program).
* All people who have contributed to NDS Homebrew Development.
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December 11th, 2007, 18:06 Posted By: CoinCollector
Yesterday, Nintendo sent out a Wii message notifying all Wii owners of updates for the Wii Shop Channel and the Photo Channel.
Dear Nintendo Consumer,
We are pleased to announce that the following two new features have been added to the Wii console: (1) Wii Gifting in the Wii Shop Channel and (2) an update to the Photo Channel.
The Wii Gifting feature allows you to buy games for your friends and family and to gift such games to them right from your Wii Shop Channel. To learn how to use this new feature, go to http://nintendo.com/wii/channels.
In addition to the Wii Gifting feature, the Photo Channel has been updated to allow you to: (1) paste your favorite picture on the Photo Channel icon displayed on the Wii Menu and (2) play AAC-format music files while viewing slide shows.
[How to use this.]
The new Photo Channel can be downloaded from the WiiWare section of the Wii Shop Channel at no cost. Please note that if the Photo Channel you are currently using is the "Photo Channel 1.1" version, you will not need to download this new version.
To verify whether or not you are currently using Photo Channel 1.1, just point your Wii Remote on the Photo Channel icon on the Wii Menu screen. The screen will display "Photo Channel 1.1" if that is the version you are using.
In order to download the updated Photo Channel, you'll first need to update your Wii Shop Channel. Press the "Update" button located on the lower-right side of the screen to start the update.
~Nintendo~
If you don't feel like buying anything right now, and you would like to try out the Gifting feature, you can send the Photo Channel update to a friend! The gift letters are pretty nice!
One small thing to note, after the update, the Wii Shop Channel now has a stylish new animation when you click on it!
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December 11th, 2007, 18:29 Posted By: Shrygue
via Computer and Video Games
Fancy sending your mates in the States a Virtual Console Christmas present with the new Wii gift feature? No ball, because it's region locked.
Wii owners in North America, where the gift feature has just been released, report that sending Virtual Console gifts to friends in other countries - even North American neighbour Canada - results in a disappointing error message and the purchased VC game going into the bin.
It's all picket signs and flaming clubs on internet forums at the moment then, but when Japan, North America and Europe all have separate release schedules we can see why region locking the gifts makes absolute sense.
We don't think Nintendo fancies the idea of Japanese punters flogging Pokémon Snap to would-be buyers in Bromley, and underground Virtual Console shops would undoubtedly crop up overnight if unreleased games could be sent across the pond.
And even if that problem could be solved, realistically how many Wii owners want to send games to other countries? Regardless, there should be an easily noticeable warning of the region restriction before users pay the cash, we reckon.
Update: And it's just gone live in Europe - get gifting!
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December 11th, 2007, 21:44 Posted By: wraggster
via pdroms
Helium filled Balloons are moving skywards. Move them, but don't let them collide with peaks. Once your ballons are save in the upper part, press the left or right sholder button, to let them disappear and gain points. There are nine levels with increasing difficulty.
This release has a minor update to the graphics.
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December 11th, 2007, 21:46 Posted By: wraggster
News/release from Cornaljoe:
Version 0.2 is out!
Changes include key repeat, sort filelist, and various bug fixes. Link added below.
DualSlot Browser lets you browse and copy files to the filesystems available. Meaning if you have two FAT based flashcarts inserted, you will have access to both!
Be aware this is a very basic version. Hopefully once I learn more about DS coding, I'll get a cool GUI going. Suggestions and comments are welcome. Thanks to all that helped me get started!
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December 11th, 2007, 21:49 Posted By: wraggster
Wizlon has posted a new version of his guitar tab viewer, heres whats new:
Just a quick fix for R4 and M3 users, basically my save file was conflicting with the R4 and M3 save file causing everything to go bananas. I’ve tested this on an M3 so I hope it works for everyone. Btw, nothing new has been added for this version so if you don’t own an R4 or a M3 then I wouln’t bother grabbing it.
Also, big thanks to everyone who visited the site and reported the error, if I don’t know about these things then I can’t fix em. Cheers guys, have one on me! (wihtout me actually providing one in any way whatsoever)
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December 11th, 2007, 22:03 Posted By: wraggster
New homebrew game from Kukulcan
By playing on CPC, I had the vision of the game on DS in a spacial theme with stars, and this is the birth of the project. Then Lobo has redesigned, allowing me to still develop the concept, to arrive at the current version.
The game:
The goal is simple, we must destroy all-star level. You use it to help the CARRE your CRAFT destroy a star.
* THE CRAFT
S'arrête on all obstacles except the stars.
Destroy the stars.
* LE CARRE
S'arrête on all obstacles.
* 5 planets in 11 levels each:
PLANET 1: CPC (The original computer game should have a planet)
PLANET 2: Lobo (To thank the graphic)
PLANET 3: LOGON (In tribute was a very famous group démomaker on CPC Cuckoo Longshot)
PLANET 4: POUM (in a tribute Alain Massoumipour alias Poum, Amstrad To Hundred Hundred)
PLANET 5: REPPA (thanks to advisor algorithm)
Orders
START = Exit
PAD or STYLET = Move CRAFT
A, B, X, Y or STYLET = Move CARRE
R = Music (yes / no)
L = Repeat level
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December 11th, 2007, 22:07 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.9 Released.
Added movement compass mode, ala iRogue, enabled with the new option 'compassmode', which can take the values 0 (disabled), 1 (relative mode), or 2 (absolute mode) (default off). See the packaged defaults.nh for an example.
Added support for sending '>' (the floor) as well as '.' (yourself) when being prompted for a direction (eg, digging, zapping, etc) by doing a regular tap for '.', or a held tap (tapping and holding for about a half second) for '>'.
Added an input history to the keyboard (limited to the last ten items).
Added support to the keyboard for using the joypad to move the cursor.
Modified taps on locked doors so the initial tap attempts to open the door normally, and only the second tap begins kicking.
Optimized status updates, so enabling 'time' doesn't slow the game down.
Fixed a bug that was most obvious with commands that prompted for directional input, where input keys would get ignored.
Fixed a menu bug triggered by a page down, resulting in the menu being dismissed erroneously.
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December 11th, 2007, 22:19 Posted By: wraggster
Brakken posted this over at tehskeen
********** is reporting that Datel has also been hit in the raids that are going on in France/Germany. It seems Datel's Flash Cart used some of Nintendo's copyrighted material to load, thus under French law making it illegal. Nintendo is really putting pressure around the Globe on Flash Carts as I agree with Zeus that they are most likely doing this to remove the competition to their own Flash Cart they will be brining out.
If you haven't heard Max Louran the owner of Divineo, Supreme Factory and ********** has been arrested due to his sale of modification devices in France. Since then all of the Flash Carts from both retail sites have been removed. While we haven't been able to obtain any press material regarding the arrest, various customers, friends, associates and enemies of Max from around the Globe are stating he has indeed been arrested. Read more about the arrest here.
This is very distributing news - not that Max has been arrested, God knows the jerk along with his flunkies deserve a lot more then being arrested for their activities in the scene, but it's bad news for all Flash Cart owners.
Flash Carts have a lot of legitimate uses which outweigh their illegitimate use. They are designed for amateur programmers to develop software for a console they own without having to pay Nintendo's outrageous licensing fees. Nintendo from day one has always wanted to control the market, but there is nothing wrong with developing legal software for a device that you own. Nintendo is just money hungry.
Of course Flash Carts can be used in an illegal manner, but this doesn't mean that they are developed to be used illegally and the blame should lie on the people who do illegal things with them and not the companies who produce them.
One lingering question now in my mind is do all Flash Carts, like Datel's use some sort of copyrighted code in them?
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December 12th, 2007, 07:34 Posted By: wraggster
Newly released today;
features
Utilizing the Wii controller, players will be able to physically maneuver NiGHTS' every movement as he glides, weaves, dives, spirals, loops, and blasts in the air
The world of NiGHTS, Nightopia is very unique in itself, featuring seven amazing environments filled with mystical creatures and terrible nightmarish monsters
Play as either Will or Helen and unlock a different experience as each character takes on a different journey
Rich storyline that inspires gamers by presenting challenges of inner strength and courage
description
As a fantasy jester called NiGHTS, players will fly through Nightopia, a rich and vibrant world where dreams come to life. With the innovative Wii Remote™, gamers will experience a heightened sense of gliding, spiraling, and looping through a variety of mystical dream worlds packed with high-flying adventure. Players must find inventive ways to confront the "Nightmarens" from the neighboring dark world of Nightmare using amazing acrobatic skills, freedom of flight, and other special abilities to protect Nightopia. NiGHTS: Journey of Dreams is an adventure filled with courage, hope and inspiration that the whole family will enjoy!
http://www.play-asia.com/SOap-23-83-...j-70-2b1f.html
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December 12th, 2007, 07:41 Posted By: wraggster
The Nintendo Wii is the hardest of the consoles to get this Xmas and thats for the second year running, quite staggering that a year old console is still selling out worldwide
Heres a list of places that are selling the Nintendo Wii and what version, price etc and they are all in stock
SuccessHK
SuccessHK are selling the US Version Nintendo Wii for a very nice USD:378.39 (£185), very very decent price esp whilst theres a still a rush for them. Jap Wiis are selling for USD:335.35 (£160), only good for modchipping to those outside of japan.
Divineo UK
Divineo UK have the Wii Sports Bundle Wii Console at a price of £269 and are in stock.
Play Asia
Play Asia have US Version Nintendo Wii Consoles (wii sports pack) for US$ 469.00 (~228.02 GBP) and the japanese version Nintendo Wii for US$ 299.00 (~145.37 GBP). The jap version will only interest non Japanese if you are modding the Wii.
Divineo Sweden
Divineo Sweden are selling Wii Consoles for 2690.00 Kr and also a Black Nintendo Wii Modded with the WiiKey modchip for 4990.00 Kr and also a White Nintendo Wii modded with the Wiikey modchip.
So there you have it Nintendo Wii Consoles in stock around the world, pick of the bunch is SuccessHKs US Version .
Hope that helps those of you who want a Nintendo Wii for Xmas.
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December 12th, 2007, 16:32 Posted By: JKKDARK
via el33tOnline
Nintendo of America has confirmed that over 6 million Nintendo DS units have been sold in the United States in 2007 up until the end of November. If you break the figures down it equates to roughly one Nintendo DS sold every five seconds of 2007.
The sales of the Nintendo DS have increased every year in the US since its launch in November 2004. The sales figures have led Nintendo to predict that its popular handheld device will be 2007’s top selling video game system.
“There’s no letup in sight,” says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. “Nintendo DS appeals strongly to both core and casual gamers, and its momentum is set to propel us into 2008.”
The US Thanksgiving week sales record was previously held by the Game Boy Advance. In 2005 the GBA sold 600 000 systems, however, this year the Nintendo DS beat this record when it sold over 650 000 units in the same period.
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December 12th, 2007, 18:16 Posted By: Shrygue
via Computer and Video Games
Shoppers looking for the ever-elusive Christmas Wii stock are heading to France to get hold of their consoles, reports The Daily Mirror.
According to the red top rag, Wii consoles are currently going for up to a thousand quid on eBay (though we're yet to find that particular auction), but they can be picked up relatively easily and cheaply by heading to our garlic-munching neighbour.
It's also a great excuse to stock up on ***s and Stella and then get drunk on a ferry. Zelda is blatantly more challenging (and romantic) in the French lingo too.
Queues are forming each day outside stores in Calais, where French shops have already limited customers to one Wii per customer. "English interest is phenomenal," one Micromania spokesman told the newspaper.
If you're currently queuing outside an Argos somewhere then, you might want to get on the blower to P&O for an easier way to keep the kids happy on the big day.
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December 12th, 2007, 18:43 Posted By: Shrygue
via Eurogamer
Majesco has announced Wonderworld Amusement Park for the Wii, developed by Coyote Console.
Yes, it's another mini-games compilation, this time offering "a fully 3D world of games, rides and prizes across multiple themed areas that players can explore with personalised avatars".
There will be 30 different mini-games based on carnival games, according to Majesco, with four-player modes in some cases.
"In summertime, nothing is more synonymous with family fun than a day at an amusement park. In Wonderworld Amusement Park, we bring this sense of excitement and adventure to the Wii with four player support that enables the whole family to play together," said John Merchant, Majesco Europe marketing manager.
"Only the Wii Remote and Nunchuk controllers let us reproduce the real life thrill of these games and rides from the comfort of the living room."
We'll let you know whether we agree with all that come summer 2008 when the game is released.
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December 12th, 2007, 18:44 Posted By: Shrygue
via Computer and Video Games
The first details have emerged on Nintendo's Wii Chess - and knock us flat with a pawn, it actually sounds decent!
The budget title (it's only 30 Euros - or about 20 quid) supports games over Nintendo Wi-Fi Connection as well as the usual local multiplayer options. There's also different graphical styles you can flip around, which means Nintendo nostalgia is almost guaranteed.
Because it's the only vaguely relevant image we have, you can find the German box art to the right. And no, it doesn't say Wii Snatch.
It's out on January 18. Alright, it's only chess but this is the sort of stuff that sends (even more) Wiis flying off the shelves. For 20 quid, we're not going to complain.
Screenshot
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December 12th, 2007, 18:47 Posted By: wraggster
News/release from Sylus101
I hope there are a few players out there who'll like this, but if not, I'm sure I'll just not receive any replies to the post.
It's a simple app, not sure how/if it'll work on a slot 2, but just put all the gifs in a folder called gifs on the root of your micro flash card. Use the Up and Down Dpad (left and right when held sideways) to go through cards. Tap the icons to enable or disable viewing that type of card by color, type, set, or rarity. Has sets from Ravnica to Lorwyn, no core sets though but I'll surely be adding them as well as previous sets likely back to Mirrodin. Here is a split up archive of the gif files, currently 1830 of them. The nds file is attached in a zip. I'll put up the .gba and sc.nds dumps too if anyone wants. Oh, and it'll need to be dldi patched in case your card doesn't to it automatically.
http://72.34.42.221/~sylus101/gifs.part1.rar
http://72.34.42.221/~sylus101/gifs.part2.rar
http://72.34.42.221/~sylus101/gifs.part3.rar
http://72.34.42.221/~sylus101/gifs.part4.rar
http://72.34.42.221/~sylus101/gifs.part5.rar
http://72.34.42.221/~sylus101/gifs.part6.rar
http://72.34.42.221/~sylus101/gifs.part7.rar
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December 12th, 2007, 18:51 Posted By: wraggster
Games downloaded to R4 cards for use in the Nintendo DS may hurt Macronix International, the Taiwan-based supplier of ROM featured in the Japanese vendor's official game cards, according to industry sources.
The sources noted R4 cards are already popular with gamers in China, Hong Kong and Taiwan, and the trend is also spreading to Japan.
While an official DS Game card offers only one Nintendo game, multiple games can be downloaded to a single R4 card. That means gamers can buy just one R4 card, which costs only as much as an Official Nintendo game card, and copy to it whatever games they may like without extra cost, the sources noted.
The growing trend is a threat to sales of Nintendo game cards, as well as the ROM supplier Macronix, who may see orders decrease, the sources claimed.
As much as 50% of Macronix's revenues currently come from ROM, the biggest client for which is Nintendo, the sources disclosed. Macronix's ROM for the DS is customized for its game cards. Nanya Technology, which has outsourced ROM orders from Macronix, may also be affected, the sources remarked.
http://www.digitimes.com/bits_chips/a20071212PD204.html
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December 12th, 2007, 19:02 Posted By: wraggster
via tehskeen:
Note this might be old news for some people, but to me it's new so I'm posting it. Nuvalo has put together a self contained GC-Linux distribution containing various emulators which you can boot without the need of a BBA on your GameCube or Nintendo Wii using your SD -> GameCube memory card converter.
Emulators Included
* AdvanceMAME - MAME !!!
* SNES9X - Super NES emulator.
* Visual Boy Advance - GB/GBC/GBA Emulator
* ScummVM - Lucas Arts Game Interpretor
* MFE-Mortimor Edition - MFE Media Player
To get these working it'll take a little bit of leg work, but in the end you'll have all of these emulators at your disposal and of course one benefit to having these emulators especially in the case of VBA is the ability to save your game data (save games).
Download Over at tehskeen (44MB)
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December 12th, 2007, 19:05 Posted By: wraggster
via tehskeen
Emu_Kidid along with help from the many public beta testers on our forums has released his third revision of v0.2 of SD-BOOT the homebrew program that allows you to boot .GCM files from your SD Card. Keep in mind it's still a beta, so if you run into any issues feel free to post your problem(s) in the official release thread. This will help the development of this open source application.
What's New?
* removed re-init of the SD card
* added sector size check
* added video mode selection
* removed IGR to gain speed
* removed readid patch, not needed
* changed seeks to sector 0 with drive status
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December 12th, 2007, 19:08 Posted By: wraggster
Via tehskeen
Dovoto has released a beta version of his map editor for the Nintendo DS. Using this Windows based application you can create a world with various maps that support multiple layers and can also import sprite files into your project for placement. It seems to be a handy tool, but the downside to this is after the beta is over he'll be charging a little bit of cash to use the tool.
Features
* It supports any tile size.
* It supports any number of layers and maps.
* Maps and layers are resizable.
* Tile-sets of any bit depth.
* It supports rectangular bounding box placement
* Flexible docking windows
* plugin system for just about everything, including c# scripting of brush behavior, import and export plugins
* export plugins provided for grit as well as to bitmap
* example usage to be included in next release of libnds (currently in cvs)
The installation is a little odd as you run the .application file which connects to the Internet and downloads the edit and installs it on your machine. It requires the MS .NET FrameWork v2.0 to use.
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December 12th, 2007, 23:25 Posted By: wraggster
Alex has released a new version of his excellent Puzzle games collection for the DS, heres whats new:
The bug that was freezing Galaxies in mode '10×10' and some little graphic bugs have been solved.
The loading screen has been a little been improved.
Lib 'dswifi 0.3.4' has been integrated.
If you're upgrading an (not so) old version of PuzzleManiak, take care to not delete your scores files (the one that end with .sco in the pzmk folder).
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December 12th, 2007, 23:41 Posted By: wraggster
News/release from Eponasoft:
Nicoco73 and I have both been working on new movie formats for the DS, since no one seems to be able to understand Moonshell's pasta-code enough to put together a working DPG playback library (seriously, that source tree is a mess!). My offering is EMC, the Eponasoft Multimedia Codec. It is still a working prototype, but it is mostly functional.
http://www.eponasoft.com/EMC.zip
This zip file contains a demo application that uses the format, and a conversion tool to make EMC files. Both contain complete source code, the demo application is coded in straight C and requires PAlib, the conversion utility is coded in Visual Basic 6 with Service Pack 6 applied. It is released under a BSD-like license, the license details are included. Note that the conversion tool is basically a complex frontend for several other tools, which can be obtained from the URLs listed in the documentation.
There is a minor timing problem with the format, and I'm not yet sure if it's in the sampling size or somewhere in the demo code. Any assistance in hunting down this glitch is greatly appreciated.
PLEASE read the documentation before using, as it covers a great deal of information. I spent quite a long time writing it and tried to cover everything. If there's something not covered by the documentation though, feel free to bug me.
Also, there is one minor error in the playback function...on line 46 of the sourcecode, you will find the line
PA_LoadJpeg(0,pixBuf) ;
which needs to be changed to
PA_LoadJpeg(screen,pixBuf) ;
to function as documented. I discovered this bug while implementing the playback library in one of my many projects.
Finally, if you want to try it out right away, I made a conversion of one of my favorite music videos, "Nymphetamine" by Cradle Of Filth. Download here:
http://www.eponasoft.com/nymphetamine.rar
Rename the file to outfile.emc and put it in /dev/video so the demo program can find it.
Enjoy!
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December 12th, 2007, 23:44 Posted By: wraggster
News/release from MonkeyNZ
Here's an early christmas present, will be releasing the code once I've made a few more changes and cleaned it up a bit.
This is an unofficial build of the Win2DS client and server, both the client and server have been updated
with new code to enhance the speed and quality of the service.
Changelog:
---------
client - updated code to compile with devkitpro r21 and dswifi 0.3.4
client - optimised wifi code to greatly speed up throughput
client - can move zoom screen with keyboard active
keyboard - exit key now works correctly
keyboard - lower screen updates disabled to enhance keyboard responsiveness
server - mouse control now works perfectly with zoomed screen
server/client - increased accuracy of touch screen aligning with mouse pointer
server - changed scaling algorithm to halftone colors for much higher quality fullscreen image
Wifi Hints:
----------
Dont use channels 0 or 1 as the wifi libraries have a weird bug which doesn't let these channels work
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December 13th, 2007, 04:29 Posted By: TeenDev
Here's the newest version, 1.1.
New features include skinning support! The only bug now is the no GBA booting when booted from the GnM. If you really need to try to boot GBA when used as bootme.nds, you can boot from DSOrganize. R4/M3 Simply skins may be used with little modification. See Skinning.txt in the 'fshl' directory.
This does NOT run Commercial ROMS!!!
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December 13th, 2007, 19:28 Posted By: Shrygue
via Games Industry
The MD of Rising Star Games, Martin Defries, has responded to criticism levelled at the company following the announcement that forthcoming title No More Heroes would differ in content to the US edition.
According to earlier reports the version of the game released in the US will include a higher level of blood and gore effects in the combat – something which some took to mean that the game was being censored in Europe.
But Defries has told GamesIndustry.biz that those claims are wide of the mark, because the European edition will be identical to the one just released in Japan, localisation notwithstanding.
