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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 1st, 2018, 23:01 Posted By: wraggster
A new year and another 3DS homebrew release, heres the release news:
Just in time for a last 2017 update, here's another major one. This is new:
[new] Full support for DSiWare Exports / .TAD files (thanks @ihaveamac for help)
[new] Limited .GBA rom image support (title info / renaming)
[new] Title info support for a .3DSX
[new] File attribute editor (thanks @angelsl)
[new] aeskeydb.bin can be installed to NAND, eliminating the need to have it on the SD card
[improved] Improved string input tool, now with alphabet preview
[improved] Write permission unlocker now uses random button sequences
[improved] PCX support for splash bitmaps, reducing GM9 .firm size (thanks @Wolfvak)
[improved] Slightly tweaked bootloader
[improved] Additional entries in system info
[improved] New battery color scheme (thanks @JoshuaDoes)
[improved] A gigaton of smaller improvements, many of them under the hood
[fix] Several bugfixes, fixing freeze issues with fastboot3DS (thanks, @profi200)
[fix] Unified handling of tar (when compiling, on all OSes), via a Python script (thanks @ihaveamac)
[scripting] Control flow support via if, elif, else, end, goto (thanks @windows-server-2003)
[scripting] labelsel command, allowing the user to select from a range of labels to jump to
[scripting] strsplit command, allowing to extract substrings from a string
[scripting] New REGION environment var
The star feature of this release is control flow support for scripting, finally giving script devs the tools needed for more advanced scripts. Thanks go to Kazuma77 for testing and advice!
As always, bug reports (if anything comes up) are appreciated. Have fun testing this, and see you in 2018!
download https://github.com/d0k3/GodMode9
via http://www.nintendomax.com/viewtopic...8e6cf54107aa0e
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January 1st, 2018, 22:57 Posted By: wraggster
New homebrew released for the Nintendo 3DS/2DS
Happy New Year to everyone! To celebrate going into 2018, we're releasing a new version of Anemone3DS with a lot of new features.
The changes are as follows (and it's a big one!):
Massive UI update - A now has multiple functions, combined with the D-pad - you can single, shuffle, BGM and no-BGM install from one sub-menu now! Additionally, there are now touchscreen controls - don't worry, we'll keep the buttons updated for those of you who want buttons, but if for some reason you want to only use the touchscreen now you can. (Thanks to @LiquidFenrir)
More updates to the QR scanner! It now can scan for QRs automatically without having to press any button!
Dynamically load themes! That means that even if you have a few thousand themes, Anemone should load relatively quickly, and should never crash. (Thanks to @LiquidFenrir)
Both themes and splashes are now sorted alphabetically - no more paging through all of your themes just to find one starting with 'b'. (Thanks to @Helloman892)
You can delete items from your SD now! No more feeling like a real hacker and looking through using FBI GM9 (!). (Thanks to @LiquidFenrir)
Fast-paging (using the Circle Pad left and right) works properly. At last, you madmen with a few hundred themes don't feel left out.
Scanning a QR that doesn't link to a ZIP file no longer crashes the app, and now just throws a warning. Which means you can go ahead and try to download other CIAs through Anemone's scanner all you like now, nothing will happen.
The app now tells you when you have too many/no themes selected when attempting to use shuffle - now you can select more than 10, and toggle off the ones you don't want - the feature you never knew you wanted.
When viewing the preview of an item that doesn't have one, Anemone would previously show the last one you viewed - no longer! You now receive a warning instead, telling you that there is no such preview. (Thanks to @LiquidFenrir)
START and SELECT finally got their own icons. About time. (Thanks to @Wizzrobes for these!)
A ton of bugfixes, for that Nintendo level stability... hopefully.
A whole host of grammatical and aesthetic changes, to make everything look nicer™️
Thanks to a ton of people for making this release possible. These people include, but are definitely not limited to:
LiquidFenrir, for the absolutely incredible work he did with the app recently. This release definitely wouldn't have been possible without him.
HM892/Helloman892, for miscellaneous feature improvements while I've been away (and for writing the original draft of this changelog!)
FrozenFire and kenn, for creating a brand new, shiny boot logo.
Steveice10, whose QR code in FBI served as the basis of the improvements for the QR scanner in this release.
