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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 30th, 2020, 20:49 Posted By: wraggster
Details for the Switch version of Obsidian's acclaimed The Outer Worlds have finally been revealed -- and it's an unusual launch.
The game will be released on March 6, but will only be available as an eShop download, publisher Private Division has revealed.
A retail version will be on shelves, but it will contain a code for the full-game's download rather than a game cartridge. Switch owners will therefore require an internet connection to install the game.
https://www.gamesindustry.biz/articl...only-on-switch
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January 29th, 2020, 21:35 Posted By: wraggster
A Japanese company offering go-kart experiences themed closely after Mario Kart has been ordered to more clearly separate itself from Nintendo's franchise, and pay a heftier fine than originally directed.
According to Jiji Press, a Japanese court instructed Maricar to pay 50 million yen in damages to Nintendo, saying that the company had deliberately made use of Nintendo's extremely well-known IP to draw customers.
https://www.gamesindustry.biz/articl...hemed-go-karts
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January 28th, 2020, 20:37 Posted By: wraggster
the Nintendo Switch has just seen the release of two significant updates to its homebrew DOOM offerings by Nichole Mattera. Starting off with the update to Chocolate DOOM NX, the actual DOOM engine port based on MVG’s 2018 port, we have:
- The implementation of hardware-accelerated rendering for improved performance
- Naming save games can now be done with the Switch’s native OSK
- The menus and game can now be controlled by the d-pad if that’s your jam
- Mouse support was removed as it wasn’t working properly and an argument to go back to the launcher on exit has been added
- Two bugs were fixed, one having to do with the right analogue stick and menu sliders and another where setting windowed mode in the configuration file would cause the application to crash
The accompanying launcher, which was initially released a few days ago, also received some significant improvements which include:
- Improved mod support and categorisationChocolate DOOM NX also supports family friendly DOOM engine action with Chex Quest and many other IWADs!
- DEH files are to go in the ‘/dehs’ folder
- WAD files are to go in the ‘/wads’ folder
- INI files for configuration are to go inside the ‘mods’ folder
- The main screen now lists both base games (IWADS; i.e. DOOM, DOOM II, Chex Quest and others) and mods
- Each main menu (game) entry now has its own save game directory
- It’s now possible to update both the launcher and the game engine from within the launcher provided you’re connected to the internet
- Hacx (a DOOM II total conversion) is now detectable and Chocolate DOOM NX is no longer allowed to use the SD Card’s root as its working directory
You may grab Chocolate DOOM NX from this link and the launcher from here.
http://wololo.net/2020/01/28/psvita-...hardware-acce/
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January 28th, 2020, 19:36 Posted By: wraggster
The Pokémon Company has detailed the pricing structure and launch plans for its cloud service, Pokémon Home.
The system allows players to store their Pokémon online and transfer them between various entries in the series that they own. They will also be able to trade with other players via their Switch or a mobile app.
To begin with, Pokémon Home will only support Sword, Shield and the 2018 Let's Go duology, but it will also be able to connect to the Pokémon Bank service, which stores Pokémon from the 3DS games. Pokémon Go support is also in the works.
Players will not be able to transfer Sword/Shield Pokémon into older games, and once a Let's Go monster has been moved into the 2019 games, it cannot be moved back.
The service will be free to use, but a Premium Plan subscription is available for fans who want extra functions, such as accessing Pokémon Bank.
Premium subscribers will be able to store up to 6,000 Pokémon (as opposed to the standard 30), trade 10 Pokémon at a time using the Wonder Box functionality (as opposed to a maximum of three), host Room Trades instead of just participating in them, and use a Judge function that tells them how strong their Pokémon are.
The Switch version of the Premium Plan costs £2.69 per month, £4.49 for three, or £14.39 for a full-year. The mobile tiers are priced at £2.99, £4.99 and £15.99 respectively.