"There are two versions of No More Heroes that are going to be published in the West," he said.
"Ours, which will be drawn down from our parent company, Marvelous Interactive, which is directly from the Japanese iteration of the game, and there will be a version in the US that is a full-on gore, beheadings, dismemberment…and it seems some confusion has come to the fore in the past few days as to which version Rising Star Games will publish.
"Why the decision [to add in additional gory detail to the US release] has been made is a difficult one for me to comment on - that's a Ubisoft decision for the North American market.
"We've always drawn down our games from Japan, we tailor them in language, in text and audio, and nothing else."
A joint statement issued by the game's designer Goichi Suda (better known as Suda 51) and Marvelous Digital president Yahsiro Wada reads as follows:
"First, let me say how honoured I am that everyone in Europe is expecting No More Heroes. The sales point of this game is action. Both I and Wada san have concentrated on making the best possible action game for Nintendo Wii.
"We have chosen to release in Europe the same version as has shipped in Japan considering the broadly growing Wii market. We are certain you will definitely enjoy playing it."
Rising Star Games will publish the European edition of No More Heroes in February 2008, while the different US edition will be published by Ubisoft.
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December 13th, 2007, 19:33 Posted By: Shrygue
via Computer and Video Games
In its only worthwhile update in weeks (Nintendo must be running out of options menus to screenshot) the official Smash Bros Brawl website has updated with a really cool Mario Kart stage seen briefly in previous trailers.
It looks a similar to the F-Zero stage from Smash Bros. Melee (and while we're at it, where the pish is Captain Falcon?!), placing combatants in the middle of a busy race track where the occasional Shy Guy racer will come tearing down the middle of.
There's a bit of confusion at the moment surrounding when exactly we're going to see the character brawler in Europe (Its omission from the Q1 release schedule doesn't mean its been delayed, Nintendo told us) but we can at least assume we'll have it before the snow falls in 2008. Hopefully.
Screenshots here
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December 13th, 2007, 19:37 Posted By: Shrygue
via Eurogamer
Konami has broken down in front of everyone and confessed to how the DS and PSP versions of Pro Evolution Soccer 2008 work and when they're out.
According to the Japanese publisher, people like you will be able to buy both of them in Q1 2008, with PS3, 360, PS2 and PC versions already on the market.
The PSP version is said to have "a lot in common" with the PS2 version, including tournaments and leagues and a new World Tour mode "wherein users are set a series of challenges as they tour the globe".
A full Edit mode is in there, and the data-sharing element now allows you to swap Master League, League, World Tour and Cup Mode data between the PSP and PS2 versions so players can "continue building their team while away from their home system".
Meanwhile, the DS version has Exhibition, Penalty Shoot-Out and Konami Cup, a World Tour variant and a network mode for four-player multiplayer games.
You can also swap players with friends and collect coins to buy the world's best players perhaps like Fernando "Liverpool have their very own Thierry Henry" Torres.
So look out for those in Q1.
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December 13th, 2007, 23:27 Posted By: wraggster
News/release from Sepro:
I'm very proud to present my very first game you can actually call finished. It's a little rubik's cube sim for the nintendo DS. It features a fully 3D rubik's cube that can be rotated using the stylus, put it on one block and slide to the next block. rotate the entire cube using the D-pad, L and R can be used to zoom.
I've tested it on a ezflash V, if it works or doesn't work on other hardware I would like to know. Other suggestions and/or comments are welcom.
Best regards,
Seb
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December 13th, 2007, 23:31 Posted By: wraggster
Orionjones over at Playeradvance posted this release in their forums
Heres the super cool google translation:
Mot Mot Motus - The popular game "Motus who occasionally switch on France 2.
Hello everyone,
So now, my current project focuses on the well-known game "television Motus.
Heres whats new
- Updated the problem validation letters before there could be 5 letters around in yellow and red, so the biggest bug.
- Changing fx during validation letters and words, because the sounds were too low.
Time-divided by 2 during the validation of each letter, to optimize the time for the beginning of words.
- Coming up: The spell checking ... hopefully.
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December 13th, 2007, 23:36 Posted By: wraggster
Xdelusion a buddy of ours from the Dreamcast Scene posted this news for fans of Doom Mods on the DS:
I put some early examples and tests up here:
http://starwarslegacy.net/StarWarsDS.aspx
They do not represent the finished project, but do show a bit of what is to come.
As you can see I managed to get 3D floors working on the DS without Slow Down. Also I have included a couple sections with translucent walls that can not be walked directly up to, and therefore do not slow down the game much if at all.
These levels are not textured propper as I will wait to do that last before final release, also the enemy lay out in the Space Station Argento test is random as I merely dropped a few in there for something to do while roaming around the level. Also I've not finished the Deh/Bex coding for the enemies and weapons yet so not everything is acting as it should yet, and since the gfx and sounds are not yet complete some things are still DOOM, but I think you get the idea.
Also the Mach 1 demo is ment to show off how I intend to put the player in many situations that can not be resolved by fighting, but by refering to other means for escape, so in this level in order to escape the approaching Mach 1 droid, you have to run down the hall way only to find the door locked, but if you shoot the panel (Return of the Jedi), the door flies open.
I hope to include little things like that, and bits of comedy that pay homage to the films, and most of all the books which far surpass anything that has been put to screen!
P.S. This runs betters on my GBAMP v2 than my M3 Simply for some reason, though both are fully up to date. So I think Wintermute was correct in saying that shady DLDI code might have an effect on crashes.
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December 13th, 2007, 23:41 Posted By: wraggster
News/release from Noda:
I talked for a while on the Shan, is finally here! For now reserved for coders libnds / uLib / no lib (but ThomasS has already done work with the PALib ...) and those who are still under DKP r20, it brings with great ease the possibility of playing mp3 almost "free" and sounds with a priority system and effects, all with the possibility of sounds surround (pseudo)
Having the good fortune to have been able to accomplish in my tutorials image a project on NDS (cf Marble, topic to come ...), I took advantage of going to encode this small lib her well practical ...
Without further ado, features
* MP3 engine:
- mp3 is decoded on the arm7, so use nearly no CPU time on the arm9
- stereo & surround modes available (surround works even for mono mp3s)
- up to 44Khz/stereo/96Kbps, though I recommend using 32Khz/stereo/80Kbps max, which is enough for the DS and works great with up to +25%/-100% pitching
- support real-time pitching (changing the playing speed of the mp3)
- support real-time volume and panning change
- the mp3 can be paused and restarted
- the mp3 can be set to loop automatically
- support playing from RAM and streaming from FAT or EFS
- you can disable the mp3 engine if you want, to get 2 more channels
* Audio engine:
- can use the whole 16 DS channel or only the first half (so you can use an external mod player, for example)
- support standard or surround/fx mode (16 channels in standard mode (-2 if mp3), 8 in surround/fx mode (-1 if mp3))
- simple sound playing using a priority system: if no channel is available, stop a sound that has less priority than the new one to play it, or skip it if all sounds have more priority.
- possibility to reserve a particular channel so it won't be used in the channel pool by the priority playing system. You can then manage the reserved sound channels manually.
- surround or pseudo-reverb can be activated per sound (works great with mono sounds)
- support real-time volume, panning and pitch modifications for each sound
- support sound looping
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December 14th, 2007, 00:08 Posted By: wraggster
Noda has posted news and screens of his Game for the DS coming soon:
As part of my course of computer graphics this year, it was necessary to carry out a project related to the field so ... Knowing we could propose its own subject, so I chose tater hardware 3D for the DS
The basic idea is to have a ball, we moved in a kind of maze, to accomplish a goal in a limited time (not very original in principle, but I found it in the middle of an annoying ... at the beginning I thought of a Falldown 3D)
The project is to pay for December 20, and in this case it is almost finished, but to say that as it is more a technical demo a game (for the moment .. .)
So I do a lot mumuse, here at the moment which is managed:
- Physics engine for the ball, which manages the moment a space in 2.5 D (collisions 3D will come later)
- 3D dual screen, with the choice mode continuity (1 single large screen) or 2 different views
- Skybox for the global environment
- Simulating light spot
- Projected shadows and cut through the stencil buffer
- Porting gluSphere ()
- Motion blur on the ball
- Display 2D over the scene (always using the hard 3D)
- MP3 music and sounds managed by the SA lib (made in passing)
- Bonuses and special pieces (I leave you surprised by the effect of "mushroom")
- 1 level alone for the moment (though the system of links and data structures are ready) ...
The scene of screen 2 is run by approximately 35% of cpu, knowing that there is still room for optimization, so I add a few what belongings ...
Otherwise where it becomes interesting is that I will continue this project for a course of the 2nd session called "project" Sympa, the courts in Canada
So what will be a priori added:
- Level editor!
Environment-map on the ball, I also tried to manage spécularité with a kind of décal (spécularité hard being limited and very ugly, it's gouraud and not phong ...)
- And various elements vary for contriuber to wealth levels (and make the game a minimum interesting ...)
- Passage of the physics engine in 3D real
- Bump mapping? Ca me try Well, faudrai I captures Payk to find out how he managed ca ...
- New items (see below)
http://www.playeradvance.org/forum/s...504#post162504
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December 14th, 2007, 00:13 Posted By: wraggster
News from Neoflash of the final specs of their latest flash cart for the Nintendo DS:
more info: http://www.neoflash.com/forum/index....ic,4697.0.html
the NEO TopToy DS Final SPEC:
* Slot-1 1:1 Original small size
* Build in passme function
* Not need patch, just need drag and drop, then plug and play
* Support all roms, compatibility = 100%
* Support homebrew app & game, auto DLDI patch in memory
* Support moonshell MP3/Movie player
* Support cheat code function, more fun now
* Support 4-class brightness adjust in menu (NDSL only)
* Pure hardware save, never lose data
* Automatically detect and generate save type
* TF menu core upgradeable
* Supports FAT/FAT32, works on any OS
* Supports any TF card speed without any lag in the game
* Built-in power-saving function
* User friendly skin able interface. Touch screen or button operation
* Supports skin DIY
◇Support normal TF and SDHC, up to 4096GByte.
◇Support soft reset in the game
◇Support wireless multi-player (WIFI Game)
◇The save data can use in NDS Emulator directly
TTDS support SDHC,up to 32GBYTE (256GBit)! The game speed without any slow down.
order here: www.IC2005.com
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December 14th, 2007, 00:15 Posted By: wraggster
News from Neoflash
NEO TopToyDS (TTDS) history
Folder structure:
chs - Chinese simplified
cht - Chinese traditional
eng - English
Usage:
Unzip the exactly menu file,and copy all of files and folders to root directory of TF.
Note:
Cheat libary only support english and chinese simplifiled version in currently.
[v1.06] 2007-12-05
* fixed some bugs of cheat code
* support chs/cht/eng 3 languages
[v1.06A] 2007-12-13
* fixed some bugs of cheat code
* update the cheat code to the last version (thanks brakken)
User menu: http://www.neoflash.com/forum/index....ic,4697.0.html
download: http://www.neoflash.com/forum/index....ic,4728.0.html
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December 14th, 2007, 00:33 Posted By: wraggster
Well it seems some fantastic news has just been found out for all Wii Owners, it seems that Datel are to release a new version of their SD Media Launcher with support for the Latest Wii Firmware which means that All GameCube Homebrew Will again work perfectly on the Nintendo Wii.
A great day for Emulation and Homebrew fans for the Nintendo Wii:
Heres what Grimm posted
From Daniel Leese, concerning the SDML
Dear Sir
Further to your email I have been informed today that we should be expecting the completed discs either today or within the next few days I can only apologize for the delay but I will arrange for a replacement disc to be sent to your self once they are available.
Regards
Daniel Leese
Technical Support
I advise everyone who purchased one of these discs to write support@codejunkies.com
DIGG THIS
Buy UK SD Media Launcher/US SD Media Launcher
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December 14th, 2007, 07:40 Posted By: wraggster
Newly Released Today:
features
Players feel a real sense of tension thanks to the Wii remote: select a block, push it, pull, tap or twist it!
There’s a wide variety of game modes for short or long challenges.
Experience single and multiplayer fun offline and online, including reality-defying modes: glue the blocks, unleash the little monkey, etc.
description
JENGA®, a famous license for family and friends, is the unpredictable, quick playing, tactical game that combines suspense and risk-taking, where mounting anticipation comes to a crashing climax. With sophisticated physics, intuitive console controls and a multitude of play options (single and multiplayer) Jenga® - World Tour contains all the fun of the class IP play with a wealth of possible modifications, power - ups and twists that are only possible in videogame.
http://www.play-asia.com/SOap-23-83-...j-70-2e9e.html
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December 14th, 2007, 19:40 Posted By: Shrygue
via Games Industry
In a conference call, Nintendo of America president Reggie Fils-Aime announced a new program addressing the shortage of its Wii console.
Under terms of the program, consumers who purchase a Wii console through GameStop in December will be guaranteed delivery of the system by the end of January.
A year after its launch, the console remains in short supply.
Jim Silver, editor in chief of Toy Wishes magazine and an industry analyst, said it was unusual for an in-demand product to remain so hard to find for so long.
"It's pretty amazing," Silver told The New York Times. "By a year later with hot items, inventory usually catches up."
James Lin, a senior analyst at the MDB Capital Group in Santa Monica, California, estimates that Nintendo is leaving USD 1.3 billion on the table by not having enough supply to meet the demand.
"They could easily sell double what they're selling," he said.
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December 14th, 2007, 19:42 Posted By: Shrygue
via Games Industry
Although Nintendo has not made any official announcement, the Wii has now passed the total cumulative sales of the GameCube in Japan according to sales data released by Famitsu.
Famitsu reports that the Wii has now sold 4,025,356 units in Japan.
According to the most recent data released by Nintendo, the GameCube has sold 21.66 million units worldwide as of September 30, 2007. 12.88 million units were sold in the Americas, 4.02 million in Japan, and 4.76 in other regions.
MediaCreate's sales data differs from Famitsu, but still puts the Wii within 100,000 units of the GameCube. At the rate that the Wii has been selling in Japan, it should take only a few more weeks to surpass total GameCube sales.
The Wii was launched in Japan in 2006; The GameCube was launched in Japan in 2001.
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December 14th, 2007, 19:52 Posted By: Shrygue
via Eurogamer
It's Friday, and that means Nintendo has lined up another pair of ageing beauties to glide Sophia Loren-like across your router's DMZ into the beckoning, slightly sweaty arms of your Wii's onboard flash memory. This week it's Mega Man 2 and the amazingly brilliantly named Top Hunter.
Nintendo has also chucked N64 title Pokemon Snap onto Virtual Console, although that's been there since Tuesday when the last patch was released. Like other N64 titles, it costs 1000 Wii Points.
Mega Man 2, of course, needs no introduction.
Top Hunter is a NeoGeo game from the mid-'90s, which Wikipedia suggests was originally even more amazingly brilliantly named Top Hunter: Roddy & Cathy, and which is - you will probably want to sit down for this one - a side-scrolling platform game that pits you against forest, ice, wind and fire planets in a battle to kill lots of enemies and bosses. It costs 900 Wii Points.
In that, Mega Man 2 (which I have recently been informed does need introduction) has little in common with it, seeing as it costs 500 Wii Points, although on the other counts they're quite similar: Mega Man wanders around 2D platform levels until he reaches the eight robot bosses and kills them, or doesn't and then has to do the level again. He is blue and fires stuff out of his arm.
However he doesn't look much like Top Hunter, as you will see from our Top Hunter screenshot gallery. We don't have any shots for Mega Man 2, but if you imagine a Mega Man game it looks like that. Dan Whitehead will be here tomorrow with verdicts rather than waffle. Er, probably.
Top Hunter screenshots here
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December 14th, 2007, 19:55 Posted By: Shrygue
A number of analysts suggest that Nintendo's inability to meet Wii demand is set to cost the platform holder in excess of $1 billion [£495.66m] this holiday, while Nintendo's marketing VP admits supply shortages are a "worry".
It's no secret that Nintendo is failing to adequately stock retail channels with enough Wii units despite pumping out 1.8 million systems on a monthly basis, but as the New York Times reports, shortages mean Nintendo is set to lose more than just face.
While Nintendo's Wii has been the bestselling home console in the US every month this year, except during September when a Halo 3-driven Xbox 360 narrowly edged it out, the Kyoto-based company is failing to fully capitalize on the system's popularity.
Nintendo sold 981,000 Wii units in the US during November according to the NPD Group, but according to James Lin, senior analyst at the MDB Capital Group in Santa Monica, Calif., "they could easily sell double what they're selling." Along with other industry analysts and retailers, Lin believes Nintendo could be set to lose out on more than $1billion this holiday, not including missed revenue opportunies from associated software sales that won't materialize.
While Nintendo of America's senior vice president of marketing says he doesn't believe Nintendo's "made any mistakes" when it comes to gauging demand, he admits consumers may turn their heads towards other systems if they can't get hold of a Wii.
"We do worry about not satisfying consumers and that they will drift to a competitor's system," George Harrison said.
Sony CEO Howard Stringer is one interested observer who's pleased with the Wii shortages. "I'm happy that the Wii seems to be running out of hardware," he noted earlier this week. During November Sony's PS3 outsold the Wii in Japan over a four week period for the first time since the systems launched late last year.
As previously reported, Nintendo shares have dropped by eight percent since November, having risen five-fold during the two years prior. Wii shortages and a resurgent PS3 are two factors that leave the immediate future of Nintendo's stock hanging in the balance.
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December 14th, 2007, 19:57 Posted By: Shrygue
via Kotaku
Nintendo of America president Reggie Fils-Aime confirmed today what we first broke earlier this week, Best Buy and six other national retailers will be stocking Wii this weekend. And by stocking I mean they will be advertising the console in their weekly circulars (except Wal-Mart) and then throwing the consoles up on the shelves come the weekend and then running away.
Best Buy, Target, Wal-Mart, Sears, Kmart, Toys R Us and Circuit City are all stocking the Wii this weekend for those still on the hunt. We had several tips after our rumor story ran about the stock issue.
According to Best Buy tipsters it sounds like all stores will have at least 21 of the consoles with some carrying as many as 100. I've also heard that Best Buy is expecting a second shipment next week which is supposed to go straight to shelves. Most stores will get them sometimes before noon. The bad news is that rumor has it that that will be the last pre-Christmas shipment for Best Buy, though they expect more in early January.
Target, another tipster tells me, has a big stockpile as well, some stores have more than 100. So this weekend sounds like your best chance to pick up a Wii, unless you don't mind buying a raincheck.
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December 14th, 2007, 20:03 Posted By: Shrygue
via IGN
The Nintendo Wii is currently the only gaming system unable to give players the ability to voice chat over the internet. Though a few games have been released on the Wii featuring online play, none allow players to converse through them. It's a frustrating limitation.
During a question and answer session in a Nintendo conference call this morning, Reggie Fils-Aime addressed this issue.
According to Fils-Aime, the system is clearly capable of this function, and Nintendo is constantly adding and tweaking features of the Wii system through system updates. The issue boils down to locking down the specific technologies and getting the specific peripheral to allow voice chatting.
Fils-Aime noted that, since Nintendo found this tech and peripheral on the Nintendo DS, he "wouldn't be surprised at all" if the feature appeared on Wii. "It's something we value and constantly look at."
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December 14th, 2007, 20:05 Posted By: Shrygue
via Computer and Video Games
Ghostbusters on Wii is its own beast compared to the PS3 and Xbox 360 versions of the game.
According to first details appearing from nGamer, the Wii version essentially turns your Wii Remote into a proton pack, meaning a) an extra dimension to the gameplay and b) you'll be waving it around to snare ghosts with beams and, more importantly for destruction addicts, smash up scenery.
"Move with the analogue stick, aim with the Wii pointer, then press Z and - bssszzhhmm! - 500,000Mhz of particle accelerator beam arcs across the room, frazzling ghosts and furniture.
"When the beam turns blue, you can slam a trapped Slimer against the walls, Eledees-style. And, yep, you do push the Nunchuk forward to slide a Ghost Trap under a spook before guiding him in with the Remote, 'tugging' him toward you a stubborn fish", NGamer says.
It also, first screenshots reveal, boasts a different art style to its PS3 and Xbox 360 cousins, Ghostbusters on Wii featuring a far more cartoon-ish look.
On top of the single-player game, Ghostbusters multiplayer on Wii also plays to the console's strengths.
"For one thing: four-player co-op - a full split-screen team of you and your mates, ghost-bustin' through the solo missions. And, for another thing: four-player competitive - solo missions again, but turned into an Eledees-style beam-criss-crossing battle to be first to the ghosts."
AND Ghostbusters on Wii features a ton of mini-games, including a 30-second battle to bag 100 ghosts - which is apparently a bit like Hungry Hippos.
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December 14th, 2007, 20:08 Posted By: Shrygue
via IGN
A little over a year after the original first hit Japan, Blue Dragon is in the news again, this time with a first look at a portable spinoff. First announced in early October, Blue Dragon DS has at long last shown its true form in the latest issue of Japan's Shounen Jump.
Blue Dragon DS appears to be a totally different type of game from the Xbox 360 original. Instead of a turn-based Japanese RPG, DS owners can look forward to a 2D realtime party-based strategy game. Details are scarce, but the game appears to put a party of ally characters on the battle field against an army of enemies commanded by a large boss.
While the basic gameplay systems appear to be different, Blue Dragon DS will share some things in common with its older brother. The main characters from the original are all returning, with Shu once again in the lead. They will be accompanied by their shadows, who will apparently play an even bigger role in battle.
