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Cylon
Last Post: hatredg0d
Posted On: 11-19-2009
Replies: 7
Views: 756
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TonesynthDS v0.24 Released |
posted by brakken 11-17-2009 |
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hotelsinus along with the rest of his coding team have released a new version of their matrix synthesizer for the Nintendo DS.
What's New?
+ Copy, paste (and clear) for every editor type.
+ Song editor. The columns represent a set of the patterns. The bottom value is the first pattern and the top is the last. You can set 16 different pattern in one "song pattern". You can change between the "song patterns" as you do it with the regular patterns (in pattern editor). If you push the play button, the first pattern that will be played is the pattern that determinated by the first column. At the end of that pattern the next pattern will be the one that determinated by the second column, and so on. After the last column is played the next pattern will be used from the first column of the second "song pattern", and so on.
+ Eg, decay to the lpf. The left of the 'eg' and 'decay' sliders represent 0Hz; the rights represent the maximum avaible cut off frequency (16384Hz in this version); the middle are always the frequency that is set by the 'cut' slider. The cut off frequency is interpolated between the value of the 'eg' slider and the value of the 'cut' slider during the attack and decay phases, and interpolated between the value of the 'cut' slider and the value of the 'decay' slider during the release phase.
Download: Here
Thanks to Nintendomax a French news site that doesn't steal and just copy news like DCEMU for the news!
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TonesynthDS v0.23 Released |
posted by brakken 11-15-2009 |
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hotelsinus along with the rest of his coding team have released a new version of their matrix synthesizer for the Nintendo DS.
What's New?
! Start playing a pattern will not skip the first accord and start immediately after the click.
! Position led flickering has been decreased.
! Pattern play pauseing is accurte when you play a test sound. (althoug maybe a little extra delay would be nice)
+ Low pass filter with resonance. Cut frequency starts from 16384Hz. At the right end of the 'cut' slider the lpf is turned off, so the resonanc will not work there. At the right end of the 'res' slider the original sample is pretty distorted. It is not a bug; it comes from the math. I have left it in. May be it will be good for something.
- Every calculation have fallen back to 32768Hz. I kept it in 44100 originaly because of the ndsi, but this was just too slow (and not just because more sample should be calculated). I think I will simply create an ndsi version later.
! A nice big optimalization (not just the base frequency decreasing). Now the sample generation is faster even with the lpf.
+ Selectible scales. (chromatic,ionian,dorian,phrygain,lydian,locrian) You have to regenerate the bank to hear the difference. In every scale the first note is C3. In the previous versions ionian was the default.
Download: Here
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Nano Lua DS v2.4 Released |
posted by brakken 11-15-2009 |
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Quent42340 has released a new version of his implementation of a Lua interpreter for the Nintendo DS called Nano Lua. If you didn't know Nano Lua interprets the Lua scripting language. You can use the scripting language to make games, applications and demos without having to learn C/C++.
What's New?
* Change the name "DS" in "DSUs"
* VRAM fully operational
* Shell replaced by LED
Download: Here
Source: Nintendomax
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zognc v0.17 Released |
posted by brakken 11-07-2009 |
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zogna has releasednew version of his scientific calculator for the Nintendo DS. This new versions add the function (ADD SoftPowerOff) so you can quickly turn off your Nintendo DS.
Download: Here
Source: Nintendomax (How the hell did they translate this?)
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Moonshell v2.06 Released |
posted by brakken 11-05-2009 |
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Moonlight has released a new version of his infamous multimedia player for the Nintendo DS. It's the most commonly used media player which has been integrated in a ton of commercial flash cards who some use as their media player and some have customized to use as their operating system.
There isn't really a changlog that I've been able to locate, but if you want to upgrade and are having problems with your current version you might want to - otherwise I'd just leave it .
Support file formats.
Music formats: MP1, MP2, MP3, OGG, WAV, M4A, AAC, WMA, TTA, MID, RCP, R36
MOD formats: MOD, IT, MTM, S3M, XM, 669, MED, STM, AMF, GDM, ULT, UNI, ASY, IMF, OKT, STX
Chiptune formats: SPC, NSF, GBS, HES, AY, SAP, KSS
Playlist formats: M3U, WPL
Picture formats: JPG, BMP, GIF, PNG, PSD
Support DPG movie files.
