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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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August 9th, 2017, 20:37 Posted By: wraggster
A new release of the Game Boy Advance Emulator:
mGBA is a new generation of Game Boy Advance emulator. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally played without problems. mGBA has only gotten better since then, and now boasts being the most accurate GBA emulator around.
Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulators may not support.
mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub.
Up-to-date news and downloads can be found at mgba.io.
After many months of delays mGBA 0.6.0 is finally available. This is a major feature release. Some of the more prominent features include a library view, translations to German, Spanish and Italian, and many new debugging features. A full list of changes follows after the cut.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Wii
• PlayStation Vita
Features:
• Library view
• Sprite viewer
• Debugging console
• Improved memory viewer
• Memory search
• Command line ability to override configuration values
• Add option to allow preloading the entire ROM before running
• Add option for whether rewinding restores save games
• Savestates now contain any RTC override data
• Add option to lock video to integer scaling
• LR35902: Watchpoints
• LR35902/GB-Z80 disassembler
• GB: Tile viewer
• GB: Video/audio channel enabling/disabling
• GB: Symbol table support
• GB MBC: Add MBC1 multicart support
• GBA: Support printing debug strings from inside a game
• GBA: Better cheat type autodetection
• Implement keypad interrupts
• Configuration of gamepad hats
• Video log recording for testing and bug reporting
• Debugger: Segment/bank support
• Debugger: Execution tracing
• Partial Python scripting support
• Qt: German translation (by Lothar Serra Mari)
• Qt: Spanish translation (by Kevin López)
• Qt: Italian translation (by theheroGAC)
0.6.0: (2017-07-16)
Bugfixes:
• ARM7: Fix MLA/MULL/MLAL timing
• Core: Fix crash with rewind if savestates shrink
• Core: Fix interrupting a thread while on the thread
• Core: Fix directory sets crashing on close if base isn’t properly detached
• FFmpeg: Fix overflow and general issues with audio encoding
• GB: Fix flickering when screen is strobed quickly
• GB: Fix STAT blocking
• GB MBC: Fix ROM bank overflows getting set to bank 0
• GB MBC: Fix swapping carts not detect new MBC
• GB Timer: Improve DIV reset behavior
• GB Timer: Fix DIV batching if TAC changes
• GB Video: Reset renderer when loading state
• GBA: Fix multiboot ROM loading
• GBA: Fix multiboot loading resulting in too small WRAM
• GBA BIOS: Implement BitUnPack
• GBA BIOS: Fix ArcTan sign in HLE BIOS
• GBA BIOS: Fix ArcTan2 sign in HLE BIOS
• GBA BIOS: Fix INT_MIN/-1 crash
• GBA Hardware: Fix crash if a savestate lies about game hardware
• GBA I/O: Handle audio registers specially when deserializing
• GBA Memory: Improve initial skipped BIOS state
• GBA Savedata: Fix savedata unmasking
• GBA Savedata: Update and fix Sharkport importing
• GBA Video: Fix wrong palette on 256-color sprites in OBJWIN
• GBA Video: Don’t update background scanline params in mode 0
• Libretro: Fix saving in GB games
• LR35902: Fix core never exiting with certain event patterns
• LR35902: Fix pc overflowing current region off-by-one
• LR35902: Fix decoding LD r, $imm and 0-valued immediates
• OpenGL: Fix some shaders causing offset graphics
• GB Timer: Fix sub-M-cycle DIV reset timing and edge triggering
• Qt: Fix timing issues on high refresh rate monitors
• Qt: Fix linking after some windows have been closed
• Qt: Fix crash when changing audio settings after a game is closed
• Qt: Ensure CLI backend is attached when submitting commands
• Qt: Disable “New multiplayer window” when MAX_GBAS is reached
• Qt: Fix game unpausing after frame advancing and refocusing
• SDL: Fix game crash check
• SDL: Fix race condition with audio thread when starting