And anyone else I may have forgotten to mention.
download https://github.com/astronautlevel2/Anemone3DS
via http://www.nintendomax.com/viewtopic...8e6cf54107aa0e
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January 1st, 2018, 22:47 Posted By: wraggster
Heres a new version of the Cemu Hook, heres whats new:
Cemu Hook v0.5.6.2 is released. A nearly-complete h264 module for Cemu. An implementation similar to what an official one would be. Think of it like a pcsx2 plugin, implementing something not in the core
How to use
Extract contents of zip into Cemu folder
Cemu Hook changelog:
0.5.6.2 - Make the previous change user selectable since it doesn't seem to offer benefits only downsides
0.5.6.1 - Compile shaders without GL_PROGRAM_BINARY_RETRIEVABLE_HINT when precompiled shader cache is off
download https://sshnuke.net/cemuhook/
via http://www.emucr.com/2018/01/cemu-hook-v0562.html
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January 1st, 2018, 22:32 Posted By: wraggster
Zelda 1 and 2 on the NES are 2 of the toughest games ive ever played, heres a new rom hack released:
The Zelda II Rev edition hack updates the graphics for Zelda II for the NES. Almost every enemy, boss, item and character in the game has received a minor or major changes. The over world tiles & palettes have also been tweaked.
Many enemies and a few items now resemble the first Zelda game better. This includes Zoras, Wizards, wise men and more. Other enemies such as Gooma, bots, Megmats & wosus now look closer to the instruction manual artwork. A full list of changes is in the readme file.
download http://jimkern.tumblr.com/
via http://www.romhacking.net/?page=news&category=6
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December 31st, 2017, 00:00 Posted By: wraggster
GlideN64 the Graphics plugin for Nintendo 64 Emulators has seen a massive new update, heres the release news:
GLideN64 Public Release v3.0 is compiled. GLideN64 is a new generation, open-source graphics plugin for N64 emulators
GLideN64 Public Release v3.0 Changelog:
Today is time to set new Release tag to master branch. Previous Public Release made year ago. Time to set the new milestone. Some statistics: since previous public release
* over 600 commits to master
* closed over 250 various issues
During the year I tried to describe main project's achievements. Lets make a brief retrospective:
The year started from a massive code refactoring. The source code changed drastically. Direct calls to graphics API totally removed from main code. Main code works with graphics via proxy class, which passes graphics call to a graphics back-end. Currently there is one back-end, which uses OpenGL. The refactoring allowed me and other developers to make OpenGL back-end dynamically adoptable for abilities of user's GPU. Thus, the same code works without recompilation for GL ES 2.0, GL ES 3.X, OpenGL 3.X, OpenGL 4.X. The more your GPU can do, the better and faster result you will get. With VAO/VBO support it became possible to use OpenGL core profile and finally port GLideN64 to MacOsX.
After the code refactoring I made major modification of frame buffer and video interface emulation. It was very large and complex work, but the results were rewarding. Fixed lots of old issues, the frame buffer emulation code became simpler.
Long awaited support for Resident Evil 2. The way this game programmed makes it hard to emulate on PC hardware. Many special code required to emulate it properly.
HLE fixes. Most users prefer to use GLideN64 in High Level Emulation mode (HLE), which not only runs much faster than Low Level Emulation (LLE) but also allows them to use widescreen mode and per-pixel lighting. HLE mode has its own issues caused by incomplete or missing implementation of game's microcode. Most of Nintendo microcodes are documented and their implementations work without issues. However, there are many custom microcodes, created by other developers. Documentation for these microcodes is not available for emu devs. To support custom microcode, its assembler code must be reverse-engineered. This work requires skills and patience. The first results in microcode decoding obtained in 2016, when Gilles Siberlin decoded microcode for Kuiki Uhabi Suigo. This year olivieryuyu, the main beta tester of GLideN64, decided to take microcode decoding task and step by step he achieved outstanding results:
T3DUX microcode decoded. Last Legion UX, Shin Nihon Pro Wrestling Toukon Road - Brave Spirits and Shin Nihon Pro Wrestling Toukon Road 2 - The Next Generation now playable with HLE.
Custom lighting method used by Acclaim games decoded. Armorines - Project S.W.A.R.M., South Park, Turok 2 - Seeds of Evil, Turok 3 - Shadow of Oblivion now look much better with HLE.
F3DAM microcode decoded. This is custom microcode, which only one game uses: Hey You, Pikachu! Now this game is fully playable with HLE without major graphics issues.
F3DFLX microcode decoded. This custom microcode is used to draw vehicles in F-Zero. With implementation of this microcode, the vehicles got reflection effect in HLE mode.