Support text files.
Download: Here
Source: Nintendomax
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Red Temple Released |
posted by brakken 11-02-2009 |
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Robert Morley aka Azenris has released a new version of "Red Temple". You play the game by collecting cherries and melons and also solving puzzles. This new version is a major overhaul so check out the changlog.
Quote:
Save / Load
The Game will now keep a savefile. The savefile is auto updated after completing a level. You can load the savefile
Using continuous on the start menu. Only 1 savefile is maintained.
Particles
I started writing a simple particle engine for some special effects, not done much yet but you can move
the pen on the upper screen during the titlescreen to move the water drops.
Grabbing
* You can now grab trashcan and pull them. Grab one by facing it and press A. I added this because trashcan would Constantly
get stuck against walls. So now you can pull it away!
Bosses
* Boss 1 added to The Game. Be careful of his bullets, turrets and suction move.
Screen Scrolling
Levels can now be bigger than the screen. Allowing for more possible designs of levels. Old level size is 16x12 tiles, new design is
50x20. It could be bigger, but i dont want it to be so big it makes levels too hard. This should be enough.
Level Storage
I redesigned levels were stored how to try and Reduce the memory needed for them.
Sounds
I added some sound effects, currently using maxmod, all sound effects are me being an idiot in a mic No Music tho: /
Demonstrations
Demos are now in the options and are not played during The Game. So if you dont know how to play
You can watch the demos to learn some ideas of The Game. Demos are currently disabled, if you dont know how to play
you could play version 2 of The Game, Which has demos in it.
Item mixing
Having collected some items in your backpack will cause them to mix
* Potion + Map = Spell Powder. Spell Powder is used by clicking on a totem. It will teleport you to the starting point levels.
* Europe = + stick Fishing Rod. Fishing rod can be used in ice water to catch a fish.
* Gun powder + Metal = Dynamite. Dynamite Can be used for destroying enemy spawn points.
Turrets
Both the player and enemy can stand on switches Allowing you to take over a turret. Turrets fires bullets at intervals
killing the opposite side. By pressing the turret switches multiple times will upgrade the firing speed of the turret.
Turret levels are 0, 1, 2, 3.
Description Box
On the lower screen is a box will descriptive text may be displayed.
Example: "Your invincibility wore off" or "You have been hit. 5 Damage."
* After taking damage the player will lose its vision, it will be restored over time
* Medals are awarded per level instead of the entire game scores, different levels have different requirements
* Keycards and Metal Doors.
* Cracking Ice. Stepping on cracking ice will cause it to crack, not Allowing movement over it. Basically you get one pass over
* Short invincibility after taking damage
* Spikes on floor will cause damage to you
* If your carrying a totem you can press A in the middle of a blood circle killing all enemies.
* Carrying a poison sample will allow you to to it on keycard doors, opening them.
* New item added healing, recovers some of your lost health
* New Heart Item, Granting a life to the player
* Enemy Spawn Points - Continue to spawn enemies until destroyed with dynamite
* Destroying Enemy Spawn Points will destroy all enemies created by it
* Added a new item invisibility, making you invisible for a short period
* Eye Doors will show up when you get close to them, blocking your path
* When the invisible screen is shown as black and white
* When invisible enemies can not track your movement and you are able to avoid eye doors closing on you
* Enemies will no longer stand on each other
* You can now push trashcan where doors used to be
GUI
* Inventory is now only 9 slots in size
* Lives are shown as hearts and not a numerical value
* Health is shown as both a numerical value and health bar
* Level is also shown on the lower screen
* Remaining cherries are shown
New Specials
* Fireball - collecting the fireball you allow you to shoot deadly attacks killing the enemy.
* Rubber Gloves - having rubber gloves will allow you to collect samples from poison poison tubs. Poison can burn some locks.
