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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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February 24th, 2020, 20:55 Posted By: wraggster
Cemu v1.17.2b 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 1.17.2b:
general: Improved robustness of settings.xml parser to avoid crashes when loading bad or outdated settings files
general: Display CPU menu if Cemuhook is installed (for Cemuhook affinity settings)
OpenGL: Fixed a regression which broke depth-stencil texture formats when graphic packs were enabled
gfxPacks: Added support for @h suffix in patch parser (Used by XCX 60FPS pack)
# New in 1.17.2:
general: Fixed an issue where the game list would display updates/dlc instead of the base game, if no base game was found
general: Removed redundant global options for cpu and vertex cache in the menu bar
general: Removed precompiled shaders option from game profiles since there isn't really a reason to configure it per-game
general: Added a new debug option to the general settings to enable the creation of crash dumps
coreinit: Overhauled MP task queue API. The previous implementation required a game-specific workaround for Toyko Mirage Sessions which is now no longer necessary
coreinit: Fixed several race conditions which could lead to deadlocks in multi-core recompiler mode
coreinit: The default PowerPC thread for core 1 is now also the thread that begins execution in the game's main() method. Some games rely on this behavior.
This change fixes crashes in Paper Mario Color Splash
Vulkan: Fixed a rare crash that could occur in any game due to a hash collision in the pipeline runtime cache
Vulkan: Fixed custom shaders not being applied for V5 graphic packs (#270)
Vulkan: Several minor tweaks to increase stability
nn_boss: Fixed a crash that could occur when the game requested to run an invalid task
http://cemu.info/
http://www.emucr.com/2020/02/cemu-v1172b.html
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February 24th, 2020, 20:52 Posted By: wraggster
higan v107.21 is released. higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan Changelog:
* genius: compilation fix.
* Windows compilation fix.
* Quick workaround for an internal compiler error with some GCC versions.
* PulseAudio compilation fix.
* higan v07.21:
* Neo Geo Pocket: added flash ROM save support
* Super Famicom: improved appended firmware size detection [devinacker]
* ruby: added dynamic rate control support to Linux/ALSA driver [RedDwarf]
* ruby: added dynamic rate control support to Linux/PulseAudio driver [RedDwarf]
byuu v0.14:
* PC Engine: fixed sprite rendering issue
* PC Engine: nearly doubled performance via audio decimation
* Game Boy Advance: 20% performance increase via lower-precision CPU synchronization
* added auto-save memory option
* added optional native file dialog support
* added warning when trying to map inputs with no input driver active
* abort input mapping attempts after closing settings window
* added 50ms delay for input mapping so that pressing enter won't automap said key
https://gitlab.com/higan/higan
http://www.emucr.com/2020/02/higan-v10721.html
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February 24th, 2020, 20:49 Posted By: wraggster
Aiguanachein is working on a very nice Game Boy Color platform game named Powa! The game will feature different worlds, music by sergeeo and certainly final bosses. After exchanging emails with the main author there might be physical carts, once the game is final.
We at PDRoms already had the pleasure to play the game and it plays solid and is fun, we would really love to see this game in final stage.
https://pdroms.de/nintendo-gameboy-g...boy-color-game
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February 24th, 2020, 20:44 Posted By: wraggster
When it was released in 1988, Ultima: Exodus was revolutionary, and proof that the RPGs that were already popular on microcomputers could be ported to home consoles. However, the original game had its flaws, and the NES version added its own.
This patch not only fixes bugs and restores missing text and clues, but also updates the graphics, reintroduces enemies that were only found in the computer versions, and improves the gameplay without completely altering it.
Gone are the days of grinding low level monsters for 95% of a playthrough: now levelling up is actually rewarding and encouraged. Higher level characters receive buffs and special abilities, magic users become more powerful and their spells have better chances to succeed, and more dangerous monsters and dungeons also give the best loot.
Note that this isn’t an “easy mode” patch: the game is still punishing, but not in an unfair and unfun way. The player will progress through their quest to defeat Exodus.