The DS title also appears to maintain the original's high level of production values. The game will feature high quality CG sequences between battles.
Developed by Mistwalker and Lost Odyssey developer Feel Plus, and published by AQ Interactive, Blue Dragon will hit Japan in March.
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December 15th, 2007, 14:37 Posted By: wraggster
via drunkencoders
There was Panic in the Streets as Santa Claus Conquers the Martians!
This week is a slow week for The Moon Books Project. Issues 62 and 63 of the hugely popular Heroes comic are available for download and view on the DS. Also, we have featured a series of Douglas Fairbanks silent swashbucklers! If you are a fan of Prince of Persia, be sure to check out the film The Thief of Bagdad!
We have released several other films this week:
Mr. Arkadian starring Orson Welles can best be described by the following: An American adventurer investigates the past of mysterious tycoon Arkadin...placing himself in grave danger.
Santa Claus Conquers the Martians is a film about the youth of mars, and Santa Claus' work to um... conquer their planet.. sort of..
Panic In The Streets stars Jack Palance as (go figure) a killer infected with the bubonic plague.
Our movie total is up to around 250 and our book total is around 500, all ready to be freely and legally downloaded and viewed on the Nintendo DS via the Moon Shell application.
Also, we are giving away free skins all month!
http://moonbooks.net
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December 15th, 2007, 14:50 Posted By: wraggster
Noda has posted a new release of his Game for the DS
The basic idea is to have a ball, we moved in a kind of maze, to accomplish a goal in a limited time (not very original in principle, but I found it in the middle of an annoying ... at the beginning I thought of a Falldown 3D)
The project is to pay for December 20, and in this case it is almost finished, but to say that as it is more a technical demo a game (for the moment .. .)
So I do a lot mumuse, here at the moment which is managed:
- Physics engine for the ball, which manages the moment a space in 2.5 D (collisions 3D will come later)
- 3D dual screen, with the choice mode continuity (1 single large screen) or 2 different views
- Skybox for the global environment
- Simulating light spot
- Projected shadows and cut through the stencil buffer
- Porting gluSphere ()
- Motion blur on the ball
- Display 2D over the scene (always using the hard 3D)
- MP3 music and sounds managed by the SA lib (made in passing)
- Bonuses and special pieces (I leave you surprised by the effect of "mushroom")
- 1 level alone for the moment (though the system of links and data structures are ready) ...
The scene of screen 2 is run by approximately 35% of cpu, knowing that there is still room for optimization, so I add a few what belongings ...
Otherwise where it becomes interesting is that I will continue this project for a course of the 2nd session called "project" Sympa, the courts in Canada
So what will be a priori added:
- Level editor!
Environment-map on the ball, I also tried to manage spécularité with a kind of décal (spécularité hard being limited and very ugly, it's gouraud and not phong ...)
- And various elements vary for contriuber to wealth levels (and make the game a minimum interesting ...)
- Passage of the physics engine in 3D real
- Bump mapping? Ca me try Well, faudrai I captures Payk to find out how he managed ca ...
- New items (see below)
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December 15th, 2007, 14:55 Posted By: wraggster
Ant512 has posted a new release of his Windowing System for the DS, heres whats new:
A few more changes, the most interesting being:
- No need for PALib. SteveH from the GBADev forum kindly wrote a patch to remove it. Woopsi now ships with two makefiles - one lets you use it with libnds (no PALib required), and one lets you use it with PALib.
- Skinnable screens and windows.
- Animation class and animated buttons.
- Support for 1bpp font bitmaps.
Here's the complete changelog:
- Fixes:
- Gadget::hideChild() was only hiding previously-hidden children.
- Gadget::hideChild() was moving an iterator in the wrong direction.
- Gadget::closeChild() was moving an iterator in the wrong direction.
- Gadget destructor closes children correctly.
- Gadget::moveChildToHiddenList() was incorrectly reducing the decoration count.
- Gadget::moveChildToDeletedList() was incorrectly reducing the decoration count.
- Gadget destructor did not close hidden children.
- Children and hidden children deregistered from VBL when destructed.
- Woopsi no longer automatically switches screen focus when a screen closes.
- Renamed screenbase and windowbase files back to screen and window.
- Renamed WindowBase class back to Window.
- Swapped Bitmap class for Bitmap struct.
- GraphicsPort now works with const references to clipping rects.
- Fixed GraphicsPort::drawBitmap() clipping on top screen.
- Fixed GraphicsPort::drawFilledRect() clipping on top screen.
- Removed SuperBitmap::newBitmapGraphicsPort() as the top screen offset code in the GraphicsPort made it unworkable.
- VBL count increased before child VBL functions called.
- Font class initialises _isMonochrome variable correctly.
- GraphicsPort and SuperBitmap reset font colour correctly when using colour parameter.
- Window drag initialisation moved into WindowBorderTop gadget.
- Removed Window::checkTitleBarClicked().
- Added const-correctness and implementation hiding to Font classes.
- Removed Gadget::GadgetType enum and all references to it.
- Improved const-correctness of GraphicsPort class.
- BitmapButton works with const u16* bitmap data instead of non-const.
- Swapped bool cast for flag setting in Gadget constructor with PALib-style double logical NOT construct.
- New Features:
- Skinning system.
- Added MonoFont class for 1bpp font support.
- Split Font class into Font and FontBase classes.
- Added Animation class.
- Added GraphicsPort::drawRect().
- PALib is optional.
- Added AnimButton.
- Added GraphicsPort::drawBevelledRect().
- Removed Gadget::drawIntOutline() and replaced with GraphicsPort::drawBevelledRect().
- Added Gadget::getXXXColour() functions.
- Added Gadget::getOutlineType().
- Added AnimButton test.
- Added new ROM icon.
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December 15th, 2007, 15:03 Posted By: wraggster
SonnyJim posted this news:
I've just finished porting the Boa web server to DSLinux and I've set up a small site using Scorpei's design.
http://ds.servehttp.com
I'll leave it on for most of the day today and Boa should be showing up in the official builds in the next couple of days.
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December 15th, 2007, 15:13 Posted By: wraggster
via player advance
Who does not know Sokoban? This little game where you must push boxes for a place where it can easily be precise ...
Billy Box is a Sokoban clone, in which 48 tables.
This is my first production on GBA who, without being exceptional technically remains quite decent.
Good Thursday
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December 15th, 2007, 15:17 Posted By: wraggster
Wizlon has again updated Tabbed, heres the release details:
No messing round here, because I’ve got something huge. It’s a drum machine. I always fancied jamming along to some slick beats, throwing a few chords around, climbing the fretboard in a frenzy of off the wall improvisation, but I never really got round to it because the whole effort sounds empty without a backing beat. I’ve tried drum machines before but they were either too complicated or far too simple, that’s why I created the drum machine for TaBbed.
I’ve kept the whole idea simple, while offering enough complexity to have fun with it. Essentially you have your drum board, place dots on each instrument using your stylus, when the time line hits the dot, the drum sounds. You can adjust the speed using the speed control, the lower the number, the faster the beat (I will improve this in later versions). You can also mix this up by bringing in the sequencer, the sequencer is held on the top screen, each channel has its own drum board, independant speed and can be repeated as many times as you need. You won’t enable the sequencer unless you hit the play button, the sequencer will play each channel as many number of times as you specified and will loop until the stop button is pressed. Easy as that, for maxiumum effect connect your ds up to your amp or powered speakers, you neighbours won’t know what him ‘em.
I will be making more changes to the drum machine as versions go by, namely loading your own drum samples as well as saving and loading sequences. If you have any suggestions or improvements then give me a shout. Enjoy.
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December 15th, 2007, 15:21 Posted By: wraggster
News/release from MonkeyZ:
Here's an early christmas present, will be releasing the code once I've made a few more changes and cleaned it up a bit.
This is an unofficial build of the Win2DS client and server, both the client and server have been updated
with new code to enhance the speed and quality of the service.
Changelog:
---------
Win2DS 0.8a
client - allow touch with the pen in zoom screen to click mouse
client - holding L and using ABXY will now use cursor keys
server - all the different mouse pointers (caret, resize, etc) now display correctly on the DS
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December 15th, 2007, 15:25 Posted By: wraggster
News from Eponasoft
As one who likes to go straight for the throat in game development, I decided to port this game to the DS even before the PCE version is finished. Here's just the very first screenshot of this production, Mysterious Song for the DS:
It's just the title screen so far, but that's all I can really show off for it just yet. If you are unfamiliar with this game, it is a classic PC roleplaying game created by Darkness Ethereal in 1999. It is styled after Dragon Warrior and is a little short but very enjoyable.
This is the first official production by Eponasoft and will be followed by several others, including two more RPGs, a platformer, and a first-person shooter.
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December 16th, 2007, 00:24 Posted By: JKKDARK
via FileFront
A trio of SEGA titles have hit the Wii Virtual Console recently and for fans of the original games Sonic 3D Blast, Ecco Jr., and Alien Soldier can rejoice. For those of you who are unfamiliar with these titles, I have provided some more information on them below.
Sonic 3D Blast (1996): The evil Dr. Eggman (AKA Dr. Robotnik) stumbles upon an alternate dimension where some odd birds called Flickies have the ability to travel anywhere. In order to get help in his search for the Chaos Emeralds, Dr. Eggman transforms the Flickies into robots that will help him track down his coveted gems. Of course, it’s up to our favorite blue hedgehog Sonic to step in and save the day!. Jump into this 3D adventure as Sonic or his buddy Tails, and collect the golden rings to help free the Flickies and defeat the Doctor.
Alien Soldier (1995): As Epsilon-Eagle, you are an alien soldier that has been genetically engineered to produce maximum intelligence and strength. You were once a member of the criminal organization Scarlet, but when you decide to break from the group, you are forced into a showdown with Scarlet’s new leader Xi-Tiger, who kills a hostage in his attempt to destroy you. Now it’s up to you to take revenge against the bad guys in this side-scrolling action game. Choose from six different weapons and battle the bosses of Scarlet until you reach the final confrontation with the ultimate secret weapon.
Ecco Jr. (1995): The aquatic adventures of Ecco come to life for a younger generation of gamers. Perfect for kids, Ecco Jr. finds our young hero heading out to sea with a variety of tasks he must perform in order to get there. Along with his friends, Tara the baby orca and Kitnee the young Atlantic dolphin, Ecco Jr. will interact with sea lions, seahorses and other aquatic life as he makes his journey to the Big Blue.
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December 16th, 2007, 00:26 Posted By: JKKDARK
via Kotaku
http://www.youtube.com/watch?v=noXMc...-do-333194.php
Fulfilling your life long dream of playing Pac-Man on the Game Boy Advance using nothing but your feet is within your grasp. Thanks to the folks at Instructables, who provide a step-by-step tutorial on how to hack together such a contraption, fat kids everywhere will be able to combine their two favorite things: eating (dots) and shedding pounds by frantic shuffling. They call this a "win-win."
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December 16th, 2007, 23:38 Posted By: wraggster
Via neogaf
Anyway, from Nintendo Power here is a hands on preview of the game. Not many details are revealed but at least it is something.
Main points from the article:
- Controls very smoothly
- Graphics are much more detailed than previous iterations with great water and explosion effects.
- Sound is brilliant
- 16 brand new courses along with many previous ones.
- Exciting new items
- Performing stunts will earn you a sweet reward (doesn't clarify what it is)
- Match-making process is much better with shortened times to get into a match.
Here is the full article anyway, its pretty short:
Some days just rock, like the day you get your driver's liscene or the day you win the lottery. For me, getting to test-drive Mario Kart for Wii was like combining both those events. Nintendo's president, Satoru Iwata, spilled a few beans in an early-October presentation. He excited Mario Kart fans by confirming that the game will include Nintendo Wi-fi connections for as many as 12 players , shortened times for matching up players online , intuitive steering-wheel control that will make it easier for novices to compete with veteran Karters, and the debut of motorcycles in the Mario Kart seris. The video clips that Nintendo showcased online also hinted at the ability to perform cool stunts, such as pulling a wheelie with a motorcycle or spinning your kart 360 in the air. I'm here to tell you that it's not just smoke and mirrors. Not only does executing a successful stunt look cool- you'll get a sweet reward when you do it (Sorry I can't be more specific-the version I played is still quite early, and lots may change between now and spring 2008.
As for the return of Kart must-haves, expect 16 brand-new courses and lots of familiar locations based on tracks from throughout the series, enhanced with new features, of course, and boasting much greater visual detail than in any previous Kart title . You'll sample this eye candy in the character animations and track elements such as rushing water or exploding fireballs. As for items expect some big newbies along with the tried-and-true Koopa shells, bananas, lightning bolts, and varieties of mushrooms. It's too early to comment on all the game modes, but in addition to Grand Prix circuits, a variety of engine classes, and the online multiplayer races, there are sure to be several more challenges . You can also expect a colorful variety of kart styles, as seen in our screenshots.
Maybe the biggest question I had before playing the game was how the motion-based control would handle sharp cornor and twisting course. I can sum up the answer with a single word-smoothly. As Mr. Iwata stated, driving a kart will feel perfectly natural to anyone who has ever used a steering wheel. You hold the Wii-mote in both hands with the buttons facing you (and that's how it'll fit into the steering-wheel accessory). Then you turn the wheel left or right. If you tilt it steeply, you'll make a sharp turn. A gentle dip will ease you to one side. Buttons control acceleration, braking, and item use . I was blown away by the game's elegance (even the sound was great), and there are several months of development yet to go. We'll reveal much more leading up to launch.
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December 16th, 2007, 23:43 Posted By: wraggster
XWii is a program that translates input from the Nintendo WiiTM Remote into X11 input (such as keyboard events and mouse movements).
This means you can play games and control programs in Linux with the Wii Remote, Classic Controller and (soon) the Nun-chuck.
You need to be running Linux with X11 (if you have Linux but don't know if you have X11 or not - you probably do).
You need a Linux-compatible bluetooth dongle or similar device (my belkin USB dongle works great).
You obviously need a Wii Remote
http://www.resplect.com/xwii/
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December 16th, 2007, 23:49 Posted By: wraggster
Emu Kidid has once again updated his Boot Launcher for the Gamecube/Wii
Heres whats new:
v0.2 bugfix 4
- Large Speedup (I assumed 32mhz was being used but only 16mhz was!)
- Added in the 0.1 video setup again (choose autodetect)
- Changed back to seeks to sector 0 instead of drive status
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December 17th, 2007, 00:24 Posted By: wraggster
The Nintendo DS in the UK is increasingly hard to find in the run up to Xmas and you have only a week to get one in time.
If you cant find a DS lite in the UK then importing is a good way to ensure you will get one in time and importing opens up a lot more colours for you to buy.
Ill list the in stock Nintendo DS consoles at both Play Asia and SuccessHK, here goes:
Play Asia
Nintendo DS Lite Gold with Legend of Zelda: Phantom Hourglass US$ 219.90 (~107.73 GBP)
Nintendo DS Lite (Crimson/Black) - 110V US$ 189.90 (~93.03 GBP)
Nintendo DS Lite (Ice Blue) - 110V US$ 189.90 (~93.03 GBP)
Nintendo DS Lite Metallic Rose with Nintendogs Best Friends US$ 209.90 (~102.83 GBP)
Nintendo DS Lite (Metallic Rose) - 110V US$ 189.90 (~93.03 GBP)
Nintendo DS Lite (Enamel Navy) - 110V US$ 199.90 (~97.93 GBP)
Nintendo DS Lite (Gloss Silver) - 110V US$ 189.90 (~93.03 GBP)
Nintendo DS Lite (Metallic Rose) - 220V US$ 189.90 (~93.03 GBP)
Nintendo DS Lite (Gloss Silver) - 220V US$ 189.90 (~93.03 GBP)
Nintendo DS Lite (Noble Pink) - 110V US$ 179.90 (~88.13 GBP)
Nintendo DS Lite (Jet Black) - 110V US$ 179.90 (~88.13 GBP)
SuccessHK
Nintendo DS Lite Jap ver. - Gloss Silver USD:170.65
NDS Lite Console with Game Bundle Pack US Version USD:191.00
Nintendo DS Lite Asian ver. - Black USD:169.16
Nintendo DS Lite Asian ver. - Pink USD:169.16
Nintendo DS Lite US ver. - Jet Black USD:166.19
Nintendo DS Lite US ver. - Noble Pink USD:178.06 Nintendo DS Lite Asian ver. - Enamel Navy USD:172.13
Nintendo DS Lite Asian ver. - Crystal White USD:169.16
Nintendo DS Lite US ver. - Crystal White USD:161.74
Nintendo DS US ver. - Silver USD:112.19
Nintendo DS US ver. - Electronic Blue USD:112.00
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December 17th, 2007, 02:25 Posted By: JKKDARK
via GamesIndustry
Although Nintendo has not made any official announcement, the Wii has now passed the total cumulative sales of the GameCube in Japan according to sales data released by Famitsu.
Famitsu reports that the Wii has now sold 4,025,356 units in Japan.
According to the most recent data released by Nintendo, the GameCube has sold 21.66 million units worldwide as of September 30, 2007. 12.88 million units were sold in the Americas, 4.02 million in Japan, and 4.76 in other regions.
MediaCreate's sales data differs from Famitsu, but still puts the Wii within 100,000 units of the GameCube. At the rate that the Wii has been selling in Japan, it should take only a few more weeks to surpass total GameCube sales.
The Wii was launched in Japan in 2006; The GameCube was launched in Japan in 2001.
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December 17th, 2007, 17:12 Posted By: wraggster
New Released Today:
features
Party Mode - Play new party games - "Darts" and "Driving Contest"!
New Tour Mode - Compete with rivals and progress through the game as you conquer all the island of Pangya!
Fun Courses - Choose from newly added courses to keep your golf experience fresh and exciting!
Colorful Costumes - Unlock new costumes and some classic Tecmo character costumes!
description
Swing into action with your favorite characters as they return to the island to challenge new courses with all new story and tournament modes. New multiplayer modes have been introduced to keep the party going with friends and family. With completely new customizations, costumes, and secrets, Super Swing Golf Season 2 is a true hole-in-one!
http://www.play-asia.com/SOap-23-83-...j-70-28rl.html
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December 17th, 2007, 18:03 Posted By: wraggster
News from Divineo China
Talismoon's Black Wii Base.
Associate your weapons for a killing design.
Totally fitting the Black Katana, this base will give your wii the smooth look it deserves.
Comes in 7 different colours
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December 17th, 2007, 18:20 Posted By: wraggster
New from SuccessHK
Lace up your gloves and make your way to the ring as Showtime Boxing is about to punch its way onto the Nintendo Wii. You will have to box your way through the ranks if you want to make it to the big time. Featuring all the style and presentation of a big Showtime event this promises to be a real knockout.
Showtime Boxing utilises the Wii's innovative control schemes to put you in absolute of your boxer's attack and defence. Throw punches, dummy, dodge, block and duck all using the Wii Remote for the ultimate console boxing experience.
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December 17th, 2007, 18:37 Posted By: Shrygue
via Eurogamer
US magazine Nintendo Power has revealed new details about the upcoming Mario Kart game for Nintendo Wii, most notably that it will feature 16 new tracks and as-yet undisclosed new weapons.
Mario Kart Wii - announced at E3 this year - sees the famed racing series make the transition to Wii, gaining a motion-sensor steering system based on holding the Wiimote with its buttons facing upward, a bit like Excite Truck, motorbikes and online racing.
As previously revealed, online games will support up to 12 players. Nintendo Power's preview adds that they will be able to pound one another with traditional power-ups like Koopa shells and lightning bolts, and fire themselves ahead with mushrooms.
It also states that the stunts possible (e.g. a motorbike wheelie) will have some sort of practical pay-off, although there's no further detail, and that the 16 new courses will be joined by some spiced-up old ones.
Other gameplay details were scant, and there wasn't any word on the steering wheel attachment due to be bundled with the game when it launches next year.
Even so, there isn't all that long to go, with Nintendo recently suggesting that Europe can expect to swing its arms at it as early as Q2 2008.
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December 17th, 2007, 18:39 Posted By: Shrygue
via Kotaku
In many ways, many, many ways eBay is an albatross around the necks' of gamers. This is most evident around the holidays when the demand for consoles and games goes through the rough.
Over the weekend there appeared to be another sell out of Wii consoles. On Friday, Nintendo of America president Reggie Fils-Aime announced that seven retailers-Best Buy, Target, Wal-Mart, Sears, Kmart, Toys R Us and Circuit City- would be throwing a lot of Wii consoles out on their shelves over the weekend to try and sate the appetite of games and their families.
But judging by the obvious spike in eBay listings of Wii consoles, I think it's fair to say the only thing sated was greed. From 9 a.m. Eastern Sunday to 9 p.m. Eastern Sunday alone more than 13,500 Wii consoles were listed for sale in the U.S. on eBay. Coincidence? I can't imagine.
Note: These numbers might deviate a little from 100% complete authentic scientific goodness, but the trend is still relevant.
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December 17th, 2007, 18:40 Posted By: Shrygue
via Kotaku
I think it's probably safe to assume that most stores sold of out their Wii pretty damn quickly yesterday. I haven't yet tried calling around, but on Sunday I did swing by one of the local Targets to pick up some non-game related stuff for an upcoming trip. Just for fun I hopped on by the game section to see how things were going. Not only had the store sold out of their Wii stock, they had sold out of Remotes and Nunchucks. One of the employees I talked to said they had an amazing 160 Wii in stock Sunday morning. All of them were gone by 8:15 a.m., he said.