It's not clear whether the mobile plan grants access to the Switch version as well. GamesIndustry.biz has contacted The Pokémon Company for clarification.
https://www.gamesindustry.biz/articl...led-and-priced
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January 27th, 2020, 21:35 Posted By: wraggster
Cemu v1.17.0d 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 1.17.0d:
general: Further improvements to patch parsing (better error handling, new minor features)
general: Patches can now be unloaded & loaded again while a game is running
general: Various internal tweaks (optimized settings.xml format, fixed cache file name in log.txt)
# New in 1.17.0c:
vulkan: Use vkCmdSetDepthBias instead of fixed state to reduce the number of Vulkan objects (fixes 'Failed to allocate descriptor sets' error)
vulkan: Fixed a bug where texture memory would never be deallocated
# New in 1.17.0b:
general: Fixed a bug where Cemu would not remember previously enabled graphic packs if they don't have any presets
general: Improved error handling for graphic pack patches and added more descriptive error messages
# New in 1.17.0:
general: Added new graphic pack features
Version 5 adds new UI features:
- Support for multiple preset categories per pack (aka multiple dropdowns) (#225)
- Preset categories can be shown/hidden based on preset selections (via condition expressions) which allows to fit even more options into a single pack
- Force line breaks in the description field with |
To accommodate these changes the internal handling of preset variables has been updated:
- Added a [Default] category for defining preset variables and their initial values
- The default value of a variable will be used if no preset overwrites it
- If multiple presets set a variable then the visible preset categories will be prioritized over the non-visible ones
All of these features are optional and Cemu 1.17.0 remains fully backwards compatible with v3 and v4 packs
general: Added native support for Cemuhook patches.txt
Cemu will only load patches.txt if Cemuhook is not present. Otherwise Cemuhook will take over patching
A huge shoutout to Rajkosto for originally adding patch support to graphic packs and for designing the format!
general: We also saw that larger patches might benefit from some extra functionality. Therefore we added our own flavor of a patch format
It introduces several new concepts:
- Automatic codecave sizing
- Optional write cursor instead of having to preface every instruction with an address
- Labels and variables
- Can be split into multiple files and patch groups
A wiki article with format explanations and examples can be found here: https://wiki.cemu.info/wiki/Cemu_patches
We also created a demonstration gfx pack to showcase the new features. Available here: https://cemu.info/files/FPS++AIO.zip
general: Fixed a crash if the meta information of a game was missing
general: If Cemu is started for the first time and no graphic packs are installed, it will recommend downloading them to the user
general: Gamelist fixes
- Fixed that custom game titles would reset when switching display modes (#254)
- Fixed an exception that could occur when installing update/dlc while having the icon mode active
- Icon modes also use the custom titles of games now
general: Added drag & drop support for game files and NFC files (dragging the file into the Cemu window will launch/scan it) (#256)
general: The automatic updater can now handle a renamed Cemu.exe and will also preserve the custom name after the update
vulkan: Fixed a softlock that occurred when failing to compile a shader from the cache
vulkan: Fixed a bug where textures larger than 128MB would cause a crash (could happen with high-resolution shadow graphic packs)
vulkan: If VRAM is full and the device supports it, fallback to RAM for texture memory allocation
vulkan: General robustness improvements in the memory allocator
input: Due to issues with bad drivers libusb, which is needed for GameCube controllers, is now only loaded when the API is actually selected
http://cemu.info/
http://www.emucr.com/2020/01/cemu-v1170d.html
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January 27th, 2020, 21:34 Posted By: wraggster
Although the mod featured in the posted Youtube video was lost due to computer problems, Nintendo 64 Wizard has made a new voice-clip replacing Super Luigi Sunshine mod with the help of Yoshi2.
Now, for the first time ever, Luigi fans can enjoy Super Luigi Sunshine properly with Luigi voice-clips instead of Mario voice-clips using means freely available to the public.
Visit the project page for more info and the download link.
http://www.romhacking.net/forum/index.php?topic=29966
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January 26th, 2020, 21:44 Posted By: wraggster
Like the PlayStation Vita and many modern video game consoles and portable devices, the Switch also comes with parental controls in order to restrict gaming time among other things.
However, hacking communities always find ways to circumvent them and now, the Switch has joined the ‘parental control bypassing’ club thanks to Reset Parental Controls NX by TotalJustice.