Zelda Majora's Mask point-lighting. This game uses custom lighting method, which graphics plugins developers could not properly implement for many years. Finally, olivieryuyu decided to decode it and he succeeded.
Star Wars - Rogue Squadron. This game was co-developed by Factor 5 and LucasArts. Factor 5 created very complex and very large microcode to port this game on N64. HLE implementation of the game was near impossible because of amount of work necessary to decode and implement that microcode. This summer me and olivieryuyu decided to take it. We achieved first very modest results and started crowdfunding campaign on Indiegogo to support our hard work. Luckily, the campaign was supported and this support encouraged us in our efforts. The game became fully playable in HLE to the end of summer.
Also, Gilles Siberlin has very promising results with HLE implementation of BOSS ZSort microcode for World Driver Championship and Stunt Racer. It should be ready to next release.
Of course, the number of changes is much larger than I could highlight in this blog. Among the most noticeable changes are:
Fixes in software depth buffer render made Body Harvest fully playable. The game suffered from problems with collisions detection.
Emulation of YUV-to-RGB color space conversion allowed to work with YUV textures without hacks and finally fix problems with Projectile Effects in Killer Instinct Gold.
Both Vigilante 8 games became playable after fixes with frame buffer emulation. There are still many glitches in menus, but at least menus are rendered. Game play looks ok.
Gauntlet legends now can boot in HLE mode and works without flickering. This result requires changes not only in graphics plugin, but also in core and RSP, and currently available only with mupen64plus. Thanks LegendOfDragoon for support of this game in GLideN64.
Many fixes made in GLideNHQ library, which responsible for texture enhancement and hires texture packs support.
download here https://github.com/gonetz/GLideN64/
via http://www.emucr.com/2017/12/gliden6...lease-v30.html
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December 30th, 2017, 23:56 Posted By: wraggster
Mesen the Nes Emulator has had a new release, here the release notes:
Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.9.4 Changelog:
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New Features
Input: Added support for 20 more peripherals (including controllers, barcode readers, keyboards, mice, external storage devices, etc.)
Video: Added a 60.0 FPS mode to reduce dropped frames
Video: Added support for exclusive fullscreen mode (Windows only)
Video: Added option to rotate the display (for homebrew games)
Performance: Minor performance enhancements on Windows (~5%) and large gains on Linux by enabling LTO (25-30%)
Movies: Rewrote movie file format from scratch to be a lot more flexible, and editable by hand. (Old .mmo files are no longer supported)
Debugger: Several enhancements and a number of additions/changes to the Lua API.
Accuracy: Improved FDS IRQ emulation
Bug Fixes
General: Several miscellaneous bugs have been fixed.
Debugger: A large number of small bugs and usability issues have been fixed.
HD Packs: Fixed performance issues with HD Packs in CHR RAM games (over 2x faster) |
For Windows
https://www.mesen.ca
via http://www.emulation64.com/view/2816...v094-released/
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December 30th, 2017, 23:49 Posted By: wraggster
Heres a new homebrew game release for the GBA:
Hi,
I just finished making a GBA game.
The game is called LvR. It’s a two-player minigame compilation played with the L/R buttons. It has 5 levels and a tournament mode.
More info is on my site: http://www.quisseh.net/lvr.html
Two ways to play:
- Load ROM onto a flash cart and play on GBA/GBP/DS
- Run ROM in a GBA emulator (mGBA recommended)
Controls:
- L -> move player 1 (blue) in levels; move cursor up in menus
- R -> move player 2 (red) in levels; move cursor down in menus
- START -> proceed with selected menu option
enjoy!
news via http://www.gbadev.org/
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December 30th, 2017, 23:42 Posted By: wraggster
Here we have a translation of the Gameboy game Glory of Heracles, heres the release notes:
Happy new years from aishsha and Pennywise. Today we’ve decided to release our translation of The Glory of Heracles - The Olympus Offensive - Snap Story for the Gameboy.
This project began over 5 years ago and is completely different from the already complete translation of the game. No offense to the other translation, but our translation is far superior and was begun at a time when it looked that other translation would never be finished. See readme for details.
more here --> http://yojimbo.eludevisibility.org/
via http://www.romhacking.net/?page=news&category=3
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December 30th, 2017, 23:41 Posted By: wraggster
Heres a great rom hack release, and a stunner to end the year on:
Happy Holidays RDHN! Just in time for New Years, here is a unique mod of the tear jerking game, Mother 3!
