|
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
|
May 12th, 2020, 22:19 Posted By: wraggster
1964 - Carnivorous Edition (2020/05/12) is compiled. Unofficial fork of 1964. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 - Carnivorous Edition Changelog
Bundle
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Fixed GLideN64 mipmaps
Updated GLideN64 to WIP build
New GLideN64 texture pack for GoldenEye (HUD only)
Updated GLideN64 to WIP build
Added DirectInput plugin
Updated readme FAQ and install guide
Updated GLideN64 (Public Release 4.0)
Updated GLideN64 to WIP build
Recompiled RSP.dll
Added beta crosshair to texture pack
Updated GLideN64 to WIP build (split-screen supported)
Updated readme FAQ
Updated 1964.ini to use correct defaults for all ROMs
Updated readme FAQ (thanks to Graslu00)
Added 30fps cheat for GE\GF
Replaced No Audio 1964.dll with No Audio.dll (more stable)
Updated readme FAQ (thanks to DuskyLW and Pheonarx)
Updated N-Rage plugin to 2.3d
Added counter factor settings to 1964.ini for GE\PD
Updated Glide64.ini to use new buffer swapping for Perfect Dark\GoldenEye: X
Inserted Goldfinger 64 CRC to 1964.ini\Project64.rdb\Glide64.ini
Cleaned up readme
New Glide64 texture pack for GoldenEye (HUD only)
Removed standalone Perfect Dark speed-hack (now included in 1964)
Unpacked UPX compressed dlls msvcp60d.dll and msvcrtd.dll (caused antivirus false positives)
Replaced ASPack'd zlib.dll with unmodified zlib.dll
Replaced saves with more complete saves
Updated readme guide and FAQ (thanks to Graslu00 and Oxygen)
Fixed typo in readme (thanks to Rekrul)
Updated GLideN64 (Public Release 2.0)
Inserted GoldenEye: X 5e CRC to 1964.ini\Project64.rdb
Inserted GoldenEye: X 5d CRC to 1964.ini\Project64.rdb
Removed GE-MP (unfinished and source of false positive antivirus detection)
1964
Rewrote PD speed-hack (thanks to Ryan Dwyer)
Added option to auto hide cursor on launch
Will ask user which video plugin to use on first launch
Fixed borderless fullscreen bug on ROM close
Added borderless fullscreen mode
Always disable autoload cheats on start up
Fixed Memory Pak corruption for players 2\3\4
Added 60fps firing rate fix to GE
Added region checks for GE\PD hacks
Adjusted filename for loading RSP.dll
Only update Project64.rdb if using Jabo
Status bar shows correct CF on launch
Default rdram\counter factor set to - 1 & 8mb
Opening cheats will now restore mouse cursor
Fixed show\hide cursor bug when returning from dialog window
Cheat settings will load from 1964.cfg
Combat boost now works at 60fps
No longer reset counter factor settings for GE\PD
Tweaked the default window size
Improved timing stability for GE\PD
Fixed GoldenEye TLB gamehack that caused issues with 24MB ROM hacks
Removed maximize button
Added option to increase PD speed-hack frequency
Reduced PD speed-hack inject rate (less aggressive)
Fixed bug that caused game to soft lock when unpaused
Fixed Memory Pak corruption on first write
Improved GE\PD ROM detection for loading default settings (supports Perfect Dark +)
Added PD speed-hack from Mouse Injector (more stable)
Will ask user for ROM folder on first launch
Profiling stats disabled by default
Changing states will display the new slot # in the Status Bar
Reverted relative filepath for saves\plugins as it caused issues with Windows 10
Removed CTRL+R hotkey for RSP plugin settings
Fixed bug with ROM properties window not displaying the correct defaults for GE\PD
Lock counter factor to 1 while Overclocking
Default counter factor set to 2
Extended overclock to 18 times (requires powerful CPU)
Removed overclock profiles (combined all in one exe)
Integrated overclocking into menu
Fixed save issue with uncommon characters in filepath
Removed registry functionality (uses 1964.cfg instead)
New icon provided by deuxsonic
Maximum Kernel Frequency on by default
New option - Set Maximum Kernel Frequency (thanks to deuxsonic)
New option - Disable Status Bar
Cursor is unhidden when opening plugin configuration windows
Backported 1964 1.1 cheat engine (better compatibility)
TAB now hides status bar (thanks to deuxsonic)
On first load, set input plugin to Mouse Injector in registry
Unpause only when entering fullscreen
Fixed cursor hiding while changing plugin settings
Fixed show\hide cursor bug (TAB now toggles cursor)
Changed filenames - caused emu detect issues in W10 (thanks to Stunning Cactus)