I overheard him talking to two parents, tragically late to the Wii consumer bloodbath earlier that day. They first tentatively asked about the Wii and then, when they found out they missed the boat, said they weren't even sure their son wanted a Wii. The sales clerk dove right in.
"How old is your son?"
"16"
Slight grimace
"I'm 18 and I have a Wii and a 360. The Wii is fun for when friends come over, but I usually play my 360."
In the end I think the parents decided to leave empty handed. I almost told them about the GameStop rain checks, but changed my mind. Who wants a piece of paper for Christmas?
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December 17th, 2007, 18:42 Posted By: Shrygue
via Computer and Video Games
While people ponder over how long the Wii craze will last, what about DS? It's been topping sales charts since what seems like forever and, far from slowing, November was a record month.
DS sales topped 1.5 million sales in US in November, which NOA boss Reggie Fils-Aime says "was the biggest month ever for Nintendo DS", outselling PSP by roughly three-to-one.
Yet, despite the massive demand, unlike Wii Nintendo is having no problem churning out enough consoles to sell. "Any consumer that wants a Nintendo DS this holiday season will have one," a typically confident Fils-Aime told Pocket Gamer.
What he meant to say was anyone who wants another DS can have one, because surely everyone on the planet owns one now.
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December 17th, 2007, 20:41 Posted By: Shrygue
via IGN
We're nearing the core of the holiday season, and what better time to delegate a sci-fi week for Virtual Console? Nintendo has updated the Wii VC again today with three new games, each focusing on aliens and monstrocities for blasting goodness. Hey, why not? 'Tis the season, right? Hitting the VC this week is Super NES's Cybernator, arcade alien blaster Alien Storm for SEGA Genesis, and Monster Lair on the TG-16 CD. Per tradition we've included Nintendo's newly-released game descriptions below for your pre-purchase perusal.
Cybernator (SNES, 1 player, rated E 10+ for Everyone 10 and Older - Mild Fantasy Violence, 800 Wii Points): It is the near future. Resources are dwindling, and the major powers of the world are in dispute over territory. Pilot the Cybernator G5-E for the 95th brigade of the mechanized marines and throw yourself into the war. Get briefed before each mission to confirm your targets, and then do your best to clear each of the seven stages, freely using the suit's equipped tools and four types of weaponry. By collecting the "power chips" left by defeated enemies, it is also possible to reinforce each weapon up to a maximum of three levels. It is left to your judgment as to whether to reinforce a specific weapon or to power up all weapons simultaneously, adding a bit of strategy to the nonstop action. The powerful background music, military-like atmosphere (look for bullet marks on the walls and the strained communication during combat) and intense story development combine to give the world of Cybernator a gritty, sci-fi feel that you won't soon forget.
Alien Storm (Sega Genesis, 1-2 players, rated E 10+ for Everyone 10 and Older - Mild Fantasy Violence, 800 Wii Points): Shape-shifting aliens have infiltrated the city, creating chaos and panic! Fortunately, a trio of heroes called the Alien Busters has agreed to wipe out the invading creatures. The members of the team wield their own special attacks, and they unload a world of hurt on the Martian menaces from the city streets to the mother ship. Gordon, a tough guy with a bazooka, has a special gunship attack, while Karla has a flamethrower for alien crisping, though she prefers to use her special ballistic-missile attack. Finally, Slammer the robot can self-destruct at will and attacks the intruders with an electric whip and other devices. Take the aliens by storm and save your city.
Monster Lair (TurboGrafx16 CD-ROM, 1-2 players, rated E for Everyone - Mild Cartoon Violence, 800 Wii Points): Join young Adam and Laura as they embark on a fantastic adventure in this comical action/shooting game. Featuring beautiful music brought to life by the power of the CD-ROM, the game consists of 14 rounds packed with cute monster enemies. Players can either play alone as Adam (or play with a friend controlling Laura) as they battle their way through round after round. The first half of each round is the action scene, where players must avoid obstacles and pits. Use your Power Boost weapons against enemies and restore your Life Force with food as you head for the gate at the end. The second half is the exhilarating shooting scene, where players must shoot down flying enemies. Take out the boss at the end to clear the round and move to the next one.
We'll have more on these games soon.
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December 18th, 2007, 02:14 Posted By: wraggster
Alex has released a new version of his excellent Puzzle game collection for the Nintendo DS:
As gh0st was sure, a new version is here before Christmas…
I had to fix some bugs on Galaxies, too bad!!!
Thanks to …[nim]… who sent me a new theme :
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December 18th, 2007, 02:41 Posted By: wraggster
Eke-Eke posted this news about his Genesis emulator for the Gamecube and Wii:
After a lot of beta testing, a new version of Genesis Plus for Gamecube/Wii is about to be released… Even if there are no really revolutionary features, I’m quite satisfied with this one since I’ve been working a lot on emulation accuracy, which is one of the most interesting challenge about writing an emulator, in my opinion.
Beside correcting some bugs and cleaning some parts of the source, my goal this time was mainly to:
1) Emulate Genesis timings as accurately as possible
Some games are very timing sensitive and expect some events (VDP writes, DMA, HV Interrupts, HBLANK and VBLANK) to happen at very precise times, or for a very specific period. I will not go deeply into details but one of the key to correctly emulate several CPU running in parallel and accessing shared memory resources, is to emulate also the latency of those devices.
For example, on real hardware, switching interrupts ON through VDP registers do not trigger an interrupt immediately, but, more probably, the CPU will have the time to run one single instruction before jumping to the interrupt routine. Not emulating this tiny timing latency could cause some bad programmed games to hang, which was indeed the case of Sesame’s Street Counting Cafe, not really the best game in the world, but a good challenge to test emulation accuracy.
In some way, I finally found timings that should work with any sensitive games, without need anymore for specific games “hacks” but also without disturbing any previous working game. The goal behind this is that the emulator now achieves a near perfect compatibility rate (I only found some unlicensed games not working properly, mostly due to some unemulated cartridge hardwares)
2) Get a “pixel accurate” aspect on screen
The first idea was to emulate the colored overscan area which indeed exists all around the active display (generally 320×224 pixels) . Emulating the full display height (243 lines for NTSC) and width (based on the VDP Pixel Clock and scanline period), gives an accurate screen aspect ratio, much more similar to what a real Genesis/Megadrive displays. Below is a screenshot example of the full overscan area, rendered on a line basis (when displayed on TV, this area is generally hidden with vertical borders being only visible when the system runs in PAL mode)
The second idea was to add support for original Genesis rendering modes. Indeed, as many old consoles, it originally uses a ~ 240 lines progressive mode, which means that in a regular NTSC screen (always ~480 lines), only the even lines were displayed, odd lines remaining black (this is sometime recreated as “scanline effect” in emulators).
Additionally, the “interlaced mode 2″ support (double resolution interlaced mode used in Sonic 2 “vs-mode”) was also improved, with a better rendering quality using both 240i/480i TV modes.
Finally, I also add optional support for original PAL video modes which means that the Gamecube/Wii could automatically switch into a PAL video modes (287p, 287i or 574i) when the virtual Genesis is running in PAL mode…
The results, compared side-by-side with my old switched Megadrive II, is pretty accurate in term of rendering or aspect ratio, and I hope every fellow retrogamers would enjoy this nostalgic feeling as much as I do.
What should be next…
Next step would be to improve the sound emulation, especially FM core emulation. I already improved the samples rendering and FM timers accuracy which (I believe) produce some more accurate sound effects in some games but I still need to add support for original YM2612 samplerate/frequency and also investigate about some undocumented features (or bugs ?) of the original hardware which make some musics sound totally weird (Flashback, Spiderman, Comix Zone…) under emulators.
Anyway, I’m planning to release soon the new version of Genesis Plus (SMSPlus coming also along, with similar additions) since it’s always more enjoyable to share his work with other people and get some feedback…more to come at tehskeen .
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December 18th, 2007, 02:47 Posted By: bandit
As we reported, Nyko has announced and will be releasing a light gun attachment of their own called, Perfect Shot. It seems that another company has the same exact design minus the logo and slight color change. This comes from Codejunkies, the same company that released the hated PSP MAX Power TOOL that blatantly ripped off the Pandora Battery and making money off of the hard earned work of our beloved PSP hackers.
Datel’s Wii Pistol is the ideal add-on for classic blasters such as Resident Evil 4 and Chicken Shoot. Playing titles such as these with an unadorned Wiimote just isn’t the same. It doesn’t feel like you have a gun in your hand, so when you’re taking out a horde of foetid zombies or bagging your supper down on the farm, some of the intense in-the-game atmosphere is lost. Fear not – with our sturdy, yet inexpensive add-on for the Wiimote, you can feel every inch like the pistol-packin’ hero of the game!
Wii Pistol is simple to use. Just clip your Wiimote into the sturdy yet lightweight plastic casing, and you’re away. The pistol’s trigger activates the Wiimote’s ‘B’ button, and you can still reach all the topside controls should you need them. It’s comfortable in the hand, feels solid without being bulky and is sturdy enough to take the knocks as you blast your way through the game. If lightgun-style gaming is your thing, you should never be without one!
(Wiimote not included)
Features
* Sturdy yet lightweight.
* At last your Wiimote feels like a gun.
* Comfortable, ergonomic design.
* Allows access to all Wiimote’s controls.
The only difference I see physically between the Perfect Shot by Nyko and the clone, Wii Pistol from Codejunkies/Datel is the missing logo, different colored trigger and the clasp on the top of the gun that holds the Wiimote in place. Here is a shot of the Perfect Shot... (more images via link above)
Source: Codejunkies
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December 18th, 2007, 02:51 Posted By: wraggster
dolqube has posted a new version of Gcube the Gamecube Emulator For Windows, heres the release notes:
Hi all here is the last version of gcube I was working on. Its about six months old so dont expect wonderful results.
I moved on to my own gamecube emulator project after this build.
Monk added compatibility for dev-cpp.
Maby now it has x64 compat because of gcc new x64 mode. Duno.
Have to write a new makefile for that.
Yes cyro you are correct I made no major changes to the emulation with the exception of some asm snippets.
here is also a thp player included also.
maby more people will join your forum once they see this post. Good luck with your project tux0r.
Let me know if you need any assistance.
Also contact Sercio on emutalk because he posted me some bug fixes a while back and I believe he has been working on the code since.
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December 18th, 2007, 02:54 Posted By: wraggster
It’s been several months since I last posted any news about this project. Well, it’s time to post some news again, and the reason is simple: it’s done. I’ve just made version 1.0 of my English Wonder Project J 2 (Nintendo64) translation available for download. It can be called a complete patch, with the exception of a few graphics, everything’s translated. You can grab it over here.
I can’t stress enough how important it is to read the readme.txt before you start playing. N64 emulation is not quite like the emulation of platforms like the SNES. There is a lot to know about the emulation, especially with this game. The readme should answer about 95% of the question you might have, so read it, your gaming experience will only profit from it.
So what else is to say? Those who’ve played the first game know what to expect. The game mechanics are very similar. It’s still a game that can get really tedious at times. But they did improve some things, for example the whole annoying stat leveling is gone. Also, you’re now free to decide in which order you do things. You don’t need to go through chapter after chapter like in the predecessor. And for those who haven’t played the first game, fear not, having played it is not really necessary. What kind of game is this? Some people may call this a RPG, but what it comes the closest to is a graphic adventure. Overall, I can’t really draw a comparison to any other game besides the first, but if you like the two anime ‘Nadia the Secret of Blue Water’ and ‘Kiki’s Delivery Service’, you will love this game.
Well, that’s all, I hope you enjoy the translation.
http://www.seiyuu.info/wpj2/
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December 18th, 2007, 03:00 Posted By: wraggster
sniff_jazzbox creates an audible city. it converts the wlan-waves into sound waves. the wlan conversion uses a streamsearch algorithm which was also used in streamfishing and searchsongs.
concept by and-or.ch & johannes auer
> sniff_jazzbox application (nintendo ds)
sniff_jazzbox captures the wlans in the immediate area like a wardrive-tool and produces a stream of wlan-names. this stream of words might be understood as a subconscious expression of the presently existing communication networks. sniff_jazzbox renders private data visible, translates it and makes it audible as a melody of yearning for contact and exchange.
the names of the captured hotspots contain playable tones of the musical notation system (c, d, e, f, g, a, h, c, fis, ces ...). as you walk, ride or drive through town you will inevitably encounter loads of hotspots which are accessible for your little machine. sniff_jazzbox is made for the portable Nintendo DS and NDS, it registers all the hotspots and turns them into music. Try it out! Walk through your neighbourhood or any town - preferably in the evening - and hear the wireless and invisble communication around you!
http://www.and-or.ch/sniff_jazzbox/
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December 18th, 2007, 03:06 Posted By: wraggster
A New York Times article from this past Friday highlights the 'problem' that Nintendo is facing: more people want to give them money than they can handle. Analysts quoted in the story discussing Nintendo's unique Wii shortage problem indicate that the company could be selling twice the 1.8 million consoles a month it ships. All told, these same individuals believe the company could be leaving as much as $1 billion on the table this holiday season.
"'We don't feel like we've made any mistakes,' said George Harrison, senior vice president for marketing at Nintendo of America. He said there was a shortage because the company must plan its production schedule five months ahead, and projecting future demand is difficult. He added that there had been a worldwide shortage of disk drives that had hurt Nintendo as well as makers of many other devices. 'It's a good problem to have,' Mr. Harrison said of the demand, but he acknowledged that there could be a downside. 'We do worry about not satisfying consumers and that they will drift to a competitor's system.'"
http://games.slashdot.org/article.pl...7/12/17/178206
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December 18th, 2007, 16:27 Posted By: nuvalo
Hello
I have done a new port for gamecube/wii using gc-linux. This time I took the Stella 2.4.2 sources form its sourceforge page to compile and adapt to gc-linux. Here is the readme file:
///////////////////////////////////////////////
// Stella atari 2600 emulator for Wii/GameCube
///////////////////////////////////////////////
Introduction:
--------------
This project is based on the atari 2600 opensource emulator called stella. You can find the original sources on its sourceforge page:
http://sourceforge.net/project/showf...group_id=41847
This version uses the same sources than the original, there are only some changes on the button mapping, in order to use with the gamecube gamepad. It uses gc-linux to run on a gamecube/wii, and the SDL libraries for this system. It will boot using the ARAM filesystem method
You can find the latest version of this project on its official forum here:
http://www.nacionarcade.net/foro/ind...ic=186.msg1678
What you need:
--------------
- A console ready to run homebrew
- SDCard-adapter
- SDCard
Installation:
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- Copy the files stellagc.dol, aramfs.dol and the directory "stella" to the root of yout SDCard.
- Put the SDCard on it SDCard adapter, and put it on the wii/Gamecube
- Launch the file "stellagc.dol", using your favourite method of loading homebrew
Instructions:
-------------
Here is the button relation between the gc-pad and the keyboard:
[START]: Enter
[Z]: Escape
[L]: Tabulator
[Analog/digital pad]: Arrows
Thanks to
----------
- The gc-linux team for their effort in porting linux to the gamecube
- The stella team, for their great emulator
Download: http://www.nacionarcade.net/wp-conte...2/stellagc.zip
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December 18th, 2007, 18:12 Posted By: Shrygue
via Games Industry
All the predictions of a bumper Christmas for Nintendo in the UK seem to be proving accurate, with news that its consoles are selling in record numbers.
The DS has now broken the previous UK weekly hardware sales figure twice this month, shifting 185,000 in the first week and over 200,000 last week.
Meanwhile the Wii also sold over 100,000 units last week, demonstrating a decent supply of stock even if there's still not enough to satisfy demand.
Additionally the Wii is thought to have surpassed the Xbox 360's installed base in the UK this month.
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December 18th, 2007, 18:17 Posted By: Shrygue
via Kotaku
Reggie Fils-Aime may have referred to it as a raincheck program, but GameStop's official name for their pre-pay Wii program hitting on Dec. 20 is the Wii Certificate Program. There are a couple other things Reggie was a bit off on, according to the details released this morning from GameStop.
The Wii Certificate program will run just one day, Friday, December 21. Customers will be able to go in and hand out the full $250 to reserve a Wii console for pick-up on January 25. Reservations must be made in-person at any GameStop or EB Games location in the U.S., including those in Puerto Rico and Hawaii. The number of reservations available at each store is limited and only one Wii can be reserved per a household.
The certificate itself will be in a custom-designed DVD case featuring a picture of the Wii and Mario. Once the reserved Will arrives customers will receive a telephone call saying it's available for pick-up.
So let me get this straight, you give GameStop your $250 and they get to sit on it for a full month, earning interest, and in return you get an empty DVD case and eventually a Wii? The least they could have done is thrown in a T-Shirt that read: "My Parents Waited Too Long to Shop for Me So All I Got for Christmas was this Shirt and a Lot of Empty Promises. See you in Therapy in Five Years."
Hmmm, maybe that's a bit too long for a slogan.
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December 18th, 2007, 18:26 Posted By: Shrygue
via Games Industry
Nintendo of America president Reggie Fils-Aime has said the company is unhappy with retailers who sell the Wii console bundled with software to make higher margins.
Many retailers are bundling the console with extra games on the run up to Christmas, but Fils-Aime believes it lessens the advantage Nintendo has over more expensive machines from Sony and Microsoft.
"Retailers have already been given feedback that we are not big fans of that," Fils-Aime told Reuters.
"We think it masks some of the price advantage we have versus our competition and, frankly, the consumer should decide what they want," he said.
However, Fils-Aime said that the company wouldn't take action against retail but hoped that the strong relationships it has with the High Street is enough for stores to be mindful of bundling.
"We don't have to remind retailers of the strength we have right now. We are simply making an observation and that reinforces our point quite nicely with retailers," he added.
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December 18th, 2007, 18:30 Posted By: Shrygue
via Computer and Video Games
Five screenshots from the DS version of classic god game Populous have rolled onto the internet.
Details are currently a little on the scant side, but the game reportedly features four play modes - one of which is four-player multiplayer - and a choice of either touchscreen or classic controls.
In case you're too young to know, Populous casts you in the role of a deity responsible for nurturing and developing a civilisation through various ages, and ultimately sees you attempting to defeat an opposing civilisation and god.
Populous on DS is expected to hit Japan early next year. EA has said previously there are no plans for the game to come to Europe, but hey you never know.
Screenshots here
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December 18th, 2007, 18:31 Posted By: Shrygue
via Computer and Video Games
The NOA boss with plenty to say, Reggie Fils-Aime, has today admitted that the stunning sales figures of the DS is leading to retailers' concern over supply.
This somewhat contradicts comments reported yesterday from the Regginator, who stated that despite the phenomenal sales, "any consumer that wants a Nintendo DS this holiday season will have one."
But Reggie has now said: "The DS continues to perform exceptionally well, with some retailers voicing concerns about DS inventory going into the holiday," Reuters reports today.
So which is it? Are we going to start seeing people selling kidneys to play for £300 DS auctions on eBay, or are we safe to assume sufficient stock throughout Christmas and into the New Year?
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December 19th, 2007, 19:37 Posted By: Shrygue
via Computer and Video Games
Nintendo Japan has updated its Virtual Console website page, sparking speculation that the platform holder will imminently expand its offering of classic titles from systems of old.
As reported by Kotaku, the redesigned site now displays eight console boxes despite the fact that there are only six systems currently supported on the Wii's Virtual Console, which enables Wii owners to download classic titles from older systems such as its NES and SNES consoles.
Kotaku goes on to speculate that Master System games could be next to be added to the Virtual Console.
At the end of November Nintendo's Shinji Hatano revealed that the company had made $33 million (3.5 billion yen) from 7.8 million Virtual Console downloads. "We're currently unsure if [the 3.5 billion yen figure] is a lot or low. They're not bad figures," he added.
While Virtual Console revenues only made up a fraction of Kyoto-based Nintendo's first half sales, which totaled 694 billion yen, $33 million isn't to be sneered at.
Although it's only a possibility at the moment, it seems only natural that the firm would be planning to expand its Virtual Console service. It's probably only a matter of when, and whether this redesign indicates that the move to do so could be made sooner rather than later.
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December 19th, 2007, 19:48 Posted By: Shrygue
via Computer and Video Games
Coming early next year for Wii and PS2, which says a lot about the audience Sega is targeting with this one, is Sonic Riders: Zero Gravity.
The PR blurb boasts "never-before seen worlds with edge-of-your-seat racing intensity and all-new gravity controlling moves".
We not so sure about "edge-of-your-seat racing" but we do like surprises. Take a look at the 'Wii' movie and below you'll find shots of the PS2 version.
Screenshots for Playstation 2 here
Trailer for the Wii console here
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December 19th, 2007, 20:13 Posted By: Shrygue
via Computer and Video Games
The first images of the DS remake of Super NES classic Dragon Quest V has surfaced on the net, and it's looking pretty sweet.
Hardcore RPG fans will know the Dragon Quest games as one of the most popular RPG series' of all time in Japan, and a favourite among importers.
Developer ArtePiazza only released its re-cooked DS edition of DQIV in Japan last month, but their dual-screen remake of the sequel is already looking good - probably because it reuses many of the same assets.
DQV, originally 2D on the Super NES, was re-released on PS2 in 2004 (in US only, where it's known as Dragon Warrior V) in 3D, but is returning to its 2D roots on DS, albeit with a significant facelift.
The story, set in a world called DraQue, follows the events in 20 years of the main hero's life, in which he finds himself in all sorts of monster-related troubles, battling creatures, who join his party when defeated (like Pokemon).