• SDL: Fix showing version number
• Test: Fix crash when loading invalid file
• Test: Fix crash when fuzzing fails to load a file
• Test: Don’t rely on core for frames elapsed
• Test: Fix crash when loading invalid file
• Test: Fix crash when fuzzing fails to load a file
• Tools: Fix recurring multiple times over the same library
• Util: Fix overflow when loading invalid UPS patches
• Util: Fix highest-fd socket not being returned by SocketAccept
• Windows: Fix VDir.rewind
Misc:
• All: Add C++ header guards
• All: Move time.h include to common.h
• 3DS, PSP2, Wii: Last directory loaded is saved
• CMake: Add ability to just print version string
• Core: New, faster event timing subsystem
• Core: Clean up some thread state checks
• Core: Add generic checksum function
• Core: Cores can now have multiple sets of callbacks
• Core: Restore sleep callback
• Core: Move rewind diffing to its own thread
• Core: Ability to enumerate and modify video and audio channels
• Core: List memory segments in the core
• Core: Move savestate creation time to extdata
• Core: Config values can now be hexadecimal
• Core: Improved threading interrupted detection
• Debugger: Modularize CLI debugger
• Debugger: Make building with debugging aspects optional
• Debugger: Add functions for read- or write-only watchpoints
• Debugger: Make attaching a backend idempotent
• Debugger: Add mDebuggerRunFrame convenience function
• Feature: Move game database from flatfile to SQLite3
• Feature: Support ImageMagick 7
• Feature: Make -l option explicit
• FFmpeg: Return false if a file fails to open
• FFmpeg: Force MP4 files to YUV420P
• GB: Trust ROM header for number of SRAM banks
• GB: Reset with initial state of DIV register
• GB MBC: New MBC7 implementation
• GB Audio: Simplify envelope code
• GB Audio: Improve initial envelope samples
• GB Audio: Start implementing “zombie” audio
• GB Video: Improved video timings
• GBA: Ignore invalid opcodes used by the Wii U VC emulator
• GBA, GB: ROM is now unloaded if a patch is applied
• GBA DMA: Refactor DMA out of memory.c
• GBA DMA: Move DMAs to using absolute timing
• GBA I/O: Clear JOYSTAT RECV flag when reading JOY_RECV registers
• GBA I/O: Set JOYSTAT TRANS flag when writing JOY_TRANS registers
• GBA Memory: Support for Mo Jie Qi Bing by Vast Fame (taizou)
• GBA Memory: Support reading/writing POSTFLG
• GBA Memory: Remove unused prefetch cruft
• GBA Timer: Improve accuracy of timers
• GBA Video: Clean up unused timers
• GBA Video: Allow multiple handles into the same tile cache
• GBA Video, GB Video: Colors are now fully scaled
• GBA Video: Optimize when BLD* registers are written frequently
• OpenGL: Add xBR-lv2 shader
• Qt: Move last directory setting from qt.ini to config.ini
• Qt: Improved HiDPI support
• Qt: Expose configuration directory
• Qt: Merge “Save” and “OK” buttons in shader options
• Qt: Automatically load controller profile when plugged in
• Qt: Rename “Resample video” option to “Bilinear filtering”
• Qt: Remove audio thread
• Qt: Remove audio buffer sizing in AudioProcessorQt
• Qt: Re-enable QtMultimedia on Windows
• Qt: Make “Mute” able to be bound to a key
• Qt: Add .gb/.gbc files to the extension list in Info.plist
• Qt: Relax hard dependency on OpenGL
• Qt: Better highlight active key in control binding
• SDL: Remove scancode key input
• SDL: Automatically map controllers when plugged in
• Test: Add a basic test suite
• Util: Add size counting to Table
• Util: Add 8-bit PNG write support
• Util: Tune patch-fast extent sizes
• VFS: Call msync when syncing mapped data
• VFS: Allow truncating memory chunk VFiles
• VFS: Fix some minor VFile issues with FILEs
• VFS: Optimize expanding in-memory files
• VFS: Add VFileFIFO for operating on circle buffers
Source --> http://www.gbadev.org/
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August 9th, 2017, 20:34 Posted By: wraggster
News of a new release of the GBA and Nintendo DS emulator for Windows:
no$gba is a Gameboy Advance / NDS / DSi emulator & debugger for Windows.
