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THE LATEST NEWS BELOW
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April 13th, 2020, 22:32 Posted By: wraggster
For GC and Wii.
In an alternate timeline…
Metroid Prime 2: Echoes on the Gamecube and in Metroid Prime Trilogy for the Wii was an anomaly to the Metroid series, giving Samus limited shots of her ‘Light’ and ‘Dark’ beam weapons. Since its release in 2004, many Metroid fans have wondered: What would Metroid Prime 2 have been like without beam ammo?
The fan mod Metroid Prime 2: Unlimited Beams Authorized answers just that. Compatible for all GCN regions and for the USA Trilogy, U.B.A. gives Samus her energy back, and removes beam ammo from the game entirely. Players will no longer expect to see beam ammo pickups drop from crates, enemies, or environmental debris. Samus’ HUD graphics in her visor for her beams are gone as well: players will be able to choose using the patcher utility whether to keep or remove her beam ammo bars, which can be used instead to indicate how many beam ammo expansions Samus has picked up on her journey. The number display which acts as the beam ammo counter, however, is removed by default.
“U.B.A.” gives gives a renewed sense of enjoyment to Metroid Prime 2: Echoes. Take in the lush environments of Torvus Bog, and focus on your health - not your ammo - while venturing into the poisonous Dark Aether world, which will continually eat your suit, sapping Samus’ energy. The initial testers for the mod experienced a “relaxed feel and balanced difficulty” to the game.
So what other impacts does Unlimited Beams Authorized have to the game? The creators behind this mod were careful to preserve as much of the original game as possible. You will be relieved to hear that Missiles, Energy, and Powerbombs all drop as normal, and from the correct enemies, as well. Most* of the bosses still drop energy and missiles after you’ve defeated them, while a couple fights may feel even more intense than before.
Will this affect my logbook scans, or my item completion rate if ammo is removed? No, common item pickups aren’t counted as scans for the logbook in Metroid Prime 2, and Beam Ammo Expansions are still collectable pickups, and still count toward 100% item completion.
Save file compatibility will still be the same. You will be able to use your existing Metroid Prime 2: Echoes save file with Unlimited Beams Authorized, and freely switch between the original game and U.B.A. without fear of corrupting or changing anything important in your saves.
In the 1.0 release, no script changes were made. However, a language patch is planned with a future update. It will change some of the in-game text (for example, upon picking up a Beam Ammo Expansion) to talk about the items in the past-tense, for example, as if they were for someone else. The language patch will be completely optional and will be able to be selected using the patcher utility.
Let’s talk about some more changes and features.
U.B.A. features additional alternate playstyles. There are two secret “hardmodes” that can be enabled using the patcher utility. When asked whether to “keep” or “remove” the ammo bars, simply press either the “h” or “s” key to activate them. Pressing “h” activates Hardmode1, while press “s” activates Hardmode2. They both make the game much harder: Since no ammo is dropped from the game, then Samus will have to search elsewhere for her ammo. But Samus will still use her beam ammo… truly a hard mode! Hardmode2 takes this a step further and removes Samus’ beam ammo counter and beam ammo bars, keeping Samus in the dark on how much beam ammo she has left (beam ammo can still be refilled at ammo stations and her gunship.
In multiplayer mode, all players are now given unlimited beam ammo. Simply pickup one of Samus’ beam weapon upgrades and you’re good to go.
The authors of the mod hope you will enjoy Unlimited Beams Authorized, and they hope to see more Metroid Prime mods in the future.
Notes.
- While it was mentioned that most bosses will drop energy and missiles afterward, 1.0 users should be warned that Alpha Blogg, Grapple Guardian, Dark Samus 2, and the entire final fight will not drop any items at all. A fix is planned for some of these bosses in a future update.
- As well, most swarm enemies in the game will not drop either energy or missiles, either. This includes Hydlings, Dark Chykka’s chyklings, and Ing Larva Swarms, to name a few. It is best if these swarm enemies are seen as destructible hazards, instead.
https://www.romhacking.net/hacks/5057/
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April 13th, 2020, 22:26 Posted By: wraggster
Nintendo spent big on TV ads last month, especially to promote Animal Crossing: New Horizons, and it looks like no other gaming brand came close to touching a similar total spend.
According to data shared by VentureBeat and iSpot.tv, Nintendo spent an estimated $14.6 million on TV ads last month, $3 million more than it spent in February.
That money went toward 20 different ads that aired over 3,000 times, with seeing the largest budget for a single ad.