This is a hack that affects both the gameplay and story/text of the role-playing game, Mother 3. Main Protagonist Lucas has been replaced with his twin brother Claus, who has a radically different personality from him, and unlike Lucas in the vanilla game, allows you to see his thoughts/personality via inspections upon many objects/characters, as well as changes how the characters react to him. Much of the text in the game is changed to accommodate this (though the most notable text changes are in Chapter 1 and Chapters 4-8, 2 and 3 aren’t changed very much). All of Lucas’s sprites have been changed to resemble Claus, and vice versa. (There are some issues with Kid Claus’s sprites when it comes to running to the north, but that’s an issue with how the game renders its sprites which cannot be fixed sadly.)-
The gameplay is also altered in terms of what PSI he and Kumatora can learn throughout the game, and how you can use those moves in battle, which also affects the strategy you’ll be using during battle depending on the version you choose. The details of each version’s differences/changes are detailed in the README included, though the story stays the same between all of them.
NOTE: Do know that the creator of this hack was only able to alter text, but not edit story events directly, so while the interactions and development for the characters differs in the story, the end results of certain events stay the same.
Special thanks to Lorenzoone for editing the Inventory/Battle Sprites for Claus, NoUsernameAvailable (yes, that’s what he asked to be called) for helping working on the ROM with Mother 3 Funland in order to change the color palettes of both Lucas and Claus so they could both have their proper sets of colors, and lastly, to Otherguy and Koops, who helped to alter all the enemy values for the Moveswap version of the hack so PSI alterations would work properly for Kumatora and Claus.
More here --> https://www.romhacking.net/translations/3374/
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December 30th, 2017, 22:39 Posted By: wraggster
The guys over at NEsworld have updated their Nes Homebrew section, heres whats new:
Yes I am back with yet another update, but that took me a little while to "get out the door". As the update was chugging along, it went past 800 entries in total and even then some... in fact the update is a massive 68 new entries and 4 updates to existing ones.
Most interesting is the release of the Legends of Owlia, Nomolos Storming the CATsle, full games now available free of charge thanks to Gradual Games who by the way is working on their third NES game.
December also brought Teletime, again free of charge. A Music ROM that previously only was available on cartridge.... and to add to that the Mojon Twins also made the full Super UWOL game available for free.
But why not head on over to the homebrew section and check out the new additions, which by the way now are listed in a seperate table for easier browsing. Oh and again, if you know of an NES homebrew that isn't listed here then please do let me know so it can be added, and thanks for visiting and thanks to all the people making NES homebrew! :-)
Visit the NES homebrew section here.
http://www.nesworld.com/
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December 28th, 2017, 16:07 Posted By: wraggster
Not familiar with this emulator so heres the release info:
SNES/NES/GameBoy/IBM PC emulator for Windows was updated recently. Changes:
- [IBM] Added IBM PC XT.
- [IBM] Added 8088 CPU.
- [IBM] Added Floppy Drive.
- [IBM] Added Hard Drive.
- [IBM] Added VCF XT-IDE.
- [IBM] Added DMA, PIC, PIT, PPI.
- [IBM] Added MDA, CGA, EGA, VGA.
- [IBM] Added Microsoft Compatible Serial Mouse.
- [IBM] Added 83 Key XT Keyboard.
- [IBM] Added Tecmar Captain.
- [IBM] Added 80x86 disassembler.
- [NES] Added TV-NET controller.
- [NES] Added TV-NET.
- [ALL] Added 720x540 Window Size (VGA).
- [ALL] Added hotkey editor.
Download - http://www.crazysmart.net.au/kindred/
via http://emu-russia.net/en/
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December 26th, 2017, 14:32 Posted By: wraggster
Seems that NIntendo have removed the Golf Game from the Nintendo Switch, heres some info:
Switch hacker SciresM reported that Nintendo’s recent firmware 4.0.0 has removed the golf game from the console. Specifically, he says all related APIs have been stubbed (meaning the function call is still here but does nothing), and the game itself has been overwritten with random data. It’s unclear why Nintendo made that decision. The golf game was a nice little touch and a good demonstration of Nintendo’s spirit. Mainstream media loved the easter egg once it was revealed by hackers.
via http://wololo.net/2017/12/25/iwata-h...rmware-update/
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December 26th, 2017, 14:29 Posted By: wraggster
Via NintendoMax comes an update from the FlashHax Team regarding their software for the Nintendo Wii:
It's been a while since any new entry points have been introduced and even though the Wii might be pretty much dead I thought it was still worth having another free entry point.