Auto enable\disable RSP emulation for GoldenEye 007\Perfect Dark (ROM name detection)
Adds ROM CRC to Project64.rdb when running new ROM (for Jabo compatibility)
Default plugins set to Jabo - Mouse Injector - Azimer
Romlist shows filename by default
Set Perfect Dark\GoldenEye: X to EEPROM 16KB (ROM name detection)
Two overclock profiles - six\nine times
Compiled non-overclocked 1964 version - for slow cpus\novelty
Mouse Injector
Version 2.0 Released
Adjusted Discord Rich Presence text and descriptions
Adjusted UI
Rewrote BONDDATA scanning
Lowered FOV range for speedrun build
Adjust weapon position for override FOV
Compensate for override FOV while in aim mode
Limit SetCursorPos execution
Updated Copyright
Sanity check pickup threshold before overwriting
Created speedrun build (removes FOV advantage and pickup threshold adjustment)
Version 1.9 Released
Lock crosshair X axis when driving the tank while tank equipped as weapon
Override camera y axis pickup threshold (from -45 to -60)
Added enum type for mouse\keyboard
Enable revert after clicking detect input button
Flush input when starting injection thread
Replaced pthread_create with CreateThread
Doubled BONDDATA scanning time
Use beta crosshair when show crosshair is enabled
Fixed EMU_ReadShort()
Removed offset parameter from memory.h
Version 1.8 Released
Cleaned up ini loading and device function
Safely close ManyMouse and Discord Rich Presence on shutdown
Added option to compile without discord rich presence in makefile
PD - Compute recoil rotation
Increased FOV sanity check range (for ROM hacks)
Added Discord Rich Presence support
Version 1.7 Released
Reduced mouse acceleration
PD - Cursor aiming now supported
Emulate centering code when cursor aiming is disabled
Removed overclock requirement for cursor aiming
Recalibrated aiming table for GE
Added GE hack for jitter free aiming mode
Removed unused define in goldeneye.c
Analog stick value set to 127 from 120
Fixed FOV hack not replacing init value for GE
Version 1.6 Released
Restored autolock option (thanks to deuxsonic)
Fixed sanity check for FOV ini load
Emulate logic for camspy\slayer
Added intro skip button combo for GE\PD (FIRE+AIM)
Added camspy\slayer compatibility for PD
Fixed non-zooming weapons reverting to default FOV
Replaced autolock option with unlock on window loss
Added geshowcrosshair to INI_Reset()
Now removes GE autostand code
Added Show Crosshair for GE option
Version 1.5 Released
Added Copyright notice for ManyMouse library
Fixed edge case where ManyMouse would fail to initalize (thanks to Marthur)
Inlined memory functions used by goldeneye.c\perfectdark.c
Refactored codebase to use headers more effectively
If Mouse Sensitivity is set to 0%, show None instead
Allow Mouse Sensitivity to be set to 0%
Removed PD speed-hack
Rewrote Hoverbike pointer scanning (less false positives)
Increased FOV ViewModel Warning (only displays above 75*)
Uses wide character filepath to access ini file
Mouse Acceleration is applied for GoldenEye cursor aiming
Fixed bug where bike pointer was incorrectly detected
Use double slash argument for fopen
Replaced atol with atoi
Version 1.4 Released
GE - While in menus, Aim button is binded to B button
New option - Mouse Acceleration
Fixed GE ROM hack crouch bug
Fixed keyboard race condition - input would not detect keydown every poll
FOV compensates for horizontal aspect ratio
UI Improvements
Version 1.3 Released
Fixed clear bug when profile was empty
Accept all device input if one player is the only active profile
Uncheck Cursor Aiming and speed-hack for non-overclocked 1964 (to avoid confusion)
PD - Improved speed-hack
New option - Field of View slider (thanks to SubDrag)
New option - Perfect Dark speed-hack toggle
Created MinGW makefile
Converted Mouse Injector to ISO C11
Version 1.2 Released
Increased sensitivity range to 500%
Replaced windows injection with direct injection
Removed ReadProcessMemory\WriteProcessMemory functions
Fixed secondary button load bug
Version 1.1 Released
Fixed bug where secondary buttons would not apply
Fixed revert button bug (reverted all players instead of current player)
New option - Autolock Mouse on Window Focus
Fixed edge case where foreground window is incorrectly set upon launching ROM
Cleaned up code and fixed comment typos
Optimized input and injection (bypass disabled players)
PD - Disable speed-hack if slo-mo cheat is detected (ignored for PD ROM hacks)