The no$gba debugger is a powerful programming tool for professional developers. If you are a developer, please see no$gba homepage for more info:
http://problemkaputt.de/gba.htm
23 Jul 2017 - version 2.8f
• nds/3d/help: note on MTX_PUSH/POP/STORE/RESTORE in Mode1 (thanks staplebutter)
• nds/3d/emu: matrix stack in mode1 behaves like mode2 (fixes light directions)
• dsi/mmc: supports MMC commands CMD1 and CMD6 (somewhat needed for libnds)
• dsi/sd: added warning on trying to use SD card in 4bit mode with pull-up on
• dsi/i2c: support softreset via bptwl (keeping main ram and bptwl regs intact)
• dsi/help: added notes on warmboot info at 2003000h (for autostarting a title)
• dsi/help: more details on 2FFD7BCh (scr,type,hcd,csr,clk_ctl,card_opt,device)
• bios clone: reproduces div-zero, fixed crash on div-overflow (thanks endrift)
• gba/io: emulates some more unused bits as non-writeable (thanks endrift)
• gba/help: note on BLDALPHA being R/W (unlike official specs, thanks endrift)
• debug/help: note on nds9 debug message ports 4FFFAxxh working on gba/nds7 too
• setup: renamed "Emu Identification" to "Debug I/O" and enabled it by default
• gui: fixed window positions/fullscr when taskbar at upper/left (thanks joseph)
thanks --> http://www.gbadev.org/
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August 9th, 2017, 20:31 Posted By: wraggster
Heres some news for WiiU Hacking fans:
This tool is for v5.5.1-v5.5.2 only (because of the HBL loader). OTP and SEEPROM are required, so it is only for previously hacked consoles with backup of those files. (If you installed redNAND before you should be able to dump those files from your SD)
(If you don't have OTP you can take the OTP from someone else because the USB key is the same).
This tool is very experimental, USE AT YOUR OWN RISK.
This tool is based on WFS File Injector.
Credit for @FIX94 for the Haxchi and for @dimok WFS Block Injector for the inspiration.
more info ==> http://gbatemp.net/threads/release-h...backup.479940/
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August 8th, 2017, 20:47 Posted By: wraggster
With Super Mario All Stars on the front this is going to be an iconic read:
After tons of Sega love, we return with some well deserved Nintendo love as well as we release the remaster of Super Play issue 11. We begin our preview of this issue with a big interview with Nintendo of America Vice President: Peter Main. This isn't the only interview though as we also have one with Factor 5's Julian Eggebrecht about Super Turrican. After all of this goodness we look at The full story of the Nintendo CD. And we end this update with reviews for Mortal Kombat as well as Super Mario All-Stars.
http://www.outofprintarchive.com/cat...perPlay11.html
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August 8th, 2017, 20:45 Posted By: wraggster
Heres a magazine from the DS and Wii Days,:
This time we return to NGamer with issue 5 that was released in January of 2007.
We start of our review selection with Gotlieb Pinball Classics by FarSight Studios which would later on develop the high-end arcade simulator: The Pinball Arcade, which digitally recreates a ton of classic pinball tables. The review for The Legend of Zelda: Twilight Princess comes at a time where we see Nintendo reinventing the franchise once again with the gorgeous entry: Breath of the Wild. Rayman Raving Rabbits sure was a fun diversion back then. And Wii Sports showed us just how new play controls could really shake up classic sports games.
Besides all these Wii reviews, we also have a bunch of Nintendo DS games previewed as well: Elite Beat Agents might not be as magical as the original Ouendan game, but it's still a ton of fun.