As its name suggests, this homebrew utility allows you to change your parental control PIN to whatever you want without having to know the PIN currently imposed. This means that it could be used to remove any parental controls imposed on the system with just a few simple steps. Unlike TotalJustice’s previous offerings such as GameCard Installer NX, Reset Parental Controls doesn’t come with a GUI interface but a straight-to-the-point text-based interface which is enough considering the frequency with which the application will be used!
You may read more about it by following this link to its GitHub README. Downloads can be accessed from here.
http://wololo.net/2020/01/25/switch-...ce-releases-r/
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January 26th, 2020, 21:43 Posted By: wraggster
It’s no secret that the Nintendo Switch can run Linux and in fact, usable Linux environments were up and running as early as April 2018 when the ShofEL2 exploit, making use of the bug exploited by fusée gelée, was released.
Moving on to last May, L4T Ubuntu was released which is a Ubuntu 18.04 LTS-based Linux distribution intended for general usage and now, it has received a massive update with many highly-requested features.
As per its changelog, Switchroot‘s L4T Ubuntu 2.0 comes with:
- Support for LP0 sleep mode (this should make things a bit lighter on your Switch’s power management)
- Improved Bluetooth Joycon support
- Numerous fixes in relation to the touchscreen, charging, SDCard, audio, docking and pin muxing
- Ambient Light Sensor support (this needs some further work in the user-mode)
You may read more about L4T Ubuntu and view its installation instructions from this link. The L4TUbuntu image download link may be accessed from this link (MEGA) and a Google Drive link is available a few replies down.
http://wololo.net/2020/01/25/switch-...ce-releases-r/
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January 26th, 2020, 21:08 Posted By: wraggster
Final Fantasy IV - Ultima version 7.0 is out!
This update includes features requested by players of this hack such as new items, spells, and even more custom graphics for the new enemies, etc. Again, huge thanks chillyfeez and the FF4 romhacking community for their help on some of the cool new features of this version such as the new item Berserk Ring and the new command Fortify for Cecil. Also included with this update are the requested new enemies and bosses that have intricately been worked into the flow of the game. This should be close to this hack’s final iteration barring any future bugfixes and minor adjustments.
Hope you’ll all check it out and continue to enjoy this hack immensely!
Feel free to reach out if you have any questions and/or comments! Cheers!!
FF4 Ultima Discord: https://discord.gg/4MqjwJt
http://8bitfan.info/
http://www.romhacking.net/forum/index.php?topic=29956
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January 23rd, 2020, 17:40 Posted By: wraggster
Nintendo has prevailed in a nearly two-year-long suit brought by consumer advocacy bodies in Norway and Germany, claiming that Nintendo's practice of prohibiting cancellation of pre-orders was in violation of Norwegian and EU laws.
Norwegian publication Pressfire reports the results of the case, saying that a Frankfurt judge dismissed the suit and ordered the plaintiff to pay court costs. However, the German consumer representative plans has already begun the appeal process.
https://www.gamesindustry.biz/articl...-of-pre-orders
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January 22nd, 2020, 20:44 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:
Features
Improved logging configuration
One-Player BattleChip/Progress/Beast Link Gate support
Add Game Boy Color palettes for original Game Boy games
Debugger: Add unary operators and memory dereferencing
GB: Expose platform information to CLI debugger
Support Discord Rich Presence
Debugger: Add tracing to file
Enhanced map viewer, supporting bitmapped GBA modes and more displayed info
OpenGL renderer with high-resolution upscaling support
Experimental high level “XQ” audio for most GBA games
Interframe blending for games that use flicker effects
Frame inspector for dissecting and debugging rendering