Check out these first screens in Japanese Jump magazine, (via NeoGAF).
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December 20th, 2007, 15:38 Posted By: JKKDARK
New version of the Game Boy Advance and Nintendo DS emulator for PC.
Changelog:
- nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
- nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
- nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
- nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
- nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
- nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
- nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
- nds/3d/help: added note on situations where lower/right edges are excluded
- nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
- nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
- nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
- nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
- nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
- nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
- nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
- nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
- nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
- nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
- nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
- nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
- nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
- nds/3d: soft-renderer: emulates correct size of edge-marked polygons
- nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
- nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
- nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
- nds/3d: soft-renderer: emulates correct rounding of screen coordinates
- nds/3d: supports direct capture from 3d engine (instead from engine a only)
- nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
- nds/3d: opengl: internally breaks all polygon strips to separate polygons
- nds/3d: buffers translucent polys, and renders them later (after opaque polys)
- nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
- nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
- nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
- nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
- nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
- nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
- nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
- nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
- nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
- nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
- nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
- nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
- nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
- nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
- nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
- nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
- nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
- nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
- nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
- nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
- web/paypal: added an evil "donate 2.50 and download newest version" button
- dos: due to the soft-renderer, dos version is now fully supporting 3d video
- a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels)
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December 20th, 2007, 15:40 Posted By: JKKDARK
New version of the Game Boy Advance and Nintendo DS emulator for PC.
Changelog:
- nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
- nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
- nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
- nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
- nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
- nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
- nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
- nds/3d/help: added note on situations where lower/right edges are excluded
- nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
- nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
- nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
- nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
- nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
- nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
- nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
- nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
- nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
- nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
- nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
- nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
- nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
- nds/3d: soft-renderer: emulates correct size of edge-marked polygons
- nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
- nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
- nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
- nds/3d: soft-renderer: emulates correct rounding of screen coordinates
- nds/3d: supports direct capture from 3d engine (instead from engine a only)
- nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
- nds/3d: opengl: internally breaks all polygon strips to separate polygons
- nds/3d: buffers translucent polys, and renders them later (after opaque polys)
- nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
- nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
- nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
- nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
- nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
- nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
- nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
- nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
- nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
- nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
- nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
- nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
- nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
- nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
- nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
- nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
- nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
- nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
- nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
- nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
- web/paypal: added an evil "donate 2.50 and download newest version" button
- dos: due to the soft-renderer, dos version is now fully supporting 3d video
- a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels)
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December 20th, 2007, 20:10 Posted By: Shrygue
via Kotaku
NiGHTS fans have been waiting for a proper sequel to the Dreamcast cult classic for some time now. Sega's attempt to capitalize on Sonic's ring collection mania in a more robust 3D world, NiGHTS was a landmark game for the era.
Now NiGHTS has come back to the masses on the Wii in NiGHTS: Journey of Dreams. So does its predecessor live up to expectations? Hit the jump for our Frankenreview: every thing you need to know about everything that is this one particular game.
GameTap
You can play Journey with several configurations. Each of them has a steep learning curve, but the remote-only setup will wear down your patience and send little kids crying to their mommas. It's just too tough to keep the remote cursor steady enough that it doesn't skitter around the atmosphere as you try to guide Nights past obstacles. Better to attach a nunchuk or plug-in a classic controller or even a GameCube controller, where the analog joystick eventually rewards your persistent thumb work with fairly smooth flying.
GameSpot
Visually speaking, Journey of Dreams is deliciously vibrant. Each dream world is unique and colorful without veering from the overall art design. From beautiful underwater vistas to a busy carnival complete with exploding fireworks, environments are created with painstaking care. Nights is smoothly animated, though in the ground levels, the children don't move as fluidly. Cutscenes are also well done and often poignant, thanks to expressive facial animations. You will encounter frequent moments where the frame rate dips a tad, but it doesn't usually get in the way of smooth flight.
1UP
This time, you assume the roles of William and Helen, two new tykes sucked into the dreamworld of Nightopia in order to better cope with the very modern pressure of living with unloving, often-absent parents. Unfortunately, you'll actually get to know these kids a little too intimately, thanks to an overabundance of heavy-handed, talky cut-scenes that assault the eyes (and ears) with amateurish production values. We definitely liked Nights when he/she was an enigmatic, laconic benefactor 10 years ago...now that it's more of a corny purple Mary Poppins that won't shut up, we're considerably less enamored.
GameZone
More than half of Journey of Dreams' stages are worth playing through multiple times. Unfortunately, there are a few stages that you won't care to revisit. It's not that they're significantly bad, but they're not much fun either. They lack the excitement and awe-inspiring feeling that the rest of the game offers.
IGN
You'll also find odd sections of loading that don't bring up screens or icons at all, instead keeping the screen fully white or black for upwards of 15 seconds with no explanation. If it wasn't for the music playing in that background we would have assumed the game was frozen. This lack of overall polish can be found in virtually any area...
It looks fairly passable unless you are a big NiGHTS fan, though Wii owners who've beaten Super Mario Galaxy may be looking for something new.
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December 20th, 2007, 20:42 Posted By: Shrygue
via Computer and Video Games
When it comes to videogames, we know what we like; shooting rocket launchers at people (usually in the face). But you're a less sadistic gamer, clearly, and that's why you're here to see the first images of a chess game.
Wii Chess is another first-party title your granddad will love. It's the same as the board game - no crazyness involved, but as well as taking on the computer on several difficulty levels, you're also about to take the one-move-every-twenty-minutes battle online and challenge other granddads around the world.
Below are the first screens of the game in... erm... action, if you can call it that, and you can see first gameplay footage on Nintendo's official site. Don't forget to take your walking stick with you.
Screenshots
Trailer
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December 20th, 2007, 21:06 Posted By: Shrygue
via Games Industry
Nintendo of America's president Reggie Fils-Aime says that the demand for the Wii and DS is complicating the company's future business planning.
"All of that becomes a much tougher exercise until we have supply and demand curves that intersect," he told Reuters.
Nintendo sold 1.5 million DS handhelds in November, and some retailers are concerned about inventory during the holiday season.
As for the Wii, Nintendo hasn't been able to meet demand since last year's launch, leading some retailers to bundle the consoles with games and accessories for a higher price - a practice Nintendo wants to discourage.
"Retailers have already been given feedback that we are not big fans of that. We think it masks some of the price advantage we have versus our competition and, frankly, the consumer should decide what they want," Nintendo of America's president said.
When asked if the company would threaten such retailers with fewer Wii shipments, Fils-Aime said only that retailers did not need to be reminded of the strength Nintendo has right now.
The company said it is finding it difficult to plan for upcoming games without being able to accurately forecast the number of Wiis that will be sold in the coming months.
"We at Nintendo America are focused on getting to the point when any consumer can walk into any of our retailers and find a Wii. Then we can plan, on an ongoing basis, the rest of the business," Fils-Aime said.
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December 20th, 2007, 23:31 Posted By: wraggster
Ever wished you could read books like you did in Brain Age? Well now you can! Instructions and a huge assortment of books are included, with the excellent DSlibris book reader. Enjoy!
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December 20th, 2007, 23:33 Posted By: wraggster
News/release from Rico:
Chrono Poker DS is my first "useful" homebrew !.
It's a "in real life" poker players helper :
After editing a "blinds" structure for your game, launch the countdown.
It will ring 30 seconds before the blinds increase, and once again when the timer reaches its end !
"Just play poker, Chrono Poker DS makes the rest !"
Download link
french version, but an english one will soon be available !
Comments :
Firstly, sorry for my horrible english !
Then, I really need your help to improve this homebrew. So, if you like it, please mail me in order to report any bug, or to give me advices / lines of improvement ! Don't hesitate !!
Here's my ToDo list :
- Adding an english version,
- Adding a clock on an upper-screen corner,
- Adding a load/save menu in order to give a 3 structures saving capacity,
- Waiting for your reports to make this homebrew better !!!
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December 20th, 2007, 23:50 Posted By: wraggster
News/release from Micromoog
draw-stereo is a toy which allows the creation of stereograms on the Nintendo DS. The DS screens are spaced appropriately for cross-eye stereogram viewing. For best results, use in a
darkened room, and hold the DS at a comfortable distance for drawing (18" or so). Hold the DS like a book. The illusion can be quite effective. Enjoy!
Controls:
Up/Down: Pen elevation +/- 1px
A/B/X/Y: Reset elevation
Select/Start: Clear screens
L/R: Swap screens (reverses depth)
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December 20th, 2007, 23:52 Posted By: wraggster
News/release from bruteostrich
Ok, here is our first DS game, Paper Tank DS!
I lead a team of 5, and we decided to do a ds game for our midterm project, so we threw this together in 7 weeks. Luckily we stumbled upon palib in week 2, so that made things easier.
The game is a video version of the game where you fold a piece of paper in half and each person marks five tanks on each side. You then take turns marking a spot on your side, then folding the paper to see if it hit one of your opponent's tanks.
In the game, after moving your tanks to their starting positions, you pick a shot, then either press up to take the shot, or fold the ds to take the shot, simulating a paper fold. Right now we only have 1 person play vs AI, so the ai side is hidden and revealed with each shot.
Right now we are in beta, so if you find problems, including issues with confusing interface, please let me know so our release can be pretty bug free. We have a bunch of testers, so we should be able to find most problems.
We are aware that after 127 shots we start to get memory errors, and that the end game messages can be confusing.
Ok, time for me to shut up. If you would like source, email me, bruteostrich@gmail.com.
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December 20th, 2007, 23:56 Posted By: wraggster
News/release from zeblackos:
Cuckoo ...
Just a quick screen to a game that should not delay débouler, if I find the motivation to finish.
It is a kind of game for the mutants who like puzzles ...
I did this little thing for me to try to C after "crossing the desert".
The game: a sort of puzzle with 12 pieces.
The forms will be to restore the image of the forms used to arrange the puzzle.
- 12 large forms to find the 12 pieces of the puzzle.
3 modes of play:
1-easy: 9 pieces (no more) needed for the resolutions are well oriented. The player can not turn them nor impose a symmetry, it has just the 'place'.
2-medium: 9 parts (not more) necessary for the resolution submitted this time misdirected (and rotational symmetry). The player must turn etc.
3-hard: same as medium, but the pre-game does not 9 parts, it presents 12, and this is really for maxi-mutants!.
Because I know that the original name of the game leaves you speechless, well, I file my hide!
Ps: promised, the next game will be 'really' a game
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December 21st, 2007, 00:00 Posted By: wraggster
News/release from Vloz:
New to the forum and especially uber newbie in the field of "programatation" rather than start with a MMO-GTA-RPG who smashes FFXII, I said to myself:
"Why not listen to the advice of those who know better?"
And now 3 weeks after I finished my first ever program with the uber-cool PAlib:
http://vlozbob.free.fr/Snake.nds.rar
A nice little snake, surely the best way to begin (no need pointer, to know modular programming, ect ...)!
That is why I can post on this topic sources version uber-alléger (but comment to death!) To avoid else like me, turning into donkeys for certain things ...
Obviously, it is therefore only 3 weeks that I code, and therefore I do not at all guarantee the quality of trick (although there is not really big things), but for those who care, this is:
http://vlozbob.free.fr/SimpleSnake.rar
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December 21st, 2007, 00:11 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.10 Released.
Enhanced the minimap to show additional landmarks, etc.
Added word wrapping support to menus, text display, etc.
Added support for a scrolling command window if the commands don't fit on one page.
With the above, the game now supports larger font sizes.
Added a few additional commands to the command window.
Fixed the message display when paging so previous lines aren't redisplayed erroneously.
Again tried to fix the menu pagedown bug… I think I might have it this time.
If you're interested in trying different fonts, just replace font.bdf with some other BDF-format font. But don't go above an 8x16 font… anything beyond that leaves the game too cramped to be playable.
Incidentally, I've posted a few additional fonts for those who might want something a little larger.
Note, the one thing that isn't wrapped is the prompts. As such, with large fonts, the text will be clipped and users unfamiliar with NetHack may be left confused as to what's being asked. Eventually, I might add some sort of marquee effect, but for now, this is how it is.
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December 21st, 2007, 02:11 Posted By: wraggster
New from Divineo USA
Games N' Music contains everything you need straight out of the box. It even comes bundled with a 25-game CD, offering some of the best games the DS home brew scene has to offer, as well as a video conversion program for your PC (Windows XP or later required) to convert your movies and video clips to a format you can play back with Games N' Music. It's the ultimate in digital entertainment!
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December 21st, 2007, 02:13 Posted By: wraggster
New from Divineo USA
DSerial2 is a card that provides USB client, serial and GPIO ports as well as a 2D tilt sensor. It enables you to interface NDS to MIDI keyboards, servos, sensors, GPS receivers, computers and more.
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December 21st, 2007, 02:14 Posted By: wraggster
New from Divineo USA
Code Breaker is the ultimate hack cartridge for your Nintendo DS or Nintendo DS Lite system. Loaded with cheat codes for over 200 games, Code Breaker gives you unlimited lives, special weapons, extra ammo and much much more. On new releases you can quickly generate your own codes. Code Breaker gives you features no one else offers: Real-Time save, Built in Rumble, Notepad and Banner Print Feature, and support of GameShark cheat codes.
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December 21st, 2007, 02:16 Posted By: wraggster
New from Divineo USA
With the nintendo ds browser, anyone can enjoy quick, easy, and portable access to the world wide web on the ds lite. Featuring the opera browser, the nintendo ds browser offers full-featured web browsing, incorporating flash and javascript support.
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December 21st, 2007, 02:17 Posted By: wraggster
New from Divineo USA
Datel Electronics DUS0195-I Personal Media Player for Nintendo DS Lite(tm) Features Converts the Nintendo DS Lite(tm) into a full function personal media player 1GB of built-in memory for enough storage for hours of movies, over 250 songs or thousands of photos Easy Drag 'N' Drop feature moves media to PMP(tm) Includes PMP(tm) Media Manager, 1GB media storage pack, PMP(tm) player cartridge, headphones, and USB 2.0 cable
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December 21st, 2007, 02:48 Posted By: wraggster
New from SuccessHK
Cars Mater-National will offer fans of the film a fresh adventure set in the super-fueled world of Radiator Springs. The video game will feature all-new international characters vying for their chance to compete against Lightning McQueen in the First Annual Mater-National Race Festival. Players will explore the new and improved open world of Radiator Springs, complete with new tracks, mini-games and more than 10 multiplayer games.
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December 21st, 2007, 20:58 Posted By: Shrygue
via Eurogamer
Nintendo has staggered out of the kebab shop dressed as an elf just in time to put three more games on Virtual Console this Friday, including two for the NES and one for TurboGrafx-16. So not really "including" so much as "consisting of" but there is no time we cannot go back forward forward forever never stopping paragraph.
The three games in question, which you will be able to read about in Dan Whitehead's award-evading Virtual Console Roundup tomorrow, are Blades of Steel, a popular young person's (old person's?) ice hockey game; Skate or Die, a game about not being as good as California Games; and Monster Lair, a game about a dragon who is all up in your face giving it all that.
Find out what they are really all about tomorrow. Or, if you're stupid, buy them. They cost 500 Wii Points each for the two NES games (Blades of Steel and Skate or Die - I should have explained that earlier - I've basically mentally checked out at this point), which is approximately GBP 3.50 in cold, hard, pound-symbol denying browser cash, and 800 Wii Points for the TurboGrafx-16 one, which is about 1.6 times that.
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December 21st, 2007, 21:01 Posted By: Shrygue
via Eurogamer
Tecmo has said that the Nintendo DS version of Ninja Gaiden will be released in March 2008, assuming you and I aren't killed in a freak news item accident where oh no oh no watch out it's fallifslddsfikdgfgfjldgfjlgfgf. It's okay. We're trapped, but we're alive. We must now form amazing bonds of friendship as the harsh reality of our situation becomes apparent and I have to eat your leg.
On the plus side, Ninja Gaiden Dragon Sword aims to offer a proper Ninja Gaiden experience rather than a watered-down rubbish 2D one that will get 4/10. It's been composed in 3D, with proper fighting mechanics to recall the intricacies (some would say "sintricacies", but those people are wrong, not to mention illiterate) of the Xbox version.
You can activate all sorts of movements and attacks with the stylus, including the amazing-sounding "Cicada Slash", which is presumably a move where nobody can work out where the noise is coming from but it's very annoying and everyone can remember the word "cricket" but nobody can remember "cicada" and then we decide to go indoors.
Ninja Gaiden DS doesn't appear to have a European publisher at this stage. We will let you know when someone owns up.
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December 21st, 2007, 21:55 Posted By: KokopelliTheMuse
Via engadget
Link: http://www.engadget.com/2007/12/21/u...sdk-let-loose/
It looks like web browsing on the Wii is about to get a whole lot more interesting, as an entirely unofficial Wii Opera SDK has now been released to the general public, opening up the possibility for all sorts of browser-based games, among other things. What's more, the SDK allows developers with the necessary know-how to take full advantage of the Wiimote, including the ability to detect the remote's distance from the sensor bar, along with any button presses, and movement along the Z-axis. That makes things like the familiar-looking "2 Play Ship Demo" pictured above fully playable using the Wiimote, as well as more basic things like drawing and 3D rotation. Those looking to get started on a homebrew game of their own can hit up the read link below for the necessary files, while the rest of us can try out a handful of ready made demos at the same link.
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December 22nd, 2007, 01:53 Posted By: JKKDARK
New version of the Nintendo 64 emulator for Mac.
Changelog:
- sixtyforce now supports QuickLook thumbnails for game freezes.
- Fixed window redrawing problems on Leopard.
- Fixed a bug that reversed left and right audio on Intel machines.
- Fixed a bug that prevented game freezes from remembering cartridge locations.
- Fixed a bug that caused window resizing to snap awkwardly.
- Cleaned up a few things that may or may not have been causing trouble.
- Several cosmetic tweaks and improvements.
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December 22nd, 2007, 02:42 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
** Further use of just-in-time buffers to keep the stack small when hit with a fireball. Hopefully this avoids the GBA blowing up when killed by a summoned imp's fireball splash damage.
* [DS] The play screen is now on the bottom. This means the text history scrolls into the top screen that makes a bit more sense.
* [DS] The splashscreen is now centered on the DS display.
* Messages are properly reported again when dipping items into certain potions.
* You again receive a message saying what is revealed as a result of polymorphing an item.
* Attempting to eat a book no longer grants you the spells - you must succesfully eat the book.
* [DS] No longer weird a characters in history. (Richard Quirk, Peter Biocini)
* [DS] Removed debug messages from startup. (Richard Quirk)
* [DS] I had ctrl_isanyrawpressed backwards on the DS which meant that all the prompts would require your button to be DOWN before continuing rather than UP, thus creating accidental clicks later rather than preventing them.
* No longer spam about submerged objects getting wet when you load a game.
* "Al the large bat munch on a bat corpse." will now properly conjugate the munch.
* [DS] You can now remap the [X] and [Y] keys from the default Verb List and Inventory commands. These commands are likewise now available for general mapping to any key. (Mark Ehlke, Peter Biocini)
* "atom's of the victim's" now properly "atoms of the victim's" (David Damerell)
* Generally, dimension, pleasant, and reminiscent spelled properly in the encylopedia entries (Richard Quirk)
* Dumped the encyclopedia through a spell checker to reduce the low-hanging fruit for bug reporters.
* [DS], [SDL] On screen keyboard to enter name using stylus/mouse rather than having to use my insane input mechanism.
* [DS] [X] and [Y] work as [R] and [L] for doing text input to make it easier to chord on the DS.
* When a ring falls off your finger, there is a period to mark the end of the sentence. It also properly reports cases where it isn't a finger that it falls off. (David Damerell)
* A successful leap attack could leave a "ghost" of yourself in the old tile which you would attack if you tried to move into.
Leech the right version:
Gameboy Advance [382k].
Nintendo DS [735k].
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December 22nd, 2007, 02:44 Posted By: wraggster
AgentQ has just posted a new release of ScummVM for the Nintendo DS:
Hi Everyone,
Here is a beta version of the 0.11.0 release of ScummVM DS. It needs lots of testing, since there are so many games that I don't have time to do much of it myself. So please download it. Please post, even it it works fine!
Games that could do with testing most are Elvira 1/2 and I Have No Mouth. Please try these and post if there are problems.
The new scaler makes text a lot more readable, at the expense of some slowdown in some of the newer games.
New function keys should make all the AGI games playable.
This is a beta release, therefore there are not full instructions. This is designed for those who already know how to use ScummVM DS. Full instructions for the older version 0.10.0 are provided on the ScummVM DS website. Please refer to these instructions, as this beta works in mostly the same way.
Changes in This Version
- New games supported: I Have No Mouth, and I Must Scream, Elvira 1 and 2
- Software scaler for improved image quality. Turn it on using the DS options screen (press select during the game). Thanks to Tramboi and Robin Watts for this feature!