A partial list of what’s on offer in Ultima: Exodus Remastered (see the Release Notes for an extensive list):
- Updated, more user-friendly UI
- Bug fixes
- Many Quality-Of-Life changes
- Improved “3D” dungeon view
- Graphics inspired to Ultima IV-VI
- NPC portraits in dialogues
- Lootable weapons/armour
- New enemy AI makes battles faster and more tactical
- Battle/magic systems rebalance
- More distinct Professions, each with their own stats and abilities
- Horses actually make map movement faster over certain terrain types and are not just cosmetic
Note that this hack does not alter sound/music and is aimed at being compatible with future sound/music hacks.
Have fun exploring Sosaria again!
http://www.romhacking.net/hacks/4949/
https://twitter.com/FoxCunning2
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February 24th, 2020, 18:32 Posted By: wraggster
Even though Nintendo Switch Online allows cloud save backup for many major Nintendo first-party titles, Animal Crossing: New Horizons won't be one of them except in very, very specific circumstances.
During today's , an FAQ at the end announced that cloud saves would not be available for the game right at launch, but would be added some time afterward for Nintendo Switch Online subscribers only. Additionally, these saves are not able to be accessed any time, such as a situation where someone wants to move a saved game from one Nintendo Switch to a newly-purchased one.
Rather, according to some fine print in the presentation, these saves are only able to be used in the case of a lost or damaged Nintendo Switch system, and then can only be used one time. If a system is lost or damaged more than once, a user may not be able to move their save file a second time and may lose all their progress.
https://www.gamesindustry.biz/articl...recovered-once
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February 18th, 2020, 18:02 Posted By: wraggster
Swiss r785 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
DVD/GCLoader have been ported over to the new read patches, and all games are now treated as potentially reloading. This allow certain games, most famously XIII, to be played in progressive scan using an original/backup disc or GCLoader, and also allow other patches to persist across resets. An SD Card Adapter is required for this to function.
If you had disabled the new read patches before, these will be reset to enabled. The option to disable them has been replaced with a more succinct "Emulate Audio Streaming" option. This should also fix cases where they've been inadvertently disabled by the last release. This option only take hold for SD Card Adapters and IDE-EXI.
@Extrems committed:
Fix comparison with falsely flagged audio streaming.
Save and compare disc header.
Port DVD/GCLoader over to the new patches.
Hide .nkit.iso extension.
Hide swiss_patches directory upon creation.
Implement sync ioctl.
Check other file attributes of existing patch fragments.
Change "Alternate Read Patches" option for a "Emulate Audio Streaming" option.
Simply enable interrupts and call OSResetSystem.
Hijack current thread to call OSResetSystem.
Patch EXIDetach.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2020/02/swiss-r785.html
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February 18th, 2020, 18:01 Posted By: wraggster
Snes9x GX v4.4.6 is released. Snes9x GX is a Super Nintendo(SFC) emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Snes9x GX Features:
* Based on Snes9x 1.53
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC
* 16:9 widescreen support
* Open Source!
Snes9x GX Changelog:
Fixed box art not working on GameCube
https://github.com/dborth/snes9xgx
http://www.emucr.com/2020/02/snes9x-gx-v446.html
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February 18th, 2020, 17:59 Posted By: wraggster
FCE Ultra GX v3.4.5 is released. FCE Ultra GX is a modified port of the FCE Ultra 0.98.12 Nintendo Entertainment system for x86 (Windows/Linux) PC's. With it you can play NES games on your Wii/GameCube(NGC). Version 2 is a complete rewrite based on code from SNES9x GX.
FCE Ultra GX Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player support
* Zapper support
* RAM / State saving support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Cheat support (.CHT files)
* IPS/UPS/PPF automatic patching support
* NES Compatibility Based on FCEUX 2.1.5
FCE Ultra GX v3.4.5 changelog:
Fixed box art not working on GameCube
Fixed some 3rd party controllers with invalid calibration data
Fixed file browser issues
Fixed issue changing Auto Save option
https://github.com/dborth/fceugx
http://www.emucr.com/2020/02/fce-ultra-gx-v345.html
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February 18th, 2020, 17:57 Posted By: wraggster
1964 - Carnivorous Edition (2020/02/17) 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
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
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
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/2020/02/1964-ca...-20200217.html
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February 17th, 2020, 19:55 Posted By: wraggster
mGBA v0.8 is released. mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.