Nintendo was the only gaming company to spend over $1 million on TV ads, with the second-biggest spend coming from Bethesda at an estimated $866,000 split between two ad spots. $499,000 of that went toward the Doom: Eternal official launch trailer.
Xbox spent the third most, with $641,000 across four ads and its biggest spend -- $269,000 -- on a Doom: Eternal ad in partnership with Bethesda.
https://www.gamesindustry.biz/articl...v-ads-in-march
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April 11th, 2020, 22:34 Posted By: wraggster
After a period of heavy effort, testing and proofreading, a new translation of Final Fantasy VI makes its way into Spanish thanks to the sacrifice of Rod Merida, the project’s hacker and translator, and the invaluable help in script reviewing of Vicks Dg and Bernar Carrasc, all of them members of Crackowia group.
The project was originally started several years ago, back in 2004, after the aforementioned members had just got and completed a full but faulty translation of FF3us, made by Latin-Americans, full of typos, wrong pointer addressings, that made some messages appeared partially repeated, spare grammar and orthograph mistakes, and no accented letters, opening question and exclamation marks at all, besides the constant substitution of second person plural pronoun “Vosotros” and its conjugations by polite treatment Ustedes ─something usual in Latin American Spanish in colloquial speech─. All this made this work faulty and unserious in the eyes of a minimally critical player. There was a strong agreement a retranslation to Spanish was necessary of this historical RPG whose story and game mechanics had amazed the group; the game worthed it, but there was, back in that moment, a surprisingly annoying lack of it.
So after some initial doubts and tribulations, ROMhacking techniques gathering and trials with some hex editing applications, like Hexposure 0.44, Thingy and TBL searchers, the project translator, Rod Mérida, decided to start the work. Once the first major obstacles, such as finding the character table and being able to decode the DTE compressed character pairs, or getting to see and edit the font tiles inside the ROM in order to add accented letters, had been solved, the project was advancing. However, it is a game with extensive dialog script, and a myriad of enemy and item names, abilities, combat messages, and descriptions in menu of all kinds of matters. Thus the project lengthened over time, extended and complicated, because in addition to translating it, it was necessary to test it and manually modify the pointer table every time the translated messages didn’t fit in the original string. The discovery of FF3edit, an application that readdressed dialog pointers automatically, accelerated this process, but the existance of other personal projects, like University and studying, delayed it. In the end, laziness overcame.
About four months ago, in late December 2019, the translator decided to get back the partially hacked ROM from silence and put the turbo in it. By January a first fully playable version was finished, with all its dialogs and enemy or item names translated. After that the script has been fully replayed and reviewed by Vicks Dg, followed by hundreds of text corrections and fixes. A second proof-reading, with minor fixes added, has been developped by Bernar Carrasc.
A final version of this translation was released in April 9th, 2020, in romhacking website, and can be downloaded and enjoyed by everyone interested.
http://www.crackowia.gq/
https://www.romhacking.net/translations/5487/
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April 11th, 2020, 22:31 Posted By: wraggster
After various trials and tribulations, the very first Knight Gundam game makes it way into English thanks to the efforts of aishsha and Pennywise.
The project was originally started by KingMike years back and was taken over by aishsha who did the lions share of hacking and translating the game and as usual Pennywise came along and polished everything up to what you see now. Special thanks to TheMajinZenki who reviewed all the names in the game and then some.
A special note about the translation. It is currently only playable in FCEUX and possibly a few others due to a ROM expansion that exceeds the mapper’s limit. If you’d like to see other emulators support the translation, send the devs a message asking for them to support the translation.
http://yojimbo.eludevisibility.org/
http://www.romhacking.net/translations/5482/
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April 11th, 2020, 22:31 Posted By: wraggster
Double Dragon III Classic Enemies is a hack of the NES game Double Dragon III, The Sacred Stones. This hack replaces many of the enemies of the original game with the classic enemies seen in Double Dragon 1 and 2.
This hack aims to bring personality to a game with solid mechanics, but bland enemy design.
In addition, this hack aims to lower the difficulty of the game until the player recruits extra characters in level 2, making progress much less stressful and more enjoyable.
https://www.romhacking.net/hacks/5041/
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April 11th, 2020, 22:21 Posted By: wraggster
Good news everybody! Kevin Mellott's HyperFlash32 flash cart is finally done and a first batch of 25 is en route for circa late May. A larger second batch will follow soon after.