* Fur Coat - stops you losing health on snow.
* Shield - Temporarly make the player invincible.
* Invisibility - Temporarly make the player invisible.
* Light - While holding this special wont decrease your vision.
Specials Changes
* Trainers will now in addition to Allowing free movement on convayer belts allow passage through enemies (does not avoid damage).
Interacting (Pressing A)
Pressing A on certain items when facing them may cause a description or some text
to show on the lower screen within the text box.
Example:
Clicking on a pole without the required spell powder will cause a description telling you
what you need to collect.
When in doubt of what an item is, try pressing A, it may help you.
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Download: Here
Source: Nintendomax
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S8DS v0.4 Released |
posted by brakken 11-02-2009 |
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Recently master emulator coder Flubba who has produced many emulators for the Gameboy Advance has released his first Nintendo DS emuator. So put away your Slot 2 flash cards and get ready to run this pupply. S8DS is a Sega Master System (Mark 1) / Game Gear emulator for the Nintendo DS which is for the most part complete and runs 99% of the games available for both video gaming consoles.
What's New?
* Added R as FastForward.
* Fixed Bios handling on MD (Frogger proto GG2SMS works).
* Fixed "Border Off" for GG.
* Sprite collision is now "On" by default.
* Changed R as GG start to X as GG Start.
Download: Here
Source: TEHSKEEN MOTHER FUCKERS!
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zognc v0.16 released |
posted by brakken 11-01-2009 |
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zogna has released new version of his scientific calculator for the Nintendo DS. This new version features the "(ADD curve,conic)" functions. If you school kids are looking for a reason to play with your Nintendo DS in math class this could be it - as long as you can convince your teacher :)
Download: Here
Source: Nintendomax
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Metal Slug Combat v1.0 Released |
posted by brakken 11-01-2009 |
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Master Sonic has released a new two player game (player on 1 console) for the Nintendo DS. The game works like this - you try to kill the other player. Simple, yet addictive. You can choose between 4 different characters, 15 maps and you both have 3 weapons all from the Metal Gear Solid universe.
Information
* If the clock is running, the most lively player wins.
* The shot spends 30 of life.
* The knife spent 70 of life.
* The grenade spends 150 of life.
* The shield supports 7 shots, 3 grenades and a knife he relayed.
* End points include the following remaining items: life, bullets and shields.
Download: Here
Source: Nintendomax
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Dududu v0.4 Released |
posted by brakken 10-30-2009 |
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Birslip has released a new version of his stylus controlled shooting game where you can shoot birds and now cows. It's totally controlled with the stylus which actually works out pretty well. I only had a little bit a of time to play the game, but it has fluid graphics, good sound and the gameplay could become addictive.
What's New?
* Well too bad for Flash ... it will be for the promotional site! Cheesy
To celebrate, a new version (and DS), with the addition of a map (with full of sheep!), And the pattern a little shmup ...
* PS: to choose the level you must press L or R in the menu (nothing will happen, but that's normal, it's a beta! L -> Level brand new, R -> Old level! )
Download: Here
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Powder Release 112 Released |
posted by brakken 10-30-2009 |
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Jeff Lait has released a new version of his rouge like game "Powder" for both the Nintendo DS, Sony PSP and Gameboy. Advance. I would try to describe what a rouge like game is, but the author does it best.
Quote:
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
* Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
* Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
* Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
* Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
* Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
* Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS.
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What's New?
* Your tame creatures now have a heart badge beside them to identify them as such.
* Switching to a different tile res will no longer cause a crash. (Inu)
* Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Grey's tiles will show up as expected. (Inu)
* Entering a level with active lava/water from a level which has no active lava/water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
* Jumping when buried prohibited. (Nathan Bogue)
* Kobold thieves are pluralized properly. (Nathan Bogue)
* Living frosts are now bloodless. (Nathan Bogue)
* Digging upwards on special levels has more sensible results. (Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants. (Nathan Bogue)
* Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
* PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
* Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick bind keys. (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
* ctype.h is included in map2c.cpp now. (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)
Download: Here
Source: Nintendomax
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