Features:
- Near full Game Boy Advance hardware support[1].
- Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
- Qt and SDL ports for a heavy-weight and a light-weight frontend.
- Save type detection, even for flash memory size[2].
- Real-time clock support, even without configuration.
- A built-in BIOS implementation, and ability to load external BIOS files.
- Turbo/fast-forward support by holding Tab.
- Frameskip, configurable up to 9.
- Screenshot support.
- 9 savestate slots. Savestates are also viewable as screenshots.
- Video and GIF recording.
- Remappable controls for both keyboards and gamepads.
- Loading from ZIP files.
- IPS and UPS patch support.
- Game debugging via a command-line interface (not available with Qt port) and GDB remote support.
mGBA v0.8 Changelog:
Emulation fixes:
GB Serialize: Fix timing bug loading channel 4 timing
GBA: Fix multiboot entry point while skipping BIOS
GBA BIOS: Fix undefined instruction HLE behavior
GBA DMA: Fix invalid audio DMA parameters
GBA Memory: Misaligned SRAM writes are ignored
GBA Serialize: Fix serializing DMA transfer register
GBA Serialize: Fix audio DMA timing deserialization
GBA Video: Fix OAM not invalidating after reset (fixes #1630)
GBA Video: Fix backdrop blending on lines without sprites (fixes #1647)
GBA Video: Fix OpenGL sprite flag priority
Other fixes:
Core: Fix race condition initializing thread proxy
Core: Fix integer overflow in ELF loading
FFmpeg: Fix crash when -strict -2 is needed for vcodec or container
FFmpeg: Disallow recording video with no audio nor video
GBA: Automatically skip BIOS for multiboot ROMs
Qt: Only dynamically reset video scale if a game is running
Qt: Fix race condition with proxied video events
Qt: Fix color selection in asset view (fixes #1648)
Qt: Fix missing OSD messages
Qt: Fix crash unloading shaders
Qt: Fix toggled actions on gamepads (fixes #1650)
Qt: Fix extraneous dialog (fixes #1654)
Qt: Fix window title not updating after shutting down game
Qt: Fix GIF view not allowing manual filename entry
Qt: Fix non-GB build (fixes #1664)
Qt: Fix pausing Qt Multimedia audio (fixes #1643)
Qt: Fix invalid names for modifier keys (fixes #525)
SDL: Refresh stale pointers after adding a joystick (fixes #1622)
Util: Fix crash reading invalid ELFs
VFS: Fix handle leak when double-mapping (fixes #1659)
Misc:
FFmpeg: Add more presets
Qt: Fix non-SDL build (fixes #1656)
SDL: Use DirectSound audio driver by default on Windows
Switch: Make OpenGL scale adjustable while running
https://github.com/mgba-emu/mgba
http://www.emucr.com/2020/02/mgba-v081.html
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February 12th, 2020, 21:55 Posted By: wraggster
Nintendo is bringing fans some new-old classics for the first time of the year, in their February 2020 update for Nintendo Switch Online retro games. Four new games are slated to be added to the service on February 19th, including two NES games and two SNES. On the Nintendo Entertainment System side of things, Shadow of the Ninja and Eliminator Boat Duel will be the latest playable titles, while the Super Nintendo section will see Pop'n TwinBee and Smash Tennis joining their ranks.
Super NES™ Pop'n TwinBee - The sixth game in the TwinBee series, this vertically scrolling shooter takes place in a cute, poppy setting. This shooting game was released for the Super Nintendo Entertainment System™ in 1993. TwinBee and WinBee hear from a girl named Madoka that her great-grandfather, Dr. Mardock, has lost his wits, so they set off to return him to his normal self. This game doesn't offer multiple "lives," but the ship will not be destroyed when hit by enemies or their attacks until the life gauge reaches 0. Shoot bells found in the clouds to change their colors and receive various effects.