Both batches have long been sold out, so even if you preorder one right now, you will have to wait some more months for your cart. There's still a chance to get your hands on one as soon as the first batch lands, though. Kevin is now holding an eInk label art contest and the best label art will be awarded with a HyperFlash32 cart. Check out the thread for more info and get ready to push some pixels. Still 3 weeks to go, go, go!
https://www.planetvb.com/modules/new...hp?storyid=467
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April 11th, 2020, 22:18 Posted By: wraggster
Nintendo insists that more stock is on the way as Switch console supply dries up globally.
The firm issued a note to Japanese customers yesterday stating that only those who had reserved a Switch console (including the new Animal Crossing special edition) would be receiving their units this week. Standard shipping to retailers was not going ahead and there was no information on whether there would be any the following week, either. The firm's official position is that stock shipments have been 'delayed'.
It's a situation that's reflected globally, with the standard Switch console almost entirely sold out across Europe and the US. Sales of Switch games and consoles have plummeted over the past two weeks according to latest figures from GfK and GSD. There is still some availablity of Nintendo Switch Lite.
It's a combination of factors that has led to the scarcity of stock. With the lockdown keeping families in doors, there's been a spike in demand for the hardware. Across many markets, Switch sales jumped by more than 150% during March. However, with distribution and manufacturing severely impeded due to the coronavirus crisis, Nintendo has struggled to resupply. Switch components are largely made in China, which had shut down manufacturing due to the pandemic, although factories are gradually reopening.
A US representative told GamesIndustry.biz: "Nintendo Switch hardware is selling out at various retail locations in the U.S., but more systems are on the way. We apologize for any inconvenience."
https://www.gamesindustry.biz/articl...-out-worldwide
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April 11th, 2020, 22:08 Posted By: wraggster
Animal Crossing: New Horizons has been delisted from Chinese online shopping sites Taobao and Pinduoduo after a crackdown from government regulators.
Though the game has not yet been approved for sale in China, it has nonetheless been picked up through retailers selling imported cartridges, as well as users who own imported Nintendo Switch systems purchasing the game digitally through other countries' eshops.
Reuters reports that the game was delisted from Taobao and Pinduoduo late this week, while Niko Partners analysts Daniel Ahmad points out on Twitter that this was due to an enforcement order from the Chinese regulator.
Ahmad adds that such enforcement orders on games typically occur due to a game becoming too popular, or a game containing content deemed to be inappropriate by the regulator.
https://www.gamesindustry.biz/articl...g-new-horizons
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April 7th, 2020, 22:18 Posted By: wraggster
Animal Crossing: New Horizons sold more than 2.6 million physical copies in its first 10 days on sale, according to Famitsu sales data.
The sales total covers February 24 through March 29, but Animal Crossing: New Horizons didn't launch until March 20.
Famitsu previously reported that New Horizons had sold 1.88 million copies in Japan in its first three days on sale.
The next best-selling game in the monthly chart was another Switch title, Pokémon Mystery Dungeon Rescue Team DX, which sold more than 218,000 copies for the month. Nioh 2 on the PlayStation 4 was the only other game with a six-digit sales figure, topping 129,000 copies sold.
https://www.gamesindustry.biz/articl...-2-6m-in-japan
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April 7th, 2020, 12:24 Posted By: wraggster
News via http://www.emulation64.com/view/3044...ta-1-released/
Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
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* Fix warnings
* Disable matrix rendering for the momment
* Upate gitignore
* Update .gitignore
* MS Visual Studio 2019 project
* Fix warnings
* Fix SDL config path pointer
* Update Roboto font format
* Merge branch 'develop' of https://github.com/drhelius/Gearboy into develop
* Merge branch 'develop' of https://github.com/drhelius/Gearboy into develop
* Change Robot font format
* Add SDL dependency
* Add Glew dependency
* Remove Qt references
* Merge branch 'develop' of https://github.com/drhelius/Gearboy into develop
* Update README.md
* Merge branch 'master' into develop
* Create FUNDING.yml
* Update README.md
* Update README.md
* Minimium window size
* Video scale factor
* Fix loading cheats without ROM
* Open recent roms
* Update Dirent
* Minor refactor
* Game Genie and GameShark cheats
* Customizable dmg palettes