Gunpey Reverse is a peculiar puzzle game, and Yoshi's Island DS tried to take on the impossible challenge of matching up to the original Super Nintendo masterpiece.
Finally we have a big feature that highlights a bunch of must have Virtual Console games: Download: Wii Recommend.
http://www.outofprintarchive.com/cat...r/NGamer5.html
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August 8th, 2017, 20:36 Posted By: wraggster
Its awesome to catch up on the news from yesteryear, heres another:
This week we take a look back at the remaster of Club Nintendo Volume 1, Issue 4.
While the magazine might be tiny and weighs in at only 20 pages total, it sure holds a lot of nostalgia for the people who used to get it in their mailbox straight from Nintendo back in 1989. Since it's such a small issue we only have two preview articles up on the site. The first one being Section Z by Capcom and the second one is Ikari Warriors by SNK. Both games are for the Nintendo Entertainment System.
http://www.outofprintarchive.com/cat...ntendo1-4.html
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August 8th, 2017, 20:28 Posted By: wraggster
Fans of the Nintendo 64 will love this delve back into the past, heres more details:
This week we return with issue 8 of the N64 Magazine, which was released in November of 1997. This was an issue with severe quality problems while scanning, due to the state of the magazine. But with great care, all of these issues have been taken care of and with the new settings, the magazine is now looking better than ever.
We begin with a look at the arcade racer San Francisco Rush. Then we take a peek at the Japanese version of Bomberman 64. From here we go to the review for the cover story: Lylat Wars / Starfox 64. And finally we have a double header with Multi Championship Racing vs Top Gear Rally.
Get reading here --> http://www.outofprintarchive.com/cat...Magazine8.html
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August 8th, 2017, 20:26 Posted By: wraggster
Another Snes magazine from the heyday, heres more details:
This week we step back into the cold winter month of November 1993 with the brand new release of Super Play issue 13. For being the holiday season it was a somewhat slow month when it comes to big names releases. Yet this doesn't mean that this month had nothing to look forward to.
We start by looking at Jurassic Park by Ocean. Afterwards it's all about the B-list platform heroes of yesteryear. Starting with Aero the Acrobat by Sunsoft. Then moving on to another Ocean game: Mr Nutz. And finally we look at one of the weirder platforming heroes of the 16-bit era: Super Putty by System 3.
More Info --> http://www.outofprintarchive.com/cat...perPlay13.html
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August 8th, 2017, 20:22 Posted By: wraggster
Fans of the Snes Magazine from way back in 1993 can relive the days via the out of print archive:
This week we return to October of 1993 with issue number 12 of Super Play. For this issue, we have selected the following preview articles to read as the full magazine downloads: A rare interview with the people who worked for the Nintendo Hotline. The review for the awesome car battle Rock 'N' Roll Racing by Blizzard Entertainment before they were known as Blizzard. And finally, not one, but two great Konami classics! The home conversion of the arcade smash Sunset Riders as well as the cult classic Zombies Ate My Neighbors which was developed by none other than LucasArts.
Take a looksy Here --> http://www.outofprintarchive.com/cat...perPlay12.html
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August 8th, 2017, 20:19 Posted By: wraggster
Fans of the Virtual Boy will be glad to know of the work which has been done to make Mario Tennis playable by multiplayer once more:
Like numerous other Virtual Boy titles, Mario's Tennis was going to support the GameLink Cable to offer multiplayer modes, a fact that was even mentioned in an early In-Store promotional video. After the GameLink Cable got cancelled, naturally none of the commercially released games contained any type of simultaneous multiplayer mode.
It was long believed that Mario's Tennis did not even contain any leftover multiplayer code - until M.K. went to great lengths to find and restore exactly that! He just released a patch that restores 2 of 3 game modes (P1 vs P2 and P1/COM vs P2/COM) to a fully working state. The third mode (P1/P2 vs COM/COM) is buggy and won't be fixed until any Virtual Boy emulator implements full link cable emulation to shorten debugging and testing times to a healthy amount. While Reality Boy does offer network-based link cable emulation, it lacks support for the respective interrupts, which Mario's Tennis' multiplayer modes depend on.