- Function keys added to virtual keyboard (used in AGI games)
- Plenty of bug fixes
Supported Games
Build A:
Manic Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck's Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Build B:
Beneath a Steel Sky
Flight of the Amazon Queen
Build C:
Simon the Sorcerer 1/2
Elvira 1/2
Build D:
Sierra AGI games
Gobliiins 1 - 3
Bargon Attack
Ween: The Prophecy
Future Wars
Build E:
Inherit the Earth
I Have No Mouth, and I Must Scream
Build F:
The Legend of Kyrandia
Download it here:
http://scummvm.drunkencoders.com/scu...-11-0beta1.zip
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December 22nd, 2007, 02:47 Posted By: wraggster
Noda has posted a new release of his Game for the DS
The basic idea is to have a ball, we moved in a kind of maze, to accomplish a goal in a limited time (not very original in principle, but I found it in the middle of an annoying ... at the beginning I thought of a Falldown 3D)
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December 22nd, 2007, 03:00 Posted By: wraggster
Patrik Rak has released a new version of his Sinclair ZX Spectrum Emulator for Nintendo DS, heres some info:
There are two versions, ZXDS.nds for Slot-1 (DS slot) based cards, and ZXDS.ds.gba for Slot-2 (GBA slot) based cards. Just choose the one which suits your card best.
The provided executable was already patched with the r4tf.dldi DLDI driver, so it works fine on both my M3 DS Simply and M3 Mini SD Perfect. Of course, it should work fine on any other card which supports DLDI as well. Just give it a try and you will see. If it won't work for you right away, you might need to patch it with a specific DLDI driver for your card with a DLDI patcher, both of which you can find here. It might be wise to patch it in either case, just to make sure you have the most recent version of the DLDI driver for your card. If it still doesn't work, I am really sorry, but there is not much I can do about it. Please do NOT contact me regarding if it works or doesn't work on your card, at least at this point of time.
You should also copy some snapshots or tape files to your card. Either SNA/Z80 snapshots or TAP/TZX/PZX tape files are supported. You can place them anywhere you want, although the /ZXDS directory is looked up first by default. For your convenience, I have included few Spectrum games in SNA or TAP format, so you can at least give it a go.
ZXDS 0.7.0 beta 1 (21.12.2007)
+ Finally added keyboard graphics, for both 48k and 128k keyboard.
+ Replaced the ad-hoc file requester with proper touch screen version.
+ Configurable button to key/action binding, with 9 predefined customizable settings.
+ Tape browser and manual tape control.
+ Autoload feature, with both tape-loader and USR0 mode support.
+ Skinning support for changing graphics and color of each UI element.
+ Builtin online help.
+ Pentagon emulation (no TR-DOS yet, though).
+ Z80 snapshots are now compressed.
* Added 1 forgotten T state to EX (SP),* instructions.
* Fixed #7FFD paging decoding (A15+A1 instead of A14-15+A1), more demos now work.
* Changed #1F kempston joystick decoding (loose A5 instead of strict A5-A7), more games should work.
* Disable autoplay when tape end is reached, more flawed tape files should now load.
* Few other subtle fixes (triple buffering race, halt timing upon requester).
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December 22nd, 2007, 16:39 Posted By: wraggster
Although we've seen some interesting uses of the Wii for rehab and exercise -- and even seen some positive results -- a new study says that so-called "active" gaming is really no more active than simply sitting around. The research -- funded by Nintendo's UK marketing division, ironically enough -- compared the calories burned by five gamers playing Wii Sports Boxing, Tennis, and Bowling to the calories burned by the same group simply sitting around playing Project Gotham 3 on the 360. Although Wii Sports definitely burned more calories, it wasn't very significant: an increase of "less than two percent," according to the report. Of course, that doesn't mean that other active games like DDR or even a vigorous Rock Band drumming sesh won't burn more calories -- so don't give up your gaming-fitness dreams just yet.
http://www.engadget.com/2007/12/21/w...tual-exercise/
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December 22nd, 2007, 16:48 Posted By: wraggster
Newly released today:
MX vs ATV kicks it up a notch and shifts into high gear as the best selling offroad franchise makes its debut on the Nintendo DS. MX vs ATV’s legendary Rhythm Racing™ lets players pre-load into massive jumps and clutch through hairpin turns at full speed all while retaining the smooth and authentic feel not found in any other game.
Attempt to own the offroad by dominating Race and Stunt Challenge events. Ten DS-exclusive Supercross tracks provide the perfect proving ground for the MX vs ATV rivalry. With two different MX and ATV vehicles to take control of, the competition is fierce in 3 massive Supercross stadiums. Up the ante by completing the MX vs ATV Championship, unlocking playable Sand Rail and Golf Buggy vehicles.
http://www.play-asia.com/SOap-23-83-...j-70-2eab.html
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December 22nd, 2007, 16:54 Posted By: wraggster
Newly released today:
features
Compelling single player game consisting of 15 unique missions.
9 unique multiplayer maps for Local or Global games, with small, medium and large map variants to cater for games from 2 to 8 players.
Fully destructible, real time 3D battlefields mean that no two games will be the same.
Over 20 ranged and close combat weapons taken directly from the Warhammer 40,000 universe, including the Bolter, Plasma Gun, Chainsword and Power Fist.
description
Warhammer® 40,000™: Squad Command™ marks the first time that the brutal, war-ravaged world of Games Workshop's Warhammer 40,000 universe will be playable on the Nintendo DS and PSP. Warhammer 40,000: Squad Command features fast, action-packed combat through turn-based strategy and an engaging, authentic single-player storyline.
Gamers play as the elite Space Marines of the Ultramarines chapter and strive to combat the encroaching evil of the ruthless and daemonic influenced Chaos Space Marines through 15 cinematically-tied missions. With a robust multiplayer mode featuring 9 unique missions, gamers will team up and go head-to-head with other gamers worldwide as either the Imperium of Man or Chaos Space Marines, ensuring hours of unique replayability.
http://www.play-asia.com/SOap-23-83-...j-70-23gn.html
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December 22nd, 2007, 16:58 Posted By: wraggster
Newly released today:
features
Five sphere-pushing scarabs, each dropping different power-ups
Prove your expertise by earning 25 spectacular skill badges
Ranking system progressively increases power-up effectiveness
13 powerful blessings can be activated to make any level manageable
description
Embark on a thrilling adventure through the lands of ancient Egypt in the latest installment of the hit LUXOR series. Enjoy 88 gorgeously-rendered levels of brilliantly crisp and stunning graphics portraying pyramids, temples and many more of Egypt’s amazing marvels. Guide your mystical winged-shooter, swooping back and forth, as you destroy an onslaught of magical spheres before they reach the pyramid lying at the end of their path. To help eliminate enemy spheres, LUXOR: Pharaoh’s Challenge features more explosive power-ups than ever before!
http://www.play-asia.com/SOap-23-83-...j-70-1vh3.html
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December 22nd, 2007, 16:59 Posted By: wraggster
Newly released today:
Highly addictive wordplay: Use sets of lettered tiles to create words, clearing the board as you use tiles. Play against any of seven AI opponents in Battle mode, beat the high score in Daily Mode, or earn rank medals as you climb your way to the top in Temple Challenge Mode. Take on friends via Local Wireless, or battle WordJong players around the world via the Nintendo Wi-Fi Connection.
http://www.play-asia.com/SOap-23-83-...j-70-28ts.html
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December 22nd, 2007, 17:17 Posted By: wraggster
Newly released today:
features
Utilizing the Wii controller, players will be able to physically maneuver NiGHTS' every movement as he glides, weaves, dives, spirals, loops, and blasts in the air
The world of NiGHTS, Nightopia is very unique in itself, featuring seven amazing environments filled with mystical creatures and terrible nightmarish monsters
Play as either Will or Helen and unlock a different experience as each character takes on a different journey
Rich storyline that inspires gamers by presenting challenges of inner strength and courage
description
As a fantasy jester called NiGHTS, players will fly through Nightopia, a rich and vibrant world where dreams come to life. With the innovative Wii Remote™, gamers will experience a heightened sense of gliding, spiraling, and looping through a variety of mystical dream worlds packed with high-flying adventure. Players must find inventive ways to confront the "Nightmarens" from the neighboring dark world of Nightmare using amazing acrobatic skills, freedom of flight, and other special abilities to protect Nightopia. NiGHTS: Journey of Dreams is an adventure filled with courage, hope and inspiration that the whole family will enjoy!
http://www.play-asia.com/SOap-23-83-...j-70-23f1.html
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December 22nd, 2007, 23:37 Posted By: JKKDARK
More news about the upcoming release of the Nintendo DS emulator for PC.
From the official site:
The next release will include the support for Linux andsome bugs fixed smile
Here a screenshot:
Ahhh, I forgot, Merry Christmas and Happy New Year to everybody.
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December 23rd, 2007, 11:33 Posted By: wraggster
News/release from MorganDS:
I have finally finished my Rubik's Cube.
Features:
-Extensive touch screen support... touch the icons or drag the stylus along the cube to turn and rotate it
-Nice graphics
-Store as many as four sequences of up to 18 turns, then access them quickly and easily by pressing A, B, X, or Y
-Use the D-pad, L, and R to rotate the cube if you don't like using the touchscreen
-All six sides of the cube are also displayed on the top screen
You can download it here, but it will also be available for download on my site soon at http://robertson.heliohost.org (the site's not very advanced yet as I have just started it ). You can also find the readme there.
Enjoy.
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December 23rd, 2007, 11:36 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.11 Released.
Support commands with repeat counts (tap-and-hold command in the command window and a keyboard will pop up prompting for a count). This also works when binding keys.
Support binding R+[A,B,X,Y,Start,Select] (or L, if in left-handed mode).
Message history is now implemented (use the 'Prev Mesg' command).
Different names now create separate games, allowing multiple games on the same card (this is actually a bug fix).
Note, old key configs will be lost with this version, so you'll have to recreate them.
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December 23rd, 2007, 11:54 Posted By: wraggster
A HUGE supply of the smash-hit console Nintendo Wii has hit British shops - sending prices tumbling.
Hundreds of small-time dealers are thought to be losing fortunes through an online bidding crash after thousands of units suddenly became available.
The most successful gaming console of 2007 was the most wanted item on Christmas shopping lists.
Some "shrewdies" at eBay stores believed they would make a killing by buying in as many Wii units as possible, hoping to double their cash through online bids by desperate parents.
But now, units selling in Argos and Currys for £230 are going on eBay for as little as £147.
Market analysts last night described the reversal in fortunes for consumers "something of a Christmas miracle". One added: "All the signs were that theWii supply would not meet the demand.
"People have stocked up on them hoping a deluge would force up the price. But the opposite seems to be the case."
"On the basis of previous years, that would have been very unlikely. There is always a product customers just can't get enough of."
There were more than 7000 units on eBay yesterday.
http://www.dailyrecord.co.uk/news/uk...6908-20261788/
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December 23rd, 2007, 23:58 Posted By: wraggster
via slashdot
This guy just doesn't know when to stop. Johnny Chung Lee graces us with yet another one of his inventive Wiimote projects. This time it involves using the Wiimote and a pair of inexpensive LED safety goggles (with the standard LED's replaced with InfraRed ones) to allow positional head tracking , achieving an effect similar to what is experienced with three dimensional displays and CAVE systems. The video dramatically illustrates the effect. Game developers take note. This simple little variation on infrared tracking could allow for some seriously immersive gameplay in the future
http://www.cs.cmu.edu/~johnny/projects/wii/
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December 24th, 2007, 00:09 Posted By: wraggster
News/release from Oxtob
As you know, physics is the new 3D. So why not just ditch the 3D for the good old 2D? 2D was much cooler anyways, and a lot of games that were fun in 2D became quite annoying in 3D.
This is where Box2D comes in. It’s a very easy to use 2D physics library with a growing set of features. Box2D got a lot of attention from the game Crayon Physics that showed the potential of the library. Unfortunately, it is not perfect for the DS, because it uses floating point math, which the DS’s CPUs don’t support. So, I decided to create a DS port with fixed point math. Check it out, it’s really easy and a lot of fun!
box2d-1.4.3-ds.tgz
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December 24th, 2007, 00:10 Posted By: wraggster
News/release from Oxtob
Did you ever sit on the bus and think “Damn, now I could really use a program that treats my drawings as physical scenes and simulates the interaction between objects on them!” ? Well, me neither, but here’s one anyways.
You can design scenes freely by drawing things with the stylus. Things can be solid, like ramps and floors, or dynamic, like balls or boxes. Like in The Incredible Machine, you can reset the scene, change it, and start the simulation again. It’s even more fun if you have a DS Motion, which can be used to control gravity!
As you can see, the main inspiration comes from Crayon Physics
Some implementation details for those who care: For the physics simulation I used the Box2D library by Erin Catto (DS port here). For graphics, I’m using μLibrary by Brunni, which allows for fast drawing of 2D objects using the DS’s 3D capabilities. The background image is One for SXC by Felipe Skroski. The crayon texture was made in GIMP, and the sounds were recorded on my DS with NitroTracker
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December 24th, 2007, 00:13 Posted By: wraggster
via drunkencoders
The Moon Books Project would like to wish everyone a merry Christmas. Without further delay, I will now list the releases for this week.
First, I'd like to announce several Christmas movies:
The 1923 version of Scrooge, Pontius Pilate and a 1950s version of The Nativity.
Second I wish to bring attention to some Christmas themed books:
A Visit From Saint Nicholas by Clement C. Moore
Christmas Eve by Robert Browning
Christmas Stories and Legends by Phebe A. Curtiss
In The Yule-Log Glow: Christmas Tales From ‘Round The World by Harrison S. Morris V1 and 2
Some Short Christmas Stories by Charles Dickens
The Gift Of The Magi by O. Henry
The Life and Adventures of Santa Claus by L. Frank Baum
Twas The Night Before Christmas by Clement C. Moore
Also, several Christmas books by Charles Dickens:
A Christmas Carol
The Chimes
The Cricket on the Hearth
The Battle of Life
The Haunted Man
Of course we also have the new issue of the Heroes comic, issue #64.
And the following movies as well:
Shadow of a Doubt, She done him wrong, Suddenly and The Grass is Greener.
http://moonbooks.net
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December 24th, 2007, 00:20 Posted By: wraggster
News/release from The_Pimousse
I present the principle quickly, but I think everyone knows the show: "Des Chiffres et des Lettres." The Account is good is the "figures" television game. Thereafter, I think also bear the "Letters": The longest word and include all in one game (with a portion of conduct "normal": 1 stroke of figure 2 strokes and letters ... management points, and why not an "online", but really if I have time).
LeCompteEstBon.0.2
The rule of the game;
The aim of the game is to get a number (from 100 to 999) from elementary operations (+,-,×,÷) on natural numbers, starting from random numbers (from 1 to 10, 25 , 50, 75 and 100) among twenty-four "plates". The numbers from 1 to 10 are present in duplicate and the numbers 25, 50, 75 and 100 present in a single copy.
Process of the game:
The number was found is located on top of the screen ... It's easy, it's trademark "we are trying" before.
The plates are drawn at the top of the screen bottom
Then there are areas of computing that they all come ask plates to calculate (all thanks to the stylus). To change the operators of calculation you click on them (after 4 times get back to "+"). And to calculate, it is necessary to mark the box on the right (for the moment, the calculation is automatic).
When "the account is good", "Win" is displayed on the screen at the top.
To cancel all operations in progress, we must touch the button "RaZ" and to have another draw: the "Nvo.
History:
Version 0.2 (23/12/07 ... Merry Christmas):
Major evolutions:
- Recast in a graphic style old school (with blackboard and school workbook)
- Add a score and efficiency (% gain points compared with fully distributed points)
- Added a countdown has to take into account the value to find and platelets drawn by lot
- Adding a timer to limit a 40 second time to find the result
- Added a menu of options and
Changes planned:
- Adding a music (and sounds)
Manual-the result of calculations (thanks to a sliding keyboard)
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December 24th, 2007, 00:24 Posted By: wraggster
News/release from sebskater29
It is a shooter who takes the graphics of gundams
(Sprites were found on the net).
The goal of the game ... It is to shoot everything that moves (it is an arcade, need not ask for more).
How to play:
We move the gundam (The flagship of the player) to the pad.
For the moment:
B: shooting a projectile
Y: shooting 2 projectiles
X: shooting 3 projectiles
Other information:
The game takes place in space gundam be deported after having released the pad (this to increase the difficulty of the game: the positioning ends at the pixel level that can be seen in the plupars of the arcade).
There are 2 types of enemy:
Green enemy armor:
Those here goes to the player and shoot projectiles towards the bottom of the screen.
Red enemy armor:
These moves from left to right of the screen and shoot projectiles in the direction of the player.
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December 24th, 2007, 16:26 Posted By: Shrygue
via Computer and Video Games
One Piece, an anime series from the popular Shonen Jump studio (who also made Naruto), is making its debut on Wii early next year with One Piece: Unlimited Adventure.
Pirates Captain Monkey (the best possible name for a captain), D. Luffy and their crew do what pirates do best in the new Wii quest; sail the seas hunting for treasure.
But things take a turn when the Straw Hat Pirates find themselves stranded in a mysterious land after a massive island rises to the ocean surface from underneath their pirate ship.
Screenshots
Trailers
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December 24th, 2007, 17:55 Posted By: nuvalo
Here i have a new port for wii/gamecube using gc-linux. This time, i compiled the wolfestein3D port made by the icculus team, that you can see on this page:
http://icculus.org/wolf3d/
I used the last svn sources, not the 2001 package posted on that page. I also included the sources used on this release, so if anyone want to colaborate, can take a look to the source. The game works nearly perfect, but i didnt played to the end. The bad new is that the sound core is platform dependant, so it does not work on a powerpc and needs a little rework.
Here is the README:
///////////////////////////////////////////////
// Wolfenstein 3D for Wii/GameCube
///////////////////////////////////////////////
Introduction:
--------------
This project is based on the Wolfenstein 3D opensource port
made by the icculus team.You can find the original
sources on their page:
http://icculus.org/wolf3d/
This version uses the same sources than the original,
there are only some changes on the button mapping,
in order to use with the gamecube gamepad. It uses
gc-linux to run on a gamecube/wii, and the SDL libraries
for this system. It will boot using the ARAM filesystem
method.
The sources used for this port are in the "src" directory.
Here are included the shareware files from the original
wolfenstein 3D game.
You can find the latest version of this project on its
official forum here:
Spanish: www.nacionarcade.net
English: www.tehskeen.com
What you need:
--------------
- A console ready to run homebrew
- SDCard-adapter
- SDCard
Installation:
--------------
- Copy the files wolf3D.dol, aramfs.bz2 and the directory
"wolf3d" to the root of yout SDCard.
- Put the SDCard on it SDCard adapter, and put it on the wii/Gamecube
- Launch the file "wolf3d.dol", using your favourite method of
loading homebrew
Instructions:
-------------
Here is the button relation between the gc-pad and the keyboard:
[START]: Enter
[Z]: Escape
[b]: ctrl (Open doors)
[A]: space (Shot)
[Analog/digital pad]: Arrows
Known bugs:
-----------
- The sound does not work, due to Big/little endian problems.
- To save correctly the game, you have to exit, using the "Quit" option
in the main menu
Thanks to
----------
- The gc-linux team for their effort in porting linux to the gamecube
- The icculus team, for their great wolfenstein 3D port
Download:
http://rapidshare.com/files/78796808/wolf3d-GC.zip.html
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December 24th, 2007, 23:39 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.12 Released.
Support binding R+[Up, Down, Left, Right].
Support binding the map panning functions to keys, just like any other command.
Support binding extended commands to keys.
The map can now be panned by tapping-and-dragging with the stylus.
Faster text rendering in menus, text windows, etc.
Implemented a clone of hpmon.
Added menucolors support.
Changed the palette files so they're plain text, rather than packed binary.
Fixed a bug where one couldn't enter additional chorded commands until the chord key (R or L) was released.
Fixed a couple tap-and-hold bugs in the command window.
Various keyboard mode fixes and enhancements
F1 now enters key config mode.
Fixed bug where you couldn't toggle the keyboard off when holdmode and cmdwindow were both disabled.
Arrow buttons on the keyboard are now mapped to movement keys (this also works with number_pad mode).
Fixes for number_pad mode:
Setting number_pad in defaults.nh no longer causes NHDS to crash.
Direction keys in key config mode are mapped to the number keys if number_pad is on.
Repeat commands are triggered with 'n' if number_pad is on.
Note, one of the effects of the above changes is it's now possible to remap R+[Up, Down, Left, Right] to the various diagonals without losing any functionality (since the map can still be panned with the stylus). But, of course, the default configuration remains the same.
And, yet again, this version will reset your keybindings. For this I apologize… but I'm not motivated enough to properly deal with backward compatibility. Though, I am expecting this to be the last time this happens.
Lastly, to upgrade to this version, you'll need to either:
Unpack the archive over the old installation, or
Ensure you replace NetHackDS.nds, map.pal, and install text.pal.
And, really lastly (no, seriously), if you try to build from source, menucolors support requires a DS port of PCRE, the source for which I'll be posting shortly.
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December 24th, 2007, 23:59 Posted By: wraggster
MorganDS has updated his great looking Rubiks Cube game for the Nintendo DS
Here's v1.1. I added a timer, switched the X/Xi rotation functions for the up/down buttons, and fixed a bug that results in impossible cubes.
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December 25th, 2007, 00:05 Posted By: wraggster
Alex has posted an update of his excellent Puzzle Game compilation for the Nintendo DS, heres the release details:
Due to the growing number of available themes I’ve packaged PuzzleManiak 3.5 with only the best themes.
This package is available here: rar (2,9 Mo) And in addition you can still download all themes.
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December 25th, 2007, 00:15 Posted By: wraggster
Updated release from Arialia:
This application is used to calibrate so your actual touchscreen
History:
- 22/12/2007:
* User Interface finalized
* No backup in the firmware
- 5/12/2007:
* Functional Interface
* No backup in the firmware
How to play:
Early test sizing, a small black cross appears there or your stylus support, the red squares become green if you click on the inside
You can start sizing by the "X" button
Then click on the red square each time (in the upper left corner and then the lower right)
The program then returns to the screen test
Other information:
We should not expect miracles, but it will allow you to see the faults of your touch screen ....