Switch: Option to use built-in brightness sensor for Boktai
Ports: Ability to enable or disable all SGB features (closes #1205)
Ports: Ability to crop SGB borders off screen (closes #1204)
Cheats: Add support for loading Libretro-style cht files
GBA Cheats: Add support for loading EZ Flash-style cht files
Support for unlicensed Wisdom Tree Game Boy mapper
Qt: Add export button for tile view (closes #1507)
Qt: Add recent game list clearing (closes #1380)
GB: Yanking gamepak now supported
Qt: Memory range dumping (closes #1298)
Emulation fixes
GB: Fix using boot ROM with MMM01 games
GB Audio: Only reset channel 3 sample in DMG mode
GB Audio: Sample inactive channels (fixes #1455, mgba.io/i/1456)
GB Audio: Fix channel 4 volume (fixes #1529)
GB I/O: Filter IE top bits properly (fixes #1329)
GB Memory: Better emulate 0xFEA0 region on DMG, MGB and AGB
GB Video: Delay LYC STAT check (fixes #1331)
GB Video: Fix window being enabled mid-scanline (fixes #1328)
GB Video: Fix mode 0 window edge case (fixes #1519)
GB Video: Fix color scaling in AGB mode
GBA: All IRQs have 7 cycle delay (fixes #539, mgba.io/i/1208)
GBA: Reset now reloads multiboot ROMs
GBA BIOS: Fix multiboot entry point (fixes Magic Floor)
Other fixes
Core: Improved lockstep driver reliability (Le Hoang Quyen)
FFmpeg: Drain recording buffers
GB: Fix reading ROM immediately after unmapping BIOS
GB SIO: Fix lockstep failing games aren’t reloaded
GBA Cheats: Fix value incrementing in CB slide codes (fixes #1501)
Libretro: Fix crash changing allowing opposing directions (hhromic)
Qt: Fix some Qt display driver race conditions
Qt: Fix menu bar staying hidden in full screen (fixes #317)
Qt: Only show emulator restart warning once per settings saving
Qt: Fix LibraryController initialization (fixes #1324)
Shaders: Fix gba-color shader resolution (fixes #1435)
Switch: Fix audio when video rate desyncs (fixes #1532)
Miscellaneous
CMake: Don’t use libzip on embedded platforms (fixes #1527)
Core: Add keysRead callback
Core: Create game-related paths if they don’t exist (fixes #1446)
Core: Add more memory search ops (closes #1510)
Debugger: Make tracing compatible with breakpoints/watchpoints
Debugger: Print breakpoint/watchpoint number when inserting
Feature: Switch from ImageMagick to FFmpeg for GIF generation
FFmpeg: Support audio-only recording
GB Memory: Support running from blocked memory
GBA BIOS: Add timings for HLE BIOS math functions (fixes #1396)
GBA BIOS: Fix clobbered registers in CpuSet (fixes #1531)
GBA Savedata: EEPROM performance fixes
GBA Savedata: Automatically map 1Mbit Flash files as 1Mbit Flash
Debugger: Add breakpoint and watchpoint listing
mGUI: Remember name and position of last loaded game
OpenGL: Only resize textures when needed
Qt: Don’t unload ROM immediately if it crashes
Qt: Support switching webcams
Qt: Cap window size on start to monitor size
Qt: Open a message box for Qt frontend errors
Qt: Increase maximum magnifications and scaling
Qt: Add native FPS button to settings view
Qt: Improve sync code
Qt: Add option to pause on minimizing window (closes #1379)
Qt: Scale pixel color values to full range (fixes #1511)
Qt: Remove What’s This icon from dialogs
Qt: Printer quality of life improvements (fixes #1540)
Qt: Add copy and QoL improvements to graphic views (closes #1541)
Qt: Show list of all sprites in sprite view
Qt: Add option for disabling OSD messages
Qt, OpenGL: Disable integer scaling for dimensions that don’t fit
SM83: Support PC-relative opcode decoding
Switch: Dynamic display resizing
Switch: Support file associations
Vita: L2/R2 and L3/R3 can now be mapped on PSTV (fixes #1292)
https://github.com/mgba-emu/mgba
http://www.emucr.com/2020/01/mgba-v08.html
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January 22nd, 2020, 19:34 Posted By: wraggster
Adjust the color of the screen of your Nintendo Switch.
Features:- Creates a layer which color you can adjust.
- Preset values for color temperature (f.lux/redshift-like).
- Control screen brightness.
- Save dusk/dawn times & screen brightness, and apply settings automatically.
Overview:
Temperature/color:
- Use the temperature slider to select the desired shading.
- You can override the color by using the RGBA sliders.
- The "Alpha" value controls the opacity of the layer.