* Default palettes
* Customizable Gamepad
* Gamepad config
* Update README.md
* Update README.md
* Pause on focus lost
* Customizable keyboard
* Disable input when using GUI
* Persistent keyboard config
* Keyboard working
* Minor refactor
* Minor refactor
* Avoid noise when empty
* Ignore tmp files
* About window as modal
* About window as modal
* Load/Save RAM files
* Add Roboto font
* Update README.md
* Refactor
* Read/Write settings file
* Changing config lib to mINI
* Fix warnings in macOS
* Add inih library
* Improve gui
* Improve save state operation
* Ensure closed files for save states
* Avoid running emu when idle
* Disable pause after init
* Init buffers to avoid noise
* Fix missing glew lib for Linux
* Emulator build info
* Emulator sync
* Fix build on Linux an Windows
* Initial rendering
* Merge branch 'target-color-format' into develop
* Fix GB_Color_Format enum
* Use RGB565 in rpi app
* Use RGB565 in iOS app
* Run for N cycles in PS2
* Expose internal DMG buffers
* Add BGR pixel formats
* Runtime flag to select pixel format RGB555 and RGB565 (default)
* Natively rendering in RGB565
* Fix ImGuiFileBrowser alphabetic sort
* Audio working
* Add cross platform data dir
* Fix warnings in ImGuiFileBrowser
* Changed file browser
* Fix README
* Basic gui implementation
* Set emulator name as constant
* Minor structure change
* Update Travis CI
* Basic structure for ImGui app
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Add vscode
* Push version to 3.0.0 and enable debug
* ImGui initial commit
* Delete Qt files |
https://github.com/drhelius/Gearboy
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April 6th, 2020, 23:12 Posted By: wraggster
GBARunner2 (2020/04/04) is released. GBARunner2 ia a GBA hypervisor for DS. By default GBARunner2 will look for a "GBA" folder in the root oft the SD card, and open it. Otherwise, it will open the root of SD card. Put roms and a gba bios as "bios.bin" in the "GBA" folder or the root of your sd card. Make sure the roms are sram patched if needed. Hidden or system files and folder won't be shown, so "bios.bin" file can be hidden.
GBARunner2 changelog:
Prevent DSP audio desync, pause audio during saving and in ingame menu
https://github.com/Gericom/GBARunner2
http://www.emucr.com/2020/04/gbarunner2-20200404.html
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April 6th, 2020, 22:42 Posted By: wraggster
1964 - Carnivorous Edition (2020/04/05) 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/2020/04/1964-ca...-20200405.html
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April 6th, 2020, 19:15 Posted By: wraggster
Nintendulator 0.985 beta (2020/04/05) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.
Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.
http://www.qmtpro.com/~nes/nintendulator/
http://www.emucr.com/2020/04/nintend...-20200405.html
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April 3rd, 2020, 21:48 Posted By: wraggster
RocketRobz released TWiLight Menu++ 13.0.0 for the 3DS which comes with more AP fixes among other things.
Check here on how to update TWiLight Menu++.
Includes nds-bootstrap v0.32.0, and a new GBARunner2 build (for DS, DSi, and 3DS)!
What's new?
- TWL (DSi-Enhanced) cartridges now boot (but only in DS mode for now)!
- If there's an existing soft-reset parameter file on the SD card, when launching TWiLight Menu++, the last-launched DS(i) game will boot with the existing parameters.
- Early (but not all) SDK2 games, as well as a few SDK3-4 games, will now no longer show the heap shrink option!
- The DS Classic Menu now indicates you can press B to go back to the ROM menu.
- (RetroGameFan) Fixed AP-fix files for Final Fantasy Crystal Chronicles: Echoes of Time.
- Added AP-fix for:
-Megaman Battle Network: Operate Star Force (ENG)
-Nora to Toki no Koubou: Kiri no Mori no Majo (CHN)
-Puyo Puyo!! 20th Anniversary (ENG)
- (gamemasterplc) Added widescreen support for B-17 - Fortress in the Sky (USA).
- Added Chinese and Korean per-game language options.
- User settings are now read from TWLCFG, if found!
- Added other languages for the DSi splash screen, as well as the iQue DSi splash screen for the Chinese language!
DS mode flashcard users will still show the regular DSi splash.
- 3DS/2DS console is now found by checking the NAND, instead of the Nintendo 3DS folder on the SD card.
- (@R-YaTian) DS Classic Menu: CHN and KOR Pictochat and DLP are now copied from NAND.
- Fixed CHN and KOR Pictochat and DLP showing error.
- If you are using DSiWarehax (e.g. sudokuhax, Memory Pit, etc.) to run TWiLight Menu++ and nds-bootstrap, you can now set what DSiWare exploit you're using, alongside the region, in TWLMenu++ Settings.
This allows nds-bootstrap to soft-reset, or exit out, when using DSiWarehax.
- Added nds-bootstrap options Expand ROM space in RAM and Cache block size, to Games/Apps settings page.
NOTE: For Expand ROM space in RAM, the +512KB option will break Download Play functionality, even for games that don't use cloneboot.