I tried to change the calibration points but hum hum
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December 25th, 2007, 00:21 Posted By: wraggster
via NDSToolZ
So now it is finally christmas and it is now the Christmas edition of my alarm DS I got extra skin created a Christmas and thanks Schlegel11 there is now also a MP3 support ...
That is estzt probably the penultimate version of alarm
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December 25th, 2007, 00:30 Posted By: wraggster
Patrik Rak has released a new version of his Sinclair ZX Spectrum Emulator for Nintendo DS, heres some info:
There are two versions, ZXDS.nds for Slot-1 (DS slot) based cards, and ZXDS.ds.gba for Slot-2 (GBA slot) based cards. Just choose the one which suits your card best.
The provided executable was already patched with the r4tf.dldi DLDI driver, so it works fine on both my M3 DS Simply and M3 Mini SD Perfect. Of course, it should work fine on any other card which supports DLDI as well. Just give it a try and you will see. If it won't work for you right away, you might need to patch it with a specific DLDI driver for your card with a DLDI patcher, both of which you can find here. It might be wise to patch it in either case, just to make sure you have the most recent version of the DLDI driver for your card. If it still doesn't work, I am really sorry, but there is not much I can do about it. Please do NOT contact me regarding if it works or doesn't work on your card, at least at this point of time.
You should also copy some snapshots or tape files to your card. Either SNA/Z80 snapshots or TAP/TZX/PZX tape files are supported. You can place them anywhere you want, although the /ZXDS directory is looked up first by default. For your convenience, I have included few Spectrum games in SNA or TAP format, so you can at least give it a go.
ZXDS 0.7.0 beta 2 (24.12.2007):
Implemented the normal speed loading.
Quick fix for launchers which don't set the initial display state properly.
Should make the bottom screen properly visible for DS Extreme users.
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December 25th, 2007, 00:59 Posted By: wraggster
News/release from Jayenkai
The Story
Platdude found himself having to traverse some levels. Within each level were a set of Xmas trees, and he found that if he turned all of the Xmas tree lights on, he could get out the door. It's a rubbish story, but hey, what d'you expect!?
The Controls
DPad to move, A and Y to jump, B to grab. Just like last year.
The Levels
There are 9 Xmas themed levels to play through.
Tap B on the title screen to play last year's 12 levels.
The Download
JNKPlat 0.2
The More
Having attempted 3 or 4 "Bigger/Bolder/Better" JNKPlat versions, I inevitably came to the conclusion that the old one was good enough. Now that I've figured that out, I might as well keep building on it, and see where we get.
Expect to see more JNKPlat levels in the future.
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December 25th, 2007, 01:03 Posted By: wraggster
Yodajr posted this new release for GBA/NDS:
There are three levels and you have to finish!
Merry Christmas!
History:
24/12/07: the first release
How to play:
A to jump
B to run
Pad to go
...
And then good, it is mario huh, you know the rest
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December 25th, 2007, 01:09 Posted By: wraggster
You already know that Ho-Ho's bringing a steaming pile of nothing to your favorite gaming retailer, but Nintendo's trying to make up for it with three new holiday releases on the Virtual Console. (And they're good, too!) Let's check it out.
Blades of Steel (NES, 1-2 players, 500 Wii Points): What, are you joking? It's Blades of Steel. Though maybe not the greatest hockey game ever made, it's at least the raddest. There are two team colors, there's fighting, what more could you need?
Rolling Thunder 2 (Genesis, 1-2 players, 800 Wii Points): Rolling Thunder 2 is sort of like a prettier N.A.R.C., except with a sexy lady cop. Except it has much better graphics and soundtrack. And there are no drugs. And no one explodes. OK, so it's nothing like N.A.R.C. besides the fact that they're both side-scrolling shooters. But at least it looks like a lot of fun.
Donkey Kong Country 3: Dixie Kong's Double Trouble (Super NES, 1-2 players, 800 Wii Points): "Hey Phil, we need to make another DKC game. What Kongs do we have left?"
"Well, there's Falco Kong, the Euro rocker with the heart of gold."
"I'm pretty sure you just made him up."
"OK ... how about Dixie and that creepy baby?"
"Sold!"
http://www.joystiq.com/2007/12/24/bl...thunder-2-lan/
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December 25th, 2007, 01:27 Posted By: wraggster
Newly released today:
features
Individualize your Nintendo DS™ Lite
Made in Germany - high quality product
Skin is completely removable
description
Turn your Nintendo DS™ Lite into an individual piece of art, with Pebble Entertainment's Modding Skins.
Coming in various designs, this skin will attract a lot of attention, when you play your favourite games in public places.
This stickers are 100% removable and thinner than most available products. Pebble's modding skins are made in Germany.
http://www.play-asia.com/SOap-23-83-...j-70-2ghz.html
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December 25th, 2007, 01:42 Posted By: wraggster
News/release from CrazyLapinou
Conker-Advance is a game featuring GBA Conker, a character from Nintendo and Rare.
History:
¤ Monday, December 24, 2007
Version 1.0 Christmas
A level 100% me.
Music and sounds relationship with noel.
How to play:
To jump
B Out for the moment
L Out for the moment
R Out for the moment
Arrows move conker
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December 25th, 2007, 22:40 Posted By: wraggster
News/release from Sephiroth_FF7:
This game is a port of the game GhostBusters released on various platforms, the graphics are taken mainly from the version Sega Master System. The elements of the game are not quite the same, I took a bit of all versions and add my personal touch.
History:
24/12/07 Version 0.1
- First public release
Stage very little progress
How to play:
- On the map, utilisar arrows diectionneles to move and A + a direction to go to a building.
Red => There are ghosts
Violet => There will be ghosts
White => He will be attacked by Marshmallow Man
Press B to use the ghost bait, use when the ghosts will merge to avoid the disaster.
- On the road, colisions are losing money, approaching ghosts you aspire to with the ghost vacuum.
- In capture mode, press A to each action.
If the phase-capture ghosts will not start, go to GBHQ.
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December 25th, 2007, 22:47 Posted By: wraggster
After reading about different Wiimote hacks on Slashdot I decided to make a video with some demos of my motion-detection library. . There's a link to the sourcecode (GPL) as well, but the demo is win32 only. It's basically a webcam and some software in python to track LEDs (preferrably IRs). In the demo video, you see the software (albeit badly because of the webcam's IR filter being removed) tracking two differently colored LEDs, so multiplayer is possible. The software can track multiple points easily, and when combined with IR-LEDs, it's easy to simulate one Wiimote (i.e. calculating the distance and angle between two IR-LEDs to determine where the remote is relative to the webcam). I want the code to get some publicity, because I don't have time to work on it (dissertation, blabla) but I don't want the code (however messy it is) to go to waste
http://hardware.slashdot.org/article.../12/25/1815228
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December 25th, 2007, 22:55 Posted By: wraggster
New from SuccessHK with worldwide delivery.
It is an oficially licensed pouch ,can protect your console from dusty and scratches and easy to carry,sitable for the Nintendo DS?Lite
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December 25th, 2007, 22:57 Posted By: wraggster
New from SuccessHK with worldwide delivery.
The critically-acclaimed franchise that gave gamers the freedom to fly in a world of dreams is coming to the Wii? As a fantasy jester called NiGHTS, you will experience a heightened sense of gliding, spiraling, and looping through seven extraordinary worlds of Nightopia where the ocean resides in the sky and glass-formed cliffs overlook a castle of mirrors. When the “Nightmarens?from the neighboring dark world of Nightmare infiltrate the idyllic Nightopia, NiGHTS must defend the dream world to keep it safe for all dreamers. NiGHTS: Journey of Dreams will take you in a voyage filled with courage, hope and inspiration.
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December 25th, 2007, 23:01 Posted By: wraggster
New special offer from Play ASIA
Osu! Everybody's favorite DS rhythm action game is back! Prepare to help people and save the world again with the power of dance and song in Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2. This is a direct sequel to Osu! Tatakae! Ouendan and not Elite Beat Agents, which is a remake of sorts of the first game with different songs, characters and stories for the western market.
For those who have never played the game before, the game requires you to touch the screen in rhythm to numbered circles on the screen with some variations to keep things interesting. With licensed music in the background and varying levels of difficulty, it is a very addictive music game.
You can expect all of the original cheer squad, male and female characters back in for the sequel. You'll also see familiar faces from levels in the first game making an appearance. Watch out for the rival Cheer Squad dressed in blue! They're also playable in the game, making this sequel bigger and better in every way.
Wondering about multiplayer? The game supports 4-player wireless play for endless gaming fun. So make sure to pick up a copy and stop helpless people from screaming Ouendan!
Nintendo's rhythm action game Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 for Nintendo DS™ is now available at discounted US$ 29.90 only.
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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December 25th, 2007, 23:10 Posted By: wraggster
News/release from Spuzkaizer
This was my first attempt at making something with PAlib, and I decided to try and bring one of my favorite doujin soft shooter franchises to the DS.
I probably won't continue this, seeing as how I reached my goals;
-learned a little PAlib
-made something that resembles touhou
The game itself is really simple; (DS is held like a book)
You use the stylus to move your character (Reimu Hakurei) around, pressing the up button on the d-pad (right button) to shoot at the boss. The rest of your time is spent dodging bullets
However, it's not done (insert gasp!) as it's missing several key elements that define a game;
-start screen
-game over conditions
-winning conditions
-"proper" shooting (Take a gander at the source, line 451-464 in visualham)
More or less, it's something that let's me waste some time on my DS, fiddling about, listening to music.
I'm not likely to finish this, so I'll post the source code (AKA If anyone can figure out a way to shoot bullets that is better than the one I'm currently using, please let me know)
So yeah, download it, give it a go, and let me know
(Had to put it on mediafire, since music gives it a filesize of 2.4 mb)
http://www.mediafire.com/?b00dt171nez
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December 25th, 2007, 23:16 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
**The user-visible changes should be small in this release. An overhaul of the messaging system will hopefully avoid the sprintf-corruption on the GBA version. Unfortunately, it likely also includes fresh typos.
* Dequipping a non-equipped item no longer dequips the corresponding equipped itemslot.
* Option menu has an option to disable the Action Bar to placate the churlish users out there.
* If a creature misses themselves, it is no longer "Herself misses Wazerli the imp." (Clare Boothby)
* A massive refactoring of the message system has occured. In particular, I have abolished all of my stack buffers and the rotating ring of dynamic buffers in favour of dynamic memory allocation. This means I don't have to worry about buffer overruns any more, and hopefully likewise won't have stack overruns on the GBA anymore. No doubt in this process I've created more typos, however. Please report any weird text swiftly.
* If you change dungeon levels while possessing a creature (like a Wizard's Eye) and release control on the other dungeon level, you will now properly return to your previous dungeon level. (Mark Ehlke)
* To aggressive refactoring made swords and clubs burn up in fire rather than just state-change. (Richard Quirk)
* One new room type.
Leech the right version:
Gameboy Advance [382k].
Nintendo DS [735k].
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December 25th, 2007, 23:19 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Yeah, that's right, a Christmas day update. Now 1.12b is released, fixing a major palette bug that slipped by. Sorry again! :/
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December 25th, 2007, 23:24 Posted By: wraggster
News/release from Chism:
Merry Christmas and happy holidays to everyone at gbadev.org and #dsdev.
Controls:
A - Play
B - Pause
X - Toggle bottom backlight
Y, while touching the touch screen - Seek
Left - increase video delay by one frame
Right - decrease video delay by one frame
Instructions:
1) Put tuna-vids.avi in the root of your flash card.
2) DLDI patch tuna-vids.nds and copy it to your flash card
3) Start tuna-vids.nds
3.1) tuna-vids.nds will not start correctly when booted from NDSMP.
Use a different NDS loader, such as the one at
http://chishm.drunkencoders.com/NDS_...NDS_loader.zip
4) Switch off DS when video has finished playing.
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December 26th, 2007, 20:06 Posted By: wraggster
News/release from DarkKnightEZ:
I've ported my 3D model converter to Windows as a command-line tool.
It converts 3D models in a .x format to NDS display lists.
Run it without any arguments to see how it should be used.
Go to my website to get it.
I've added all the options I could think of. Scaling, disabling normals to save space, outputting in .C format or in a .bin format, what texture size you use (default is 128x128). That sort of stuff.
So, I hope you 3D modelers out there can make use of this.
Happy holidays to everyone.
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December 26th, 2007, 20:09 Posted By: wraggster
News/release from Ekid:
I saw the "Using the PSG to create music" thread in the other forum so I thought "Hey, why don't I make a PSG mod player" :P
So I spent the last couple days whipping up this little mod player to support PSG/noise channels, then I got carried away and added everything else a mod player needs.....
Anyway, it includes a special template.mod that has samples of the PSG and white noise (mapped to samples 23->31) so composers out there can easily make some psg tunes for ds :P (easy except for crappy .mod format).
More information is in the readme. Tell me if you find any broken .mods
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December 26th, 2007, 20:18 Posted By: wraggster
Brunni has given a nice release for developers:
µLibrary is a new library for Nintendo DS. Basically, it is meant to use the 3D GPU to create nice 2D games very easily, using a different approach than existing libraries (quite similar to OSLib).
The 3D GPU provides additional effects over the 2D GPU, like full transparency with alpha channel (objects can blend amongst them), a larger number of sprites (up to 1536 instead of 128), no zoom or rotation limit (2x with the 2D GPU), a larger limit for the sprite size (2048x2048 instead of 64x64). It is also possible to draw primitives like lines, rectangles, etc. allowing nice effects like in Yoshi's island for example
µLibrary also provides a low level layer and is open to the hardware. You can also mix 2D and 3D in a single project.
The problem of using the 3D GPU is clear: you can only use one screen at a time, or 2 screens but at 30 fps. However, µLibrary is fully compatible with PALib and you can use it to handle the second screen at 60 fps. It's a good solution if you do not plan to use the second screen intensively: displaying a BG with some sprites and get the stylus state could be enough, and you can concentrate on the main screen which is driven by µLibrary.
Here is a small list of functionalities offered by µLibrary:
Supported image formats: PNG, GIF, JPG
Special image effects: stretching, tinting (4 corners), mirroring, rotation (with a defined center), selection of an image frame to display (just like on spritesheets).
18-bit render quality instead of 15-bit: provides 8 times more colors!
Virtual file system: it is possible to load files independantly from the actual support (RAM, libFat, GBFS are supported by default, but you can define your own). Allows to create more easily software that are compatible with all existing linkers
Untextured geometry (rectangles, gradients, lines, etc.)
Basic message box system
VideoGL wrapper for texture and palette loading in VRAM: it is now possible to load and unload things dynamically. Furthermore, it is more flexible (you can choose which banks you want to use for what, etc.)
Keypad and touchscreen handler namely with support of stylus speed and double click and support of autorepeated keys (menus for example).
Includes 2 splash screens
Low level wrapper to draw primitives
Text system using the same font format as OSLib
New this time
An update to µLibrary, initially only meant to fix the problems with the latest libnds release, but which finally features some nice improvements.
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December 26th, 2007, 20:21 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Oh yeah, it's true! 1.12c is out, now! This fixes a more minor drawing bug in text mode in the case where tiles need to be erased (dark rooms, etc), which would result in dark gray, rather than black, tiles being left behind.
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December 26th, 2007, 20:40 Posted By: wraggster
Proving once again that athleticism and real-world experience have little bearing on the outcome of Wii Sports matches, a 79-year-old bowler was defeated by an 84-year-old who'd only recently picked up the game -- virtually -- in their retirement community's latest Nintendo tournament. Obviously a popular pastime among the senior crowd, playing Wii has gotten so big at the 3000-resident Riderwood complex in Montgomery County, Maryland that semi-regular tournies are held in the various events, with underdog Nancy Davies (not pictured) upsetting previous champ Hal Winters (also not pictured) in the most recent excitement-filled Bowling final. When asked to comment on the 202 to 182 stunner, the few other residents who were both awake at the time and able to remember the action agreed that the match was surely one for the record books.
http://www.engadget.com/2007/12/26/w...ogame-tourney/
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December 26th, 2007, 20:46 Posted By: wraggster
Next Generation notes the results of a study into the health benefits of playing the Nintendo Wii. According to the University of Liverpool research, Wii Tennis can't compare with the real thing.
"The result showed that the youths burned 60 calories (in nutrition terms) more an hour playing Wii, a 2% increase in the amount of energy burned versus the Xbox 360 players. The study is quoted as saying that 'these increases were of insufficient intensity to contribute towards recommendations for children's daily exercise,' and that active gaming using the Wii is no replacement for actual sports."
http://games.slashdot.org/article.pl.../12/26/1658238
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December 27th, 2007, 02:52 Posted By: wraggster
Updated release of the puzzle game for the DS from Nightfox:
Here's a beta from my new game
I just added pause, bg music and some sound effects.
Hope you enjoy it.
Regards
Fox
Controls
Move Left: Left, L
Move Right: Right, R
Drop: Down, B
Change color: Up, A
Pause: Start, X, Close LID
Need to patch with DLDI
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December 27th, 2007, 14:07 Posted By: wraggster
Orionjones over at Playeradvance posted this release in their forums
Heres the super cool google translation:
Mot Mot Motus - The popular game "Motus who occasionally switch on France 2.
Hello everyone,
So now, my current project focuses on the well-known game "television Motus.
Heres whats new
Addition:
Spell-checking up
- Bug fix on the countdown of seconds
-125 Words to find in any
- Creation of 3 rounds of 2 minutes each
- Transitions cool to the words not found at the end of the time limit, the victory of one of 2 players etc.
- No more need to reactivate capitalization whenever
- No more need to press the A pad to move to the next word, a sprite appears now just click on it is more ergonomic
Once the game is finished, and automatic reset total of the game
- The word is given if they are not found in time or outsourced, at the end of 7.
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December 27th, 2007, 21:06 Posted By: Shrygue
via Kotaku
Nintendo's fiscal year may not end until March, but with the year the company's been having chances are pretty good that the company could be announcing that they expect to do better than predicted in January. That's what happened at the beginning of this year and if doesn't happen again at the beginning of next year there's a chance that investors could be a little ticked, according to an anonymous Nintendo Stock Blogger. It's ironic that the companies success could lead investors to expect constant jumps in earnings.
Of course with record Wii sales, sell-outs around the country and rumors that the Wii may be about to take the top console spot you'd think an upward modification has to be in the cards. My money is on big financial news in the coming weeks.
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December 28th, 2007, 01:21 Posted By: wraggster
Team Cyclops posted this news:
We're pleased to greet our users during the festive season with a very special new firmware. We'd like to thank all of our users for their patience and understanding whilst we've been working on the new release! Some of you may be wondering why we have held off from making a major release for considerable time. In short, we've been chiseling away at a new feature which we're sure many will love and find increasingly useful as times goes by. RealTime Save is now a reality for the CycloDS Evolution, thanks to many hours of hard work and testing. It's by no means perfect yet, but as always, we'll continue to strive for perfection and user satisfaction. However, it's here and works well, so we feel that it's time to treat CycloDS Evolution owners to some advanced functionality and reward their patience. General compatibility with many titles has now been enhanced too, building on our already extensive foundations. These changes are available as part of the CycloDS Evolution v1.3 BETA firmware release which is available for download from the support page. Please note that this is a BETA release, so be sure to read the included documentation thoroughly before using.
http://www.teamcyclops.com/
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December 28th, 2007, 10:54 Posted By: wraggster
New from SuccessHK
More Description
This colorful Metal Crystal Case is light and portable design,can protect your NDS Lite console from dusty and scratches,easy to carry.
It is for NDS Lite only and have five availabe colors : Blue ,Sliver,Purple,Green and Black,may suit for you needs.
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December 28th, 2007, 11:04 Posted By: wraggster
New from SuccessHK
A complete walkthrough of the entire game.
Detailed catalog of weapons.
In-depth listing of enemies.
Stealth tactics for using objects in the environment to overcome enemies.
Signature Series guide features bonus foldout and more!
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December 28th, 2007, 11:06 Posted By: wraggster
New from SuccessHK
Cranium Kabookii brings a new dimension to Wii play by celebrating the amazing things friends and family can do as they create, perform, discover and connect with one another. Using the Wii Remote and special Kabookii Decoder Glasses, Cranium Kabookii changes the television screen into a living canvas where teams jam, draw, act, puzzle and even crack codes to win.
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December 28th, 2007, 11:29 Posted By: wraggster
Nightfox posted this update of his remake of an old MSX game:
Hi, finaly and afer work a lot to get a nice function to load bg's from FAT, i just make a version of Spirits compatible with slot1 linkers. Now it works with any linker compatible with DLDI. I used also Tom's compilation of PA_LIB to use Noda's ASLib for sound, soo now soundtrack is in mp3 quality. (WIP: Still working on voices). Savegame now is writen to a file on spirits folder, soo i don't use anymore SRAM of DS. To play, just put "spirits" folder on the root of your linker and patch the right rom with DLDI. That's all.
Thanks to sludge99 for his help making my LoadFatBg() function. I will send a hug also to ANT512 and sumiguchi for his help and comments when i was creating this function, without this, i'll cant make Spirits works on slots1 devices.
Hope you enjoy it
Best regards
Fox
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December 28th, 2007, 12:11 Posted By: wraggster
There are certain events of 2007 that industry folks would just as soon not ever hear about again--so here they are...