- Due to the way Fizeau works, it is sadly not possible to directly modify the screen color. Instead, it creates a transparent layer and applies color to it. However, this can lead to an overall increase of luminosity, especially visible with dark colors.
- Additionally, the layer is not visible in screenshots/recordings.
Dawn/dusk:
- When set, Fizeau will start at the "dusk" hour and shutdown at the "dawn" hour.
- You can override this by using the checkbox. Fizeau will then stay in the specified state.
Brightness:
- Use the brightness slider to set the desired screen brightness.
- This is not redundant with the built-in setting, as the value will be set at dusk time.
Settings:
- Settings are saved at /switch/Fizeau/config.ini, which you can also edit.
- To reduce the memory usage of the sysmodule, settings are not read continually. Instead, they are applied on application launch.
- Thus, you will need to launch the client after a reboot to restart Fizeau.
Link: https://github.com/averne/Fizeau/
https://gbatemp.net/threads/fizeau-a...screen.556734/
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January 21st, 2020, 18:25 Posted By: wraggster
Back in 2017, Nintendo lost a court battle, where iLife Technologies took them to court, claiming that they originally had the patent for motion-sensing technology, and that the controllers used for the Nintendo Wii and Wii U both infringed upon them. Their patent was used for motion-sensing in the medical industry. iLife sought $144 million in damages, and after a jury deliberation, they were awarded a smaller sum of $10 million. Nintendo immediately filed for an appeal in court, and now, after two years, a verdict has been handed down. The federal courts in Dallas, Texas, have ruled that the patent was too vague and "impermissibly trying to cover the broad concept of using motion sensors to detect motion". With this ruling, the $10 million dollar fine against Nintendo has been thrown out, invalidating iLife's claims to the patent.
Source
https://gbatemp.net/threads/texas-co...m-fine.556729/
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January 20th, 2020, 20:07 Posted By: wraggster
While many unreleased games never get to see the light of day beyond blurry screenshots in old magazines of days past, Cooly Skunk (released in the US under the title Punky Skunk) is one of the few games that holds the unique distinction of having been cancelled several times before ultimately ending up released on a completely different platform than it started off on. Initially released on November 1, 1996 in Japan for the original PlayStation, Cooly Skunk was, for lack of a better term, a relative stinker that didn’t generate much buzz around release. Even the game’s lack of a real instruction manual, which instead was a simple two-page sheet of paper, hints at a troubled development that was perhaps rushed out the door sooner than it could be given the proper care that all the years of work behind it deserved.
https://www.gamingalexandria.com/wp/...es-unreleased/
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January 20th, 2020, 20:05 Posted By: wraggster
On Friday, developer TotalJustice released GameCard Installer NX, a utility met with a good deal of fanfare as it answered the wishes of many physical game buyers.
As its name suggests, GameCard Installer NX allows you to install physical games directly to your Switch’s internal memory (NAND) or microSD card which grants you the benefit of not having to carry around your game cartridges wherever you go. However, it must be noted that the installed games can’t be used online and there’s a risk of being banned by Nintendo by using this utility since the installed games make use of FS patches so be wary of going online while having games installed through the utility.
Now, GameCard Installer NX Bug Fix Edition (1.0.1) has been released to fix 3 issues, which have affected a limited number of users, namely:
- Incorrect FW version reporting
- In the initial release, FW 8.1.0 was reported as FW 8.0.1
- A bug in which a game installed with the utility would sometimes appear as a game cartridge even though the cartridge itself is removed
- A bug in which the correct application record wasn’t pushed correctly causing previously installed game updates not to show up
Other than fixing bugs, TotalJustice plans to keep improving his utility by adding an option to lower key generation of games and another one for disabling music/sound effects. Plans to improve the rendering code of the UI have also been made.
To grab the latest version of GameCard Installer NX, follow this link and download the NRO file.
http://wololo.net/2020/01/20/switch-...or-the-psvita/
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January 20th, 2020, 18:21 Posted By: wraggster
1964 - Carnivorous Edition (2020/01/18) 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.emucr.com/2020/01/1964-ca...-20200118.html
http://www.shootersforever.com/forum...pic.php?t=7045
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