Removed Project64 support (unstable and incompatible with ManyMouse)
Fixed edge case crash when initializing plugin
Created icon for standalone speed-hack
Created standalone Perfect Dark speed-hack for N-Rage plugin
Informative message boxes now have icons
PD - Fixed rare case where radial menu direction would become stuck
PD - Clicking in radial menu now resets back to center
PD - Fixed bug where radial menu direction would apply after match ended
Increased mouse wheel tickrate
Fixed crash when opened config window after closing ROM
Supports 4 players
Converted to plugin
Mouse locks correctly on multi-screen setups
Now reads from driver (thanks to ManyMouse by rcg)
Replaced strcmp with strcasecm - possible source of emu detect issues
New option - Radial menu mouse control for Perfect Dark
New option - Toggle Crouch
PD - Disable speed-hack if player is using combat boost or match is slow motion
Capped emulator search rate
Capped injection rate for Perfect Dark speed-hack (was unstable)
Changed description for Aim Mode to Cursor Aiming
Crosshair Movement set to 50% by default
http://www.shootersforever.com/forum...pic.php?t=7045
http://www.emucr.com/2020/05/1964-ca...-20200512.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 12th, 2020, 20:29 Posted By: wraggster
Those that had their heart set on playing the remaster of Star Wars Episode 1: Racer on launch have suddenly found that they won't get the chance to experience it, just yet. AspyrMedia, the publisher in charge of bringing the game to both PlayStation 4 and Nintendo Switch have announced that they will not be able to make the release date, which was supposed to be on today, May 12th. The delay stems from difficulties surrounding development due to the current work at home mandate across the globe, according to the company. A new release date was not provided. Star Wars Episode 1: Racer originally released in 1999, for the Game Boy Color, PC, and Nintendo 64, followed by a Dreamcast version a year later.
Source
https://gbatemp.net/threads/star-war...e-date.564950/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 11th, 2020, 22:51 Posted By: wraggster
MegaZeux (or MZX) is a game creation system (GCS) initially released in late 1994 by Alexis Janson. MegaZeux is heavily inspired by Tim Sweeney's ZZT. Like ZZT, MZX was originally released as shareware and the world editor portion of the program was included for free, allowing third parties to create their own worlds without even registering.
MZX is officially supported on Microsoft Windows, Mac OS X, Linux, FreeBSD, OpenBSD, Android, Nintendo DS, 3DS, Wii, Switch, and the PSP. Older ports exist for AmigaOS 4, GP2X, and Pandora. MZX has also been ported to other platforms such as OpenSolaris, HaikuOS, and the Sega Dreamcast.
http://wiibrew.org/wiki/MegaZeux
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 11th, 2020, 22:47 Posted By: wraggster
As many expected, Nintendo is likely going after the recently released fanmade Super Mario 64 PC port. After gaining notoriety and popularity throughout the internet, certain YouTube videos and Reddit posts featuring gameplay recordings of the port have been copyright claimed. It appears that Wildwood Law Group LLC, a group that has previously assisted Nintendo in these matters, is responsible for going after the uploads of the game. Not only that, but TorrentFreak is also reporting that they got ahold of a complaint that Nintendo filed with Google, in regards to a Google Drive download link of the game, with the statement, "The copyrighted work is Nintendo's Super Mario 64 video game, including the audio-visual work, software, and fictional character depictions covered by U.S. Copyright Reg No. PA[REDACED]." Links containing a download to an .XCI Nintendo Switch port of the game also appear to have begun making the rounds as well. Seeing that the group behind the Super Mario 64 PC port uploaded the complete game online all at once, many users have probably already backed it up to a variety of sources.
Source
https://gbatemp.net/threads/nintendo...ver-it.564645/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 11th, 2020, 16:49 Posted By: wraggster
Last October, EA gave a point-by-point outline of its plans for releases throughout fiscal 2021, including ongoing live service games, a new sports title, games from third-party partners, and a lot of Apex Legends.