#9 – This Heading Guaranteed 100% Free of Wii Puns
Nintendo has had a tremendous year. Everything it touches turns to gold, it seems. Yet, they also have made a critical miscalculation: they have undersupplied the Wii hardware for over a year. If we take their production throttling denials at face value, the only reasonable conclusion is that they simply haven't believed their own success. Seriously, what else could it be?
One's imagination runs wild imagining Nintendo's twisted logic:
First Quarter '07: Sold 1 million Wii systems in the U.S. and six different titles in the top 20 charts. We could increase production, but what if this is just left over demand from the holiday?
Second Quarter '07: Sold yet another million Wii systems in the U.S. and another six titles in the top 20 charts. Still, the trolls on NeoGAF say the Wii is just a fad, so better not increase production just yet.
Third Quarter '07: Sure, we sold another 1.3 million Wii systems, but what if we make another million and no one buys them? What are we doing to do with all that extra stock? We'll be ruined! Keep production where it is.
Fourth Quarter '07: Oh shi... People are still buying it? MAKE AS MANY AS YOU CAN AND DO IT NOW!
Now an analyst has revealed a price for Nintendo's commercial conservatism: $1.3 billion lost this holiday due to Wii shortages. Damn, that stings.
If it's any consolation, Nintendo, your former tormentor – Sony – will probably also lose $1.3 billion this holiday, but for precisely the opposite reason...
http://www.next-gen.biz/index.php?op...1&limitstart=0
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December 28th, 2007, 19:21 Posted By: JKKDARK
via Vooks
Nintendo has posted their January release dates for the Japanese Virtual console. It gives other territories an idea to what we might be getting here as well. First up for the NES is a previously JP/EU title in Devil World, Hudson’s Master Takahashi's Adventure Island, Mappy and Yie Air Kung Fu. There is only one title for the SNES so far for January, which is Super R-Type. The N64 also gets another boost with the snowboarding title 1080 Snowboarding on the list.
The third party systems are not left out. Well, not all of them. The Mega Drive gets the RPG favourite Phantasy Star II as well as Monster World IV (Japan only for the time being). The TG-16 game also keeps on rolling with Samurai Ghost, Super Air Zonk and the CD Version of Military Madness. Both Neo Geo fans miss out.
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December 28th, 2007, 23:46 Posted By: CoinCollector
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December 29th, 2007, 00:48 Posted By: wraggster
More on the subject this time via engadget
The homebrew scene hasn't gotten a whole lot accomplished with this latest round of home consoles -- which isn't surprising given the difficulty of the task and lack of incentives to succeed. Especially with the PS3 shipping with Linux compatibility, the Wii boasting VLC, and the 360 being such a chore to hack and keep hacked, there's really not much of a point. The Wii was compromised pretty early on to be able to play burned discs and GameCube homebrew such as Linux, but until now Nintendo has managed to isolate Wii hardware such as the extra horsepower of the console and wireless connectivity from hackers. But the walls are coming down. Some hackers from Germany have just showed off their fully hacked Wii at the 24th Annual Chaos Communication Congress. Nothing fancy is running yet, all they've achieved so far is a proof of concept that they've bypassed the Wii's protection with some encryption codes they swiped from the Wii's memory. Apparently a bootable Linux DVD is on the way, and we can't wait to see what homebrew coders manage to pull off with that Wiimote pointed where it belongs.
http://youtube.com/watch?v=H5YB1Mmx7E4
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December 29th, 2007, 01:10 Posted By: wraggster
Eke-eke has released a new version of his Genesis emulator for the Gamecube/Nintendo Wii:
What's New?
[Genesis]
many sourcecode cleanup and optimization
completely rewrote EEPROM emulation: now support all known EEPROM types (24C01-24C65) and mappers (Sega, Acclaim, EA, Codemasters) used in a few games (now use internal game database) as external RAM. This should at least fix save support in the following games:
NBA Jam (alternate Acclaim mapper)
College Slam, Frank Thomas Big Hurt Baseball (24C65 type)
NHLPA Hockey 93, Rings of Power (EA mapper)
Micro Machines serie, Brian Lara Cricket 96/Shane Warne Cricket (Codemasters mapper)
external RAM is now initialized to 0xFF by default: fix Micromachines 2, Dino Dini Soccer
fixed SRAM 16-bits memory handlers: fix some Sega Sports and EA Sports games (NFL95, NBA Action 95, NHL97, NHL98,…)
modified WRITE_xxx & READ_xxx macros for better portability and faster memory access on BIG ENDIAN platform
completely rewrote BIG ENDIAN support in render.c and vdp.c: rendering should be a little faster
rewrote ROM bankswitch emulation (Super Street Fighter II): ROM access are faster, using memory pointers instead of reading ROM copy from ARAM
fixed leftmost Window/PlaneA column render and implemented Window bug (as described by Charles Mc Donald)
improved “Sprite Limit” and “Sprite Collision” detection accuracy
modified RGB565 Color Palette to use the full available color range (0-31;0-63)
implemented “cycle accurate” HV Interrupt timings: fix Sesame’s Street Counting Cafe, Legend of Galahad (intro)
improved VDP access timings accuracy (added FIFO emulation): fix Double Clutch
improved DMA timings accuracy: fix Winter Olympics (E), Arch Rivals and probably more
fixed HCounter again: Road Rash serie (I,II,III) don’t need timing hacks anymore
fixed VCounter in Interlaced 2 mode: fix Combat Cars “VS-Mode”
improved Interlaced 2 mode (double resolution) rendering: Sonic 2, Combat Cars (”VS-Modes”) look far better
added TMSS BIOS support (optional)
rewrote part of the YM2162 MAME’s core: fixed internal FM timers handling, removed non-YM2612 emulation code and unused multiple cpu support
implemented “cycle accurate” FM timers & sound samples rendering
improved Z80 Interrupt timing accuracy: fix Sonic 3 music slowdowns
updated Z80 & 68000 cores to last MAME versions
improved Soft Reset emulation: X-Men 2 and Eternal Champions (random character selection) now work more like on real hardware
added full overscan emulation (vertical & horizontal borders) for “pixel perfect” aspect ratio (tested against a real genesis)
[NGC]
fixed rom checksum calculation (only used for rom information)
some modifications in GX rendering code
added support for original Genesis/Megadrive NTSC & PAL video modes: this makes games looking exactly as on original hardware (progressive rendering with reduced resolution)
added “Aspect” option to switch between ORIGINAL (aspect ratio is fixed and borders are emulated) and MANUAL SET (horizontal and vertical scaling can be manually configured, borders are not emulated)
added “Overscan” option to disable the original borders color and always use black borders (only used when ORIGINAL Aspect mode is enabled)
added support for up to 720 pixels horizontal resolution (needed for proper aspect ratio emulation)
added “TV Mode” option to enable automatic switching to PAL(50Hz) TV mode when the Genesis runs in PAL mode
added “Xshift” & “Yshift” settings to let you adjust display area position while keeping the original aspect ratio
added option to disable/enable SSG-EG support in FM cores: this special mode is indeed not properly emulated and some games might sound wrong when enabled
removed “CPU Type” option, you can also now force Region (JAP/EUR/USA) without reseting the game, choose USA or JAP for 60hz, EUR for 50hz, this can be useful to bypass game region protection at startup.
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December 29th, 2007, 02:08 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
December 28, 2007
Version 1.13a Released.
Bah, left some debugging code in the previous release by accident, which prevented NHDS from powering off after a save. This is fixed.
December 27, 2007
Version 1.13 Released.
Presents a saved game selection menu if there are multiple saves available.
Enables key repeats for all game commands.
Includes this patch, which adds some special wall colours, etc, to specific areas. By default, this is off, by can be enabled using the mapcolors option.
Adds a new movement mode, dubbed triggermode, which can be enabled through defaults.nh.
Trigger mode is an interesting new movement scheme devised by a fellow named Mesh. But, rather than try to describe it myself, why not quote the inventor?
'Could there be an optional movement mode where no movement occured until a specific "movement" button was pressed?
For example, you'd hold the D-pad in the upper right position and press B, and the character would move diagonally to the upper right. You'd hold the D-pad in the down position and press B, and the character would move down etc. (and when no directional buttons were pressed, the movement button would perform its regular mapped function - I'd personally map it to wait or search) The same thing could perhaps be done for zapping, firing and all directional input. I think it would be a more elegant solution.'
See the packaged defaults.nh for how to enable this mode..
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December 29th, 2007, 21:57 Posted By: wraggster
New from Divineo China
Play table tennis game more realistically with this set of 2 paddles that clip in seconds to the Wiimote controller.
- Easy to set up and use
- One pack is made of 2 pieces of Wii table tennis pads
- Special and novel design for Wii important component
- Steady and harden plastic material manufacture, not easy breaking
- Amazing and exciting to exercise while playing.
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December 29th, 2007, 21:59 Posted By: wraggster
New from Divineo China
Play snooker game more realistically with this set of 2 paddles that clip in seconds to the Wiimote controller.
- Easy to set up and use
- One pack is made of 2 pieces of Wii snooker rod pad
- Special and novel design for Wii important component
- Steady and harden plastic material manufacture, not easy breaking
- Amazing and exciting to exercise while playing.
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December 29th, 2007, 22:03 Posted By: wraggster
We already knew Nintendo's DS was quite the popular handheld, and while the PSP recently overtook it in Japanese hardware sales, the most recent numbers show that the Big N's famed DS has actually rocketed above the mighty PlayStation 2 in lifetime sales (in Japan). Notably, the numbers do combine DS and DS Lite units, but there's no mention of how the systems stack up worldwide. Nevertheless, the feat is a fairly impressive one when you consider how much longer the PS2 has been available compared to the DS, and unless Sony somehow lightens the PS2 load even further and starts bundling them in with cereals, we doubt it will reclaim the top spot anytime soon.
http://www.engadget.com/2007/12/29/n...apanese-sales/
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December 29th, 2007, 22:05 Posted By: wraggster
Ah, eBay. Home to some of the rarest, most incredible devices known (and previously unknown) to man. On the docket today is a stupendously rare, unreleased development controller for use with the SNES CD dev kit. Yep, a unreleased controller for an unreleased system -- pretty much a collector's dream. Unfortunately, the controller alone won't do you very much good beyond hooking you up with unbelievable bragging rights, but unless you've got $2,999.99 (at least) to blow, the above picture is close as you'll get to this treasure.
http://www.engadget.com/2007/12/29/s...ay-for-a-mint/
Ebay Auction
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December 29th, 2007, 22:14 Posted By: wraggster
A trio of updates to the Smash Bros. Brawl DOJO reveal a handful of new features sure to excite the patient fanbase, while confuse the average gamer. First was yesterday's announcement of the Coin Launcher, a minigame of sorts to collect the game's myriad collectibles. Play matches to earn coins, use coins in the Coin Launcher, collect virtual gewgaws. Excited yet? How about a three-part superpowered rideable dragon, err, Dragoon? You can collect the three pieces during a battle, snag parts from your opponents, and assemble the "legendary Air Ride machine." Once you've got it, that's a one-hit KO. Still not excited? Put down those barbiturates and check this out: some pics of the game's sharing functionality, to blast levels and screenshots to your chums.
http://www.joystiq.com/2007/12/28/sm...n-and-sharing/
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December 29th, 2007, 22:34 Posted By: wraggster
The 24C3 Conference yesterday broke the news that the Wii has been hacked and Homebrew code can be run in Wii Mode - although when it reaches the Wii community we can only guess
Heres some more info coming out of the conference:
- They got the wii keys, and we could use them without hacking our wii again.
- This hack requires a drive modchip to execute the code.
- There is not any tool to sign the code, but it's coming soon.
- They are working to access to the SD thought EXI.
- There is not any stack homebrew for bluetooth
- A linux port for Wii will be released easily.
All very interesting, a bit of a downer if you still need a modchip installed
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December 29th, 2007, 22:51 Posted By: wraggster
via drunkencoders
Only 5 days (give or take) remain to get your game polished and entered. I look forward to seeing the entries roll in. Even if you don't think your demo has a shot don't be shy, at worst you will receive some honest feedback and have a better idea on how to approach future competitions.
Good luck and happy hollidays.
http://www.drunkencoders.com/compo
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December 29th, 2007, 22:58 Posted By: wraggster
News/release from Programix:
In the game you ride past windows of houses and throw gifts into peoples windows. It's very easy ^_^! In the game you must drag a gift on lower screen and throw it to one of windows on upper screen. For controling you can use a motion senor and in this case you throw a gift by moving the DS forward and to the left or to the right. For every correct hit you get 10 points and if gift doesn't touch the window frame you get 22 points. There are also extra points for combos, row of successfull hits. In the game are two modes. In one case you just have to obtain a highscore in two minutes or a level based mode where you have a certain required score to achieve in 25 seconds in order to get to the next higher level where you have to reach a little higher required score in order to get to the next higher level and so on. Don't forget to DLDI patch the ROM becouse your highscores will be saved to the memory card. I have signed the game up to Drunkencoders' Christmas Coding Compo ( www.drunkencoders.com) and the results should be published sometime around 4. January 2008 so I will post here what I get ^_^.
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December 30th, 2007, 12:26 Posted By: wraggster
Brakken has posted an interview that he managed to snag (lucky bast) with the author of the Wii Exploit. First heres an excerpt:
Yeah, Linux would be a great addition to the Wii. You mentioned giving people ideas they could pursue on their own? Do you mean people in your circle or do you plan on releasing the information to the public?
> No, I meant the public as a whole. I talked about the address line hack that we'd done -- well, really, tmbinc is the one who finally pulled it off correctly -- in the hopes that others would take that and run with that. I'm not sure it's a super-hot idea for me to go around giving away all sorts of keys -- and besides, I'm hoping others will come up with easier / better ideas. I wanna learn, too!
So do you plan on releasing the information used to create the demo or wait until you have a more viable solution like you mentioned?
> Unfortunately, we're going to have to wait for a more viable solution. It's pretty hacky right now -- really, we barely pulled it off. There's so much to learn about this system (the Wii in general), since it's been one big black encrypted box until recently.
Be sure to check out the interesting interview over at tehskeen here --> http://www.tehskeen.com/forums/showt...ed=1#post23646
Let us know your thoughts about the interview and the exploit.
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December 30th, 2007, 23:03 Posted By: wraggster
This Clerks Wii case mod from serial modder Ramon Stokes came straight out of left field, and its sheer randomness delighted us, even though the Metroid Wii above (also by the same chap) remains this blogger's all-time favorite. Alas, yours truly lacks Ramon's mad skillz (Pritt Stick remains a considerable challenge), meaning I'm limited to daydreaming about how my awesome Pilotwings Wii case mod would look. Reader, in my head, it is majestic.
What about you lot, though? If you could modify your Wii's tidy, white exterior in any way you liked, regardless of cost or a lack of talent, how would you want it to look?
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December 30th, 2007, 23:04 Posted By: wraggster
The GeekMom and I got the kids a Wii for Christmas. Last night, one of the remotes went funky - you could press the buttons and select options on the screen, but when you went to swing a golf-club, bowl, pitch a baseball or swing a baseball bat, the Wii remote acted like it wasn't there. I'm a GeekDad - I can fix this...I know I can...
Fresh batteries - nope.
Re-sync the remote - nope.
Re-sync all the remotes - nope.
Reset the remote - still nope.
So, I exhausted all the options for getting a remote to work given on the Nintendo support site and called (with gritted teeth) the customer service line...two days after Christmas. I expected the worst.
I was surprised. A very pleasant lady took my call within one minute of getting through the push-button maze to get to Wii Remote troubleshooting.
I explained what the problem was and what I had tried. She then asked me to check one more thing - the Wii Sensor - which checked out. Then the conversation went something like this:
Friendly Nintendo Help Desk Lady: "Okay - I want you to take the remote, button side down and smack it into the palm of your hand two or three times."
Russ: "You've got to be kidding"
Friendly Nintendo Help Desk Lady: "No sir, do it hard enough that I can hear it across the phone line but not hard enough to damage the remote"
Russ: "You're sure?"
Friendly Nintendo Help Desk Lady: "Yes, sir."
So, button-side down, the funky Wii remote got smacked in the palm of my hand three times....
...and the thing worked!
Now, why don't they publish this fix on the support site?
BTW, my six-year-old beats me every single time we play a game of Wii bowling....but from an informal poll of friends/relatives, it seems the youngest person in the family is the best bowler in the family.
http://blog.wired.com/geekdad/2007/1...wii-remot.html
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December 30th, 2007, 23:12 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
December 28, 2007
Version 1.13a Released.
Bah, left some debugging code in the previous release by accident, which prevented NHDS from powering off after a save. This is fixed.
December 29, 2007
Version 1.14 Released.
Fixed a regression where entering text on the keyboard would generate an erroneous tap in-game.
Fixed directional tapping to work when number_pad is enabled.
Fixed a regression preventing players from specifying '>' for digging, etc.
Fixed bonesfile dropping (ie, it works now).
Fixed the sticky keyboard issue (sometimes the virtual buttons wouldn't get released after the stylus was raised).
Fixed compassmode (Up/Down and Left/Right were swapped… whoops!).
Added support for inverse text (eg, menucolors).
Added the sortloot patch (NHDS's interface patchset is now includes everything used on nethack.alt.org).
Turned off holdmode by default.
Enabled key repeats on the virtual keyboard.
Enabled key repeats in the command window, and changed it so the cursor will wrap, rather than stop, at the edges.
Added support for unbinding keys (ie, binding keys to "No Command"). Useful for unbinding they triggerkey in triggermode.
Note, you can feel free to delete any files in your /NetHackDS directory starting with "1lock". Those files were garbage left behind due to the breakage in the bonesfile handling.
Additionally, those that prefer holdmode will now have to enable it in defaults.nh...
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December 31st, 2007, 05:59 Posted By: JKKDARK
New version of the video plugin for Nintendo 64 emulators.
Changelog:
* New: Added HQ/LQXxS post processing filters
* Updated: 64x and 32x scaling factors are now useable.
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December 31st, 2007, 11:59 Posted By: wraggster
Newly released today:
The sequel to the original Rune Factory is set several years after Raguna and friends defeated the evil plans of the Sechs Empire. Things are at peace again in Norad Kingdom. In the village of Alvanna, a boy named Kyle has become old enough to travel on his own. Right before he begins his adventures, a strange premonition of doom begins to appear as a strange lady named Mana makes an appearance.
Rune Factory 2 features a couple of changes in the system compared to the first release. Instead of having to press start to enter the inventory to change accessories and armor, there are now touchable tabs in the lower left-corner of the DS touch screen. Tapping on these tabs will open up a larger window, where the player can easily equip the items they need. There is also a gauge on the upper screen to show how much water is in your watering-can.
http://www.play-asia.com/SOap-23-83-...j-70-2ewo.html
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December 31st, 2007, 13:57 Posted By: wraggster
New release for DS from chatterbug89
Well, I finally finished my entry for the Drunken Coders Christmas compo. If any of the maintainers of the contest have a problem with me posting my entry publically now, please let me know (My entry has already been submitted and I just wanted to release my game in December...since..it is a Christmas game).
For the game, you use your stylus to move an elf around the screen, collect ornaments, and shoot at enemies. This game was made specifically for the Christmas compo, so it is very christmasy. :-)
As for online scoring, scores can be submited on the Nintendo DS to an online score board. You can view the online score board on your DS or in your web browser at http://www.cybernetresources.com/evil_santa_attacks/ .
For my hyped up information page (I like writing hyped up information pages :-P), you can check out http://www.cybernetresources.com/evi...acks/info.html (which also includes download links at the bottom).
Ramblings (you won't miss much if you don't read this)
I had a lot of fun making this and I learned a ton of new things. I suppose I could have spent two more days adding more to it, but I decided to enjoy the rest of my vacation doing nothing along with my neglected homework.
I probably spent way too much time on the online scoring system and user interface than I should have. That includes the fancy web-pages I did also. So, PLEASE use the online high score system if you play the game...it will make me happy, because I put a nice amount of effort into it. :-P
I suppose that's it then. Enjoy the game everyone and Merry Christmas!
P.S. if anyone in charge of the drunken coders contest has any problem with my game that would dis-qualify it (such as it not working for some strange reason), PLEASE get in touch with me. :-)
EDIT: I thought I would mention that the speed of the game increases after 500 points or so (which is pretty quick), then stays at that speed for quite a while. The games uses a half static, half dynamic level advancement system. So, sometimes it may be fairly difficult, then get easier (don't assume it continuously gets harder while playing).
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December 31st, 2007, 18:34 Posted By: wraggster
The Wii was the only system getting any love at retail this week, but the six suspicious titles being released make that kind of a mixed blessing. That exact same phrase can be applied to this week's Virtual Console titles. Don't you love it when a plan comes together?
Bubble Bobble (NES, 1-2 players, 500 Wii Points): Talk about games that need a 3D update, Bubble Bobble is it. Imagine a game just like Lair, except all of the dragons shoot bubbles and collect produce. Oh ... and it's fun to play.
Light Crusader (Genesis, 1 player, 800 Wii Points): When you sell fish to cats in today's games, you probably start wondering where that now seemingly ubiquitous gameplay feature got its start. The answer? Right here, in this Treasure-developed isometric action RPG. Check the video at 4:40 for history in the making.
Top Hunter (NeoGeo, 1-2 players, 900 Wii Points): The video that we saw of this odd game seems sort of Metal Slug-esque, except the lead character's fists are really stretchy. Yeah, we don't get it either.
http://www.joystiq.com/2007/12/31/bu...irtual-consol/
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