Smash Tennis - In Smash Tennis for the Super Nintendo Entertainment System™, the controls may be simple, but there's plenty of room for skill! Perform a strong shot with the A Button, a weak shot with the B Button, or a lob with the X Button. Easy, right? Well, with only those moves, you can develop all sorts of approaches, unlocking the deep strategies of tennis! See how you fair on the court in Exhibition mode, where you can select your character and court type freely, or in Tournament mode, where you must win set after set to progress through the tournament. All on one of eight court types—three basic and five special!
NES Shadow of the Ninja - Infiltrate Emperor Garuda's stronghold as you prowl through the shadows. It is the year AD 2029, and America is ruled under the dictatorship of Emperor Garuda. In the midst of disorder and oppression, two shadow warriors rise to the people’s cry for help. Choose to play as one of two ninja masters from the Iga clan—Hayate and Kaede—as they infiltrate enemy front lines in these action-packed stages. Master tactics of stealth as you acquire additional weapons and power-ups, defeating numerous foes until you reach the emperor himself. Overthrow the emperor and destroy his wicked empire from within, solo or with a friend!
Eliminator Boat Duel - In this powerboat racing game, get behind the wheel of one of the fastest machines on the water, and get ready to earn boatloads of in-game cash! Drivers earn thousands of dollars for competing, and you'll use your winnings to repair and upgrade your boat to really push your competitive edge to its maximum. Money is what keeps you afloat, and a little aggression can go a long way: sink an opponent to earn a cool $50,000 in-game reward to spend souping up your powerboat. Just try not to get sunk yourself, or you'll be swimming back to dry land. And try to keep the false starts to a minimum. Each time you jump the gun, you'll be slapped with a $2,000 in-game penalty, which is almost worse than going for a swim!
https://gbatemp.net/threads/nintendo...vealed.557964/
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February 12th, 2020, 21:44 Posted By: wraggster
Nintendo and The Pokemon Company have publicly announced their intentions to no longer work with a Portuguese website that broke a review embargo to leak details of Pokemon Sword and Shield online ahead of the game's launch.
According to a joint statement from the companies shared with our sister-site, Eurogamer, a reviewer for the website FNintendo shared photos of the game in breach of the confidentiality agreement attached to the early review copy.
"These Pokemon were leaked by a reviewer for the Portuguese website FNintendo, who had received an early copy of the game for review purposes," reads a part of the statement. "Both he and FNintendo failed to handle confidential material, resulting in a clear breach of the confidentiality agreement between Nintendo and the media outlet. As a result, Nintendo will no longer work with FNintendo.
"Nintendo will always protect its intellectual property and brands. Leaks hurt not just Nintendo, but the thousands of employees who work hard to bring games to market, and the millions of fans around the world who look forward to news and surprises.
https://www.gamesindustry.biz/articl...shield-details
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February 11th, 2020, 21:20 Posted By: wraggster
FCE Ultra GX v3.4.4 is released. FCE Ultra GX is a modified port of the FCE Ultra 0.98.12 Nintendo Entertainment system for x86 (Windows/Linux) PC's. With it you can play NES games on your Wii/GameCube(NGC). Version 2 is a complete rewrite based on code from SNES9x GX.
FCE Ultra GX Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player support
* Zapper support
* RAM / State saving support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Cheat support (.CHT files)
* IPS/UPS/PPF automatic patching support
* NES Compatibility Based on FCEUX 2.1.5
FCE Ultra GX v3.4.4 changelog:
dded back start+A+B+Z trigger to go back to emulator
Updated spanish translation
Added support for serial port 2 (SP2 / SD2SP2) on Gamecube
Compiled with latest libraries
https://github.com/dborth/fceugx
http://www.emucr.com/2020/02/fce-ultra-gx-v344.html
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