It was also, as recently as January of this year, still very lukewarm on bringing more of its games to the Nintendo Switch.
But now, with the publisher's fiscal 2020 solidly in the rearview, EA has offered an update on its upcoming release slate of titles, which has shifted somewhat since it first laid things out in October.
For one, EA appears to have relaxed somewhat on its Switch stance, noting that it would launch "multiple" titles on Nintendo's platform this year -- Burnout Paradise: Remastered making just one.
Alongside Burnout Paradise, EA also already has announced Command & Conquer: Remastered for PC, with both titles currently planned for June 2020. And in Q2 and Q3, annual sports titles FIFA 21, Madden NFL 21, and NHL 21 are all still on track.
So far, all that is in line with what we've been led to expect so far based on the October remarks. Also still in the plans for the year is Medal of Honor VR, and that as-yet-unannounced fourth sports title.
So what's changed? Back in October, EA outlined that it was planning to have two unannounced projects from third-party partners. That number has now been upped to four, presumably additions to the EA Originals indie program.
And then there are two upcoming, unannounced mobile titles as well.
https://www.gamesindustry.biz/articl...itch-this-year
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 11th, 2020, 16:49 Posted By: wraggster
Animal Crossing: Pocket Camp enjoyed its best ever month for revenue in April, according to data from Sensor Tower.
In April 2020, the mobile game earned $7.9 million in revenue across Google Play and the App Store -- just ahead of the $7.8 million it earned in August 2019.
This spike coincided with the launch of Animal Crossing: New Horizons, which launched for the Nintendo Switch on March 20. Nintendo has not confirmed an official sales figure, but it has broken records in several key global territories.
https://www.gamesindustry.biz/articl...m-new-horizons
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 11th, 2020, 16:44 Posted By: wraggster
The Nintendo Switch passed 55 million units sold in the fiscal year ended March 31, 2020, boosted by the strong performance of Animal Crossing and Pokémon.
Nintendo earned ¥1.3 trillion ($12.2 billion) in the financial year, up 9% over an already strong fiscal 2019. The Japanese company made a profit of ¥259 billion ($2.4 billion), up 33% year-on-year.
It was a good year for first-party software, with Pokémon Sword and Shield reaching 17.37 million units by the end of March, and Animal Crossing: New Horizons selling 11.77 million units despite launching just 11 days before the end of the accounting period.
Animal Crossing: New Horizons' strong performance continued, with the game reaching 13.4 million units in the six weeks following its launch,
Luigi's Mansion 3 and Super Mario Maker 2 also performed well, and Nintendo said that 27 Switch games sold one million units during the fiscal year. Overall, 169 million units of software were sold on the Switch during fiscal 2020, up 42% year-on-year.
Nintendo said that, of the revenue earned through software, 34% came from digital sales -- a significant increase on the 24.8% share in the prior year.
https://www.gamesindustry.biz/articl...r-for-nintendo
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 5th, 2020, 22:18 Posted By: wraggster
Cemu v1.18.2c is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu Changelog:
# New in 1.18.2c:
Vulkan: Fixed a bug in the new cache which could lead to Cemu freezing or crashing randomly
# New in 1.18.2b:
Vulkan: The SPIR-V optimization pass is now always enabled (no longer considered experimental)
Vulkan: Added SPIR-V cache to speed up shader loading screen on subsequent runs
Vulkan: Fixed an issue where the wrong image layout (LAYOUT_UNDEFINED) would be provided for operations on 3D textures
On strict or optimized drivers this could lead to texture data being thrown away (as far as we know, only Nvidia 445.75+ drivers are affected)
# New in 1.18.2:
general: When updating graphic packs Cemu will let the user know if previously enabled graphic packs were removed or renamed
general: Improved robustness of account.dat parser (invalid files could crash Cemu on launch)
general: Updated language files
coreinit: Added API MEMFreeToFrmHeap (#322)
Used by Marvel Avengers: Battle for Earth (but other issues still prevent it from running)
nn_nfp: Changed behavior of GetNfpRegisterInfo for unregistered Amiibos
Games that expect Amiibos with a registered owner no longer should display an empty ErrEula message box
nn_nfp: Implemented API GetErrorCode and NFCGetTagInfo
Vulkan: Correctly emulate depth clamping
This fixes the overly bright backgrounds in some stages of Super Smash Bros for Wii U
Vulkan: Added an overlay notification for when a Vulkan graphics pipeline has to be compiled
Vulkan: Added experimental SPIR-V optimization pass which is applied to all shaders that are compiled during the shader loading screen
This should reduce pipeline compilation stutter if a shader cache is present. It may also reduce GPU load slightly
The downside is that the shader loading screen is much slower. But we plan to address this in a future Cemu update
By default this option is disabled. It can be enabled under Debug -> Experimental
Also note that this option results in different shaders being generated and consequently triggers new pipeline compilation
input: Remember ip and port for DSU client
http://cemu.info/
http://www.emucr.com/2020/05/cemu-v1182c.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 5th, 2020, 22:11 Posted By: wraggster
Nintaco (2020/05/01) is released. Nintaco is a work in progress. It is a NES-Famicom-Dendy emulator written in Java 8, ostensibly making it cross-platform. The full source will be made available per LGPLv2.1.