Check out the release thread for a brief summary of the discovery and restoration process as well as the patch download.
If you're eager to play some Mario's Tennis multiplayer now and got a friend with another Virtual Boy and flash cart nearby, you might be interested in Kevin Mellot's fantastic homemade link cable
More Info ==> http://www.planetvb.com/modules/news...hp?storyid=432
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August 8th, 2017, 20:16 Posted By: wraggster
The virtual boy is the only old Nintendo console I have never owned and heres a new demo released for it:
Howdy there, would you like some dinosaur on your Virtual Boy?
StereoBoy has released a brand new homebrew he has been working on recently with Jorgeche and me. "DaumenKinosaurier - VUEdition" is a Virtual Boy port of an awarded stereoscopic flip book StereoBoy made as a student in 2009, realized in the VUEngine.
More information about the project, ROM download as well as sources can be be found in the release thread.
More Info --> http://www.planetvb.com/modules/news...hp?storyid=431
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August 7th, 2017, 21:22 Posted By: wraggster
The awesome Nintendo Classic has seen the release of a new hacked rom that comes in a multitude of languages, heres the release info:
Super Mario Bros. 3: The Forgotten Worlds is now available in 10 languages: English, Hungarian, German, French, Finnish, Estonian, Spanish, Swedish, Danish, Italian. The poster has also been updated as well.
NOTE: Extremely sorry for making any grammar mistakes in any languages. Those are mostly due to the less text spaces.
More info --> http://www.romhacking.net/hacks/3546
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August 7th, 2017, 21:10 Posted By: wraggster
Nintendo Game rom hacks are all the rage and heres another for you to digest:
Void’s Blitzarre Adventure, a completed Fire Emblem romhack. While discussing the ins and outs of hacking, some members of Fire Emblem Universe, a Fire Emblem romhacking site, had the idea of attempting to complete a full, 30-chapter romhack in one single week. After the week had passed, the hack was completed. After a few more days of polishing after the week, the hack is now in a presentable state.
Some of the hackers had made ASM modifications beforehand and took this opportunity to implement them in a finished product. As a result, this hack has some significant quality of life improvements, such as being able to press Select to view enemy range on the map and viewing unit growth rates on the status screen, and being allowed to see combat stats when the animations are disabled. Most notably, the hack has added skills, similar to the 3DS Fire Emblem games, into the Game Boy Advance Fire Emblem engine.
full info --> http://www.romhacking.net/hacks/3595/
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August 7th, 2017, 21:08 Posted By: wraggster
Over at romhacking comes news of an update to the Pokémon red and blue game hack:
The aptly-named Pokemon Red/Blue Color Hack gives you what it says on the tin: fully colorized versions of Pokemon Red and Blue.
Some may be aware that, in fact, Pokemon Red and Blue did have some color when played on a Super Gameboy. However, the Super Gameboy’s colorization capability was extremely limited, being unable to assign separate colors to the background and sprite layers, among other limitations. This hack, targeting the Gameboy Color, does not have these limitations. As you can see in the screenshots, this colorization is akin to the gen 2 games.
This hack also optionally replaces the pokemon sprites with gen 2 equivalents, since some of the gen 1 spritework was… questionable. The battle UI has also been ported from the gen 2 games. However, the patch is available in a “vanilla” variant for those who prefer the original spritework and battle UI.
Previous versions of this hack were plagued by graphical corruption bugs. After much headbanging and many headaches, these bugs have been fixed. It has been tested extensively on a real gameboy, and the bugs have not resurfaced. However, it must be noted that the VBA emulator has issues with this hack. VBA-M works, though, as do the more accurate emulators such as BGB.
http://www.romhacking.net/hacks/1385/
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August 7th, 2017, 20:40 Posted By: wraggster
Mr Reaper has released a new version of his Visual Controller Test for the Nintendo Wii, heres the release details:
If you like pressing buttons, then this app is for you!!!
