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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 14th, 2020, 19:08 Posted By: wraggster
Time will tell if there's still a future for any future Mario & Luigi RPG games, as Nintendo has filed for a trademark for the series. In 2019, the developer of the Mario & Luigi franchise, AlphaDream, shut its doors after going bankrupt due to the poor performance of their titles. The trademark document was signed last week by Nintendo of America through an agency in Argentina, and covers products related to the Mario & Luigi series, such as game carts, memory cards, accessories, and software.
Whether or not this means anything significant is yet to be seen, of course, as Nintendo itself hasn't made any announcements about future games in the series. And, it's important to note that while Nintendo is going to the effort of renewing the trademark, it could just be to protect their IP, or for any remaining sales of last year's Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey for the Nintendo 3DS. Especially as this is a trademark relating to Nintendo's American branch, rather than from Japan.
You can see the trademark for yourself, below, discovered originally by Dutch website Let's Go Digital.
Source
https://gbatemp.net/threads/nintendo...series.556218/
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January 14th, 2020, 19:06 Posted By: wraggster
While this month's Nintendo Direct turned out to be Pokemon-focused, that won't be the end of Nintendo related news for January. A Super Smash Bros. Ultimate livestream presentation will take place soon, giving us 35-minutes of pure Smash Bros. goodness. Most importantly, a new DLC fighter will be revealed at the end of the stream, so fans will certainly want to catch the big announcement! You can tune in on January 16th, at 15:00 CET/14:00 UK time.
https://twitter.com/NintendoUKVS/sta...033923073?s=20
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January 14th, 2020, 19:01 Posted By: wraggster
Polinym strikes again, this time with something that ISN’T a localization!
Polinym and Mareeta present… EightBound, a one-of-a-kind Final Fantasy experience.
EightBound is a hack that changes EarthBound into a brand new Final Fantasy game. It is a full conversion of menus, weapons, spells, items, enemies, bosses, and everything else to Final Fantasy equivalents. It also features a whole host of new content on its own. It’s a combination of every type of hack coated with a Final Fantasy theme.
EarthBound was an atypical RPG for the Super Nintendo Entertainment System. It played similar to the Dragon Quest series.
EightBound began as Polinym’s attempt to get his associate, Mareeta, to play EarthBound. She didn’t like the MOTHER series, but she did like Final Fantasy. So Polinym began a simple text hack with a few sprite changes to make it more appealing. Mareeta quickly jumped on board the project, all sorts of new ideas sprung up, and it took off. With the additions of new bosses, spells, story conversions, gameplay ideas, and more ways to make it Final Fantasy, EightBound became a whole new game on its own.
EightBound’s battle system was made to be much faster and more exciting. Battle messages cut out all the unnecessary fluff and get right to the punch. This results in battles akin to the Final Fantasy series that leave you on the edge of your seat. It also takes advantage of the rolling MP meter system throughout the WHOLE game, unlike the original game.
EightBound corrects some of the frustrations and balancing flaws of the original game. The game now is completely free of tedious sidequests with no fights. Items dropped by enemies are now much more logical (ex. Enemies who inflict Poison drop Antidotes, all items drop at reasonable rates unlike EB’s 1/128 chance drops, valuable weapons/gear are only dropped by bosses). NPCs now give more helpful hints, so your next objective will always be clear.
However, EightBound also attempts to be a significantly more challenging game than EarthBound. EightBound is filled to the brim with powerful bosses, each with carefully planned movesets so that every boss has a specific strength and weakness. No two boss fights are the same! It also contains about 50% MORE bosses than the original game! Only true experts will be able to reach the credits!
The story was rewritten to contain Final Fantasy themes and characters. It is based on Final Fantasy VIII, following Squall and his friends’ quest to stop Ultimecia from destroying the world. However, it takes a more comedic approach as a parody of both EarthBound AND the Final Fantasy series. Characters and content from all the series make appearances.
EightBound prides itself on not merely picking Final Fantasy content at random. Polinym and Mareeta took special care to ensure that everything picked was memorable, and accurately reflects the experiences that players had with that content.
All sorts of other new additions can be found in EightBound. Save Moogles, which allow you more opportunities to save your game, hassle-free, kupo! Four Fiends!Hold Y to sprint, and get around faster! Espers! “Spell-casting items”, which grant new moves when used in battle, allowing for greater character customization! Cheat protection! Crystals! Cloud Strife! Boss Rush mode, where you fight a series of bosses to gain new power! Post-game content out the wazoo! Explore previously-visited areas to find it all!
You can even enjoy EightBound even if you’ve never played a Final Fantasy game in your