Getting Started
If double-clicking the jar does not automatically launch the emulator, try: java -jar Nintaco.jar
Configure input: Options | Button Mapping...
If you are using an 8 button controller, such as a USB NES gamepad, try mapping Rewind Time to Start + B.
If you want to resume at arbitrary points in the past: Tools | Watch History... and Resume Here
Nintaco (2019/04/07) changelog
Added hat / POV (point of view) switch D-pad support.
Added a switch for uniform-pixel scaling to reduce shimmering in Fullscreen Mode.
Added a switch to disable overscan.
Fixed bug that inhibited the smooth-scaling option from being saved.
Added support for the Dongda PEC-586 Keyboard.
Improved accuracy of TXC mappers 36, 132, 136, 172, and 173.
Fixed Zapper support in Strike Wolf.
Added more NES 2.0 mappers.
Fixed erase battery saves bug.
Updated the cart DB.
http://nintaco.com/index.html
http://www.emucr.com/2020/05/nintaco-20200501.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 5th, 2020, 21:55 Posted By: wraggster
Vvctre v30.1.0 is released. Vvctre is a Nintendo 3DS emulator based on Citra.
Vvctre Changelog:
Add functions for plugins
vvctre_gui_begin_overlay
vvctre_settings_set_username
vvctre_settings_get_username
vvctre_settings_set_birthday
vvctre_settings_get_birthday
vvctre_settings_set_system_language
vvctre_settings_get_system_language
vvctre_settings_set_sound_output_mode
vvctre_settings_get_sound_output_mode
vvctre_settings_set_country
vvctre_settings_get_country
vvctre_settings_set_console_id
vvctre_settings_get_console_id
vvctre_settings_set_eula_version
vvctre_settings_get_eula_version
vvctre_settings_write_config_savegame
vvctre_get_cfg_module
Fix vvctre_restart crash
Port citra-emu/citra#5333
Port citra-emu/citra@89489d0
Port citra-emu/citra@7c6898f
UDS: Use std:ptional
UDS: Add newline
Move some code
https://github.com/vvanelslande/vvctre
http://www.emucr.com/2020/05/vvctre-v3010.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 5th, 2020, 21:46 Posted By: wraggster
emu4crt A13 is released. emu4crt is a Mednafen emulator mod intended to be used on a system connected to a CRT screen. It brings "pixel-perfect" rendering by switching host resolution to match emulated system resolution.
Mednafen modules ported to emu4crt:
* Sony Playstation
* Sega Saturn
* Nintendo NES/Famicon
* Nintendo Super NES/Super Famicom
* NEC PC Engine / PC Engine CD / SuperGrafx
Many options, meaningless in a CRT screen usage, have been removed from Mednafen in provided emu4crt build (shaders, etc.).
http://www.emucr.com/2020/05/emu4crt-a13.html
https://github.com/emu4crt
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 5th, 2020, 21:39 Posted By: wraggster
A new project has been released, likely making use of the public decompilation of Super Mario 64. The game has been fully ported over to PC, bringing some brand new features to the decades-old game, such as 4K upscaling, analog camera control, and widescreen support. This fanmade PC version of Super Mario 64 runs off DirectX 12, and can be played from start to finish. Download links cannot be shared, but you can see someone playing the first 10 minutes of the port in a YouTube video below. You can also share your thoughts in the discussion thread.