This is an exploit in the Wii's Internet Channel which can still be freely downloaded from the shopping channel.
This exploit is entirely loaded over the internet so you don't even need an SD card for this.
The goal in the future is to have a little app store where you can launch any homebrew app without having to go through the Homebrew Channel or mess around with preparing files on an SD card.
Unfortunately this doesn't work for the vWii since Nintendo doesn't allow you to download the Internet Channel on the vWii. Although if you install the channel through homebrew it should in theory work (untested tho).
Currently the only payload that is prepared is the HackMii Installer (v1.2) so you can install homebrew on a Wii that has a broken SD card reader.
Although good luck trying to get any homebrew apps to play nice without their SD card support.
Here is the current guide to FlashHax.
1. Make sure you are running 4.3U (untested but might work on other regions) with the latest version of the Internet Channel.
2. In the Internet Channel go to flashhax.com
3. When the page loads it should tell you to bookmark this page. Go ahead and add the page as a favorite.
If you get this far then you can start from here if the exploit fails.
4. Click the page label "Exploit" that just got added in the favorites menu.
You should be booted into the HackMii installer after a few seconds.
It is normal for the "Downloading payload" screen to take a few seconds (15 or so).
If you get stuck on a screen that says "Downloading payload", "Performing Hax", or "Everything is not ok!" then hold down the power button on your Wii to try again.
From now on all you have to do is click the Exploit page from the favorites menu to be launched into the installer.
As I said above this isn't that useful to do multiple times however I hope to have a landing page where you can select what app you want to launch. (Coming soon... maybe... I haven't really started on this yet)
via https://gbatemp.net/threads/new-free...ashhax.491674/
http://www.nintendomax.com/viewtopic...18b18167544ea0
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December 26th, 2017, 14:26 Posted By: wraggster
A new version of the Multi Supporting system emulator for the Nintendo 3DS, Nintendo Wii and Nintendo Gamecube Has been released, heres whats new:
General changelog
– CHEEVOS: Add badges for achievements, shows thumbnail images of achievements.
– CHEEVOS: Leaderboard support.
– CHEEVOS: Only disable savestates on hardcore mode if achievements are not available.
– COMMANDLINE: Fix fullscreen toggle switch.
– COMMON: Add ‘Automatically Load Content To Playlist’ feature, enabled by default.
– COMMON: Fix slowmotion ratio always being reset back to 1.
– COMMON: Optimized NBIO implementations now for Apple, Windows, and Linux. Uses mmap for Linux/Windows/BSD if/when available. File I/O should now be much faster for loading images inside the menu.
– COMMON: Native Blissbox support now for latest firmware as of writing (2.0). Implementation through libusb and/or native Windows HID.
– COMMON: New lightgun API.
– COMMON: New VFS (Virtual File System) API.
– COMMON: Fixed some playlist bugs.
– COMMON: New snow shader.
– COMMON: Fix Quick Menu title, no longer shows ‘Select File’.
– COMMON: Fix loading cores that require no content one after another.
– COMMON: Map Delete key to Y button for non-unified menu keyboard controls.
– COMMON: Fix for relative paths being normalised and generating a duplicate history entry.
– EMSCRIPTEN: Fix references to browserfs.
– FREEBSD: Support libusb HID input driver.
– HAIKU: Buildfix.
– INPUT: Map clear button to DEL key.
– LINUX/X11: Add RetroArch logo to window title bar.
– LINUX/X11: Input driver now supports new lightgun code.
– LINUX/X11: Support window transparency (requires a compositing window manager).
– LOBBIES: Fix for crash on join netplay rooms via touch / glui.
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Polish translation.
– LOCALIZATION: Update Russian translation.
– MENU: Snowflake menu shader effect.
– OSX/PPC: Fix the GL2 renderchain, had to use EXT versions of framebuffer/renderbuffer functions.
– PS3: HTTP requests / downloads should now work.
– PS3: Core Updater now works.
– PS3: Improved font rendering, enable STB Unicode font renderer.
– PSP: Make it work with Vita’s Adrenaline.
– PSP: Fix audio sync.
– PSP: Fix content loading, port should be functional again.
– PSP: Use 64MB when available.
– SCANNER: Fix crash from Windows-incompatible format string.
– VITA: Improve packaging, installation times.
– WIIU: Disabled the controller patcher for now since it was the source of many stability issues.
– VULKAN: Various stability fixes for WSI.
– WINDOWS: Add MSVC 2017 solution.
– WINDOWS: Get rid of the empty console window in MSVC 2010 builds.
– WINDOWS: Raw input driver now supports new lightgun code.
– WINDOWS: Use configured OSD/text message color on GDI driver.
– WINDOWS/XINPUT: Populate XInput VID/PID from DInput so autoconfig doesn’t rely solely on joypad names
– WINDOWS/XINPUT: Fix crash that occurs in some situations with Steam running and a Steam Controller plugged in.
– WINDOWS: Improve version reporting under System Information.
– WINDOWS: Support window transparency.
– WINDOWS: Correct usage of GetWindowPlacement per MS docs, fixes game window position on Win95/98.
– WINDOWS: Added Visual Studio 2017 support.
download https://www.libretro.com/index.php/r...-7-0-released/
via http://www.nintendomax.com/portal.php
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December 26th, 2017, 14:12 Posted By: wraggster
RadeonUser has posted the release of Project64 Legacy Open Beta the Nintendo 64 Emulator for WIndows, heres the release notes:
Merry Christmas, Happy Holidays, or simply Hello for those who do not partake!
I bring you our first beta release.
We felt we had been taking too long and needed to generate some interest.
What we offer here is an improvement over PJ64 1.6 and I consider it to be our Legacy (hence the name).
We have had great support from our friends, notably Azimer for his work on his audio plugin that he has graciously allowed us to release, Icepir8 for his video plugin (I will better support it soon, I promise ice!), Witten for his always excellent work on cheats, Nekokabu who always brings insight into problems with games (I'm sorry I haven't had the time to fix everything you've pointed out!).
And always a thanks to those that have stuck around, Clements, TrotterWatch, Squall but can't fully commit anymore like they used to (Life moving on stinks!)
Of course to those that found out how to fix the problems no one else looked at, zoinkity I love your work.
Luigiblood, just wow with your work into 64DD -- I'll be visiting that library you've built for us at some point!
Zilmar and Jabo the original two who I'll always love dearly.
Despite the differences we have had I cannot how any rancor towards you.
Yes I'm forgetting a whole lot of people!
Thank you all though, everyone.
Now I do have a favor to ask for anyone that uses PJ64 Legacy.
What I ask is that you please report any issues you run into!
Anything you feel is wrong or could be improved is welcome.
I must also ask for your patience.
I am programming on my leisure time and I just spent the entire Christmas holiday weekend doing nothing but programming and taking naps (I say naps but these were simply instances where I was no longer awake).
P.S.
Oh, you probably want to know where the download is.
Unfortunately Gent is the one who set up this forum and website so we'll have to wait for him in the morning to do the posts!
So until then it's in the Downloads section under Open Beta Packages.
I'll upload here too and I'm sure Gent will get after me in his morning for doing something wrong.
Cheers though!
Have fun everyone!
full details here --> http://pj64sp.emulation64.com/forum/...hp?topic=260.0
news via http://www.emulation64.com/view/2812...acy-Open-Beta/
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December 26th, 2017, 14:08 Posted By: wraggster
Some very interesting news from Eurasia concerning the release of a new Homebrew bootloader for the Nintendo 3DS, heres the release notes:
Derrek, profi200, d0k3 have released a homebrew bootloader for the Nintendo 3DS that is similar to android's fastboot. Quote: 'fastboot3DS is a bootloader for the 3DS console, intended to be installed to the FIRM0 partition. It allows you to assign homebrew in .firm format to bootslots, and to chainload bootslots via either a bootmenu or a button combo of your choosing. fastboot3DS also contains basic tools for NAND backups and restores.
download - https://github.com/derrekr/fastboot3DS
via http://www.eurasia.nu/modules.php?na...ticle&sid=3651
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December 26th, 2017, 14:00 Posted By: wraggster
Heres a reason why homebrewers and hackers are actually good for old commercial games, heres a release of the old black and white Mario Land 2 on the Gameboy boosted with colours and the slowdowns are gone, amazing work, heres the release info:
Merry Christmas!
This hack turns Super Mario Land 2, one of the best GameBoy platformers, into a fully colorized GameBoy Color game. Luigi has also been included as a playable character with his own physics.
It’s been completely done in ASM so it works on real hardware. Additionally, this hack uses GBC’s extra CPU, so all the slowdowns found in the original game are gone.
release link http://www.romhacking.net/hacks/3784/
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