- Added option in the GBARunner2 settings page, to simulate GBA colors.
- When running on CycloDSi iEvolution in DSi mode, the console will now reboot, if FAT init gets stuck in a loop.
Bug fixes
- If the DS(i) ROM banner text isn't found for the user-set language, it'll now fall back to the previous one from the user's, and further, if that isn't found.
Fixes banner display for Minna no Mahjong DS, for non-Japanese users.
- DS Classic Menu: Fixed Pictochat and DLP not being copied from the NAND at all.
- DS Classic Menu: Fixed DLPlay copy from NAND, overwriting Pictochat on SD.
- Attempted to fix IR breaking after accessing DS Classic Menu. (Not tested!)
Known bug
- The Gen 5 Pokemon games as cartridges crash when selecting either Yes or No for C-Gear communications. (Reported by JosephNeale)
Regression
- The Nintendo DS Browser now doesn't work from cartridge.
https://github.com/DS-Homebrew/TWiLightMenu/releases
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April 3rd, 2020, 21:22 Posted By: wraggster
Dolwin v0.11 is released. Dolwin is a Nintendo GameCube Emulator for Windows. Dolwin is an emulator of Nintendo Gamecube console. This platform is based on PowerPC-derivative processor, produced by IBM Corp. and codenamed Gekko. Dolwin mainly purposed to emulate homebrewn applications.
Dolwin v0.11 Changelog:
Fuh, it’s hard to tell in a nutshell, but I’ll try.
Firstly, the development has been restarted since 2004. Can you imagine what fossils you had to work with. Major changes:
Multithreading: the emulator engine is prepared for multitask execution of all components. Now the interface, processor emulation, DSP and non-invasive debugger can simultaneously work on the background. All this can be stopped and run separately at any time.
Basic emulation of GameCube DSP. It’s enough that the games do not hang at the very beginning. In future releases, support will be improved for sound output.
The new JDI infrastructure has been added to the debugger (more details can be found here: https://github.com/ogamespec/dolwin/...ugInterface.md)
The interface is translated to Unicode, the settings are now stored in Json. The settings themselves are greatly simplified.
The source code is cleaned and divided into sub-projects
Plans for the next releases can be viewed on GitHub: https://github.com/ogamespec/dolwin/milestones
https://github.com/ogamespec/dolwin
http://www.emucr.com/2020/04/dolwin-v011.html
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April 3rd, 2020, 21:21 Posted By: wraggster
pFBN v4.2 is released. pFBA is a FBNeo for PC & Nintendo Switch.
pFBN v4.2 changelog:
pemu: vita: fix roms paths in config.cfg not correctly loaded
pemu: fix input configuration option menu (inputs, highlight, textures..)
pfbn: fix option menu audio interpolation loop
pemu: vita: fix "Renderer:nUpdate" called twice
pfbn: vita: add crappy frameskip option (not working very well..)
pemu: bump version to 4.2
https://github.com/Cpasjuste/pemu
http://www.emucr.com/2020/04/pfbn-v42.html
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April 3rd, 2020, 21:02 Posted By: wraggster
GB Enhanced+ v1.4 is released. GBE+ is an experimental GBA emulator and the planned successor to the original GBE project. Game Boy Enhanced (GBE for short) aims to be a fully functional Game Boy emulator. The goal is to create a highly portable emulator using C++ and SDL, document the Game Boy's functions through clear code, and add as many enhancements (scaling filters, cheats, custom sprites) as reasonably possible.
GB Enhanced+ changelog:
Improved NDS support. Still very WIP, but now a number of commercial games boot and run.
Added support for the Multi Plust On System
Added support for the Turbo File GB and Turbo File Advance
Added Game Boy Wars 3 data for internal GB Mobile Adapter server
Added the ability for GBE+ to connect to a recreated GB Mobile Adapter server (such as the one from the Reverse Engineered Open Network)
Added support for the AGB-006 and emulated CDZ models Zoids.
Added a full database of all 70 Cosmic Characters for Full Changer used in Zok Zok Heroes.
Added support for a few NDS Slot-2 devices (Rumble Pak, Ubisoft Thrustmaster Pedometer, HCV-1000).
https://github.com/shonumi/gbe-plus
http://www.emucr.com/2020/04/gb-enhanced-v14.html
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April 3rd, 2020, 21:01 Posted By: wraggster
Nintendulator 0.985 beta (2020/04/01) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.
Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.
http://www.qmtpro.com/~nes/nintendulator/
http://www.emucr.com/2020/04/nintend...-20200401.html
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