I have a flaky Gamecube controller and I wanted an easy way to test it. I didn't really like the other Gamecube controller testing homebrew I found, because it was all text-based, so I decided to make my own.
I haven't messed with making Wii Homebrew in such a long time, but I threw this Visual Controller Test together in a day.
But then I was in a coding mood, so I added in every other peripheral I own.
Maybe others will also find this useful.
More Info here http://wiibrew.org/wiki/Visual_Controller_Test
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July 16th, 2017, 21:39 Posted By: wraggster
Another item of Virtual Boy News:
In the nineties, Canadian company VidPro made game retail displays that were used at a number of retailers, most notably Toys'R'Us. The system was simple: instead of the actual game boxes, VidPro displays had cards showing the boxart for every title the store sold, which the customer could browse. If they wanted to make a purchase, they grabbed a slip of paper and brought it up to the cashier to receive the actual game.
Due to VidPro cards being produced prior to a game's retail release, there were also cards made for unreleased games in rare occasions. It has been known for a long time that a card exists for the unreleased Dragon Hopper, and we have even had super-low res scans which were found in 2002 on half.com.
Now the elusive gem has finally been found by vuefinder83! Enjoy high-res scans of the VidPro cards for Dragon Hopper and a few other Virtual Boy games, including early versions, here.
More info here --> http://www.planetvb.com/modules/news...hp?storyid=430
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July 16th, 2017, 21:37 Posted By: wraggster
For fans and owners of the Virtual Boy Games System, theres a new release for developers:
Here is the brand new version 1.2.0 of VBDE, your full fledged Nintendo Virtual Boy development environment for Windows!
[h=3]New compiler[/h]
For this version, gcc has been updated to 4.7 with amazing new patches by ElmerPCFX for wider compatabilty (e.g. frame pointers and prolog functions are now supported), better code optimization and much lower compile times.
Thanks a bunch Elmer! Also thank you to Jorgeche for helping with getting it up and running in VBDE!
[h=3]Pro updates[/h]
For the Pro Version, IDEA has been updated to the latest version, 2106.3.5. Furthermore, the C/C++ plugin has been removed since it was causing slow-downs and broke auto-completion.
[h=3]Tiled support[/h]
A script has been added for converting Tiled maps to VUEngine stages. It not only builds Stage definitions from Tiled maps, but also allows to mark certain object or tile layers as "Composites", which get combined into single images and converted on the fly.
Most Stages of the VUEngine demos have been converted to Tiled maps and can be converted with the script, but in its current form, it's not very robust against misconfiguration and more of a hacked together proof of concept. I hope to find the time to refactor this into a clean and highly extensible class structure for a future VBDE release.
[h=3]New major VUEngine version[/h]
The VBJaEngine has been renamed to "VUEngine" and updated to version 5.0, which has seen tons of optimizations and bug fixes, new features as well as new, Doxygen-based documentation.
The VUEngine Barebone and Platformer Demo have also been massively updated. Check out the updated VUEngine Platformer Demo version, it now runs flawlessly on hardware and has improved graphics and animations, new level elements, new menus and an overhauled save feature!
In the following folder you'll find the latest compiled and padded binaries, constantly fed by our new, automated release process.
[h=3]Repositories[/h]
Keep in mind that you can stay up to date, independent of releases, by grabbing VBDE and the VUEngine directly from their Git repositories at Bitbucket.
So, instead of using the download links on top of this post, you can alternatively just clone VBDE's Git repo with your Bitbucket account, which would also enable you to easily update to future versions through a simple git pull.
git clone --recursive
https://[your-bitbucket-username]@bitbucket.org/KR155E/vbde.git
Full info --> http://www.planetvb.com/modules/news...hp?storyid=426
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