Source
https://gbatemp.net/threads/you-can-...e-port.564351/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 5th, 2020, 21:37 Posted By: wraggster
Are you willing to pledge money for better storage of your Nintendo 64 peripherals? That's the question asked by Australian Shane Battye, as he kicks off his Kickstarter campaign for the 64Mate. The 64Mate is designed to house accessories and games by acting as a storage caddy and attaching itself to the bottom of your Nintendo 64 console. They can also be stacked, if you want to create a Frankenstein level tower of Nintendo 64-related goodness that reaches the heavens. If you're interested in the project, it costs just under $50 USD to back it, with $4,000 currently reached out of a goal of $38,000, at the time of writing.
Source
https://gbatemp.net/threads/nintendo...mpaign.564373/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 4th, 2020, 23:23 Posted By: wraggster
The Game Boy was a huge part of my childhood, games such as Tetris, Mario, R-Type and even PaperBoy was played for many hours, even when trying to see the damn thing on long haul travels. So to see a new horror PC game called ' Lasagna Boy ' announced as spiritual successor to the original Lasagna Boy Classic with a Game Boy aesthetic, certainly got my attention enough to announce it on Indie Retro News!
https://www.indieretronews.com/2020/...successor.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 4th, 2020, 23:12 Posted By: wraggster
In recent times, we've seen quite a number of major leaks in regards to video game content. Joining the leaks for The Last of Us Part II's story cutscenes, and the source code for both Pokemon Gold and Silver and Team Fortress 2 is a collection of Nintendo-related content. Supposedly, RouteFree, the company behind Nintendo's iQue Chinese division, and BroadOn, a company that assisted Nintendo with the development of the Wii, were recently hacked, leading to a source obtaining various files from them, including source code and betas.
Included in the files was information about how Nintendo created the Wii itself, demos for games that they used to test the Nintendo 64 during development, the full source code for the Nintendo Wii's IOS, a handful of pictures and documents about Nintendo's plans during the years of 2004-2006, the iQue GameCube SDK, and much more. Certain users have already begun uploading videos of some of these leaked demos running on emulators or official hardware. Just as with the other leaks, you cannot link to the content or distribute it, as those files contain copyrighted content.
More information
https://gbatemp.net/threads/another-...d-more.564240/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
May 4th, 2020, 22:44 Posted By: wraggster
Lab Zero's Metroidvania action-RPG Indivisible launched on the Nintendo Switch North American eshop today, surprising everyone -- including its developers.
"Feel like you missed the announcement?" said project lead Mike Zaimont on Twitter today. "You're not alone, our team found out because people on Twitter sent us congratulations! I had no idea! But there it is!"
Zaimont continued in a tweet thread, noting that while the Switch version is "great," it is an older build of the game that is missing features that were added more recently to the other platform releases of the game, including co-op and New Game+.
He concluded by apologizing, saying that the launch "does not represent the quality standards of Lab Zero" and was released without any prior release date announcement or lead-up PR.
Zaimont also commented in a reply to another Twitter user that he did not know when Switch codes for IndieGogo backers or a physical Switch version would be released.
505 has not issued an official statement, though it announced an hour ago that the game was now also available on the European eshop and that Japanese, Korean, and Southeast Asian versions would be launched in the future.
Additionally, USGamer reports that in a message on the official 505 Discord channel, the publisher has said it is "looking into what occurred."
GamesIndustry.biz has reached out to 505 Games for comment.
Update, May 1, 2020: 505 Games has released a statement, explaining why the game was released earlier.
https://www.gamesindustry.biz/articl...pers-knowledge
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 30th, 2020, 13:34 Posted By: wraggster
Nintendo continues its train of minor fixes to the 10.x.x line of system software. This time, it isn't just stability mentioned in the patch notes. Nintendo has fixed a prior issue where newly synced Switch Pro Controllers would operate with incorrect analogue stick inputs, which is now resolved thanks to the newly-released firmware version 10.0.2. Other than that, there's the standard stability improvements hidden within the update, per usual.
Ver. 10.0.2 (Released April 29, 2020)
General system stability improvements to enhance the user's experience, including a solution for the following:
We have fixed an issue where a Nintendo Switch console with system menu version 10.0.0 or 10.0.1 does not set up a new Nintendo Switch Pro Controller, sometimes causing incorrect joystick control.
Click to expand...
Source
https://gbatemp.net/threads/nintendo...ilable.563851/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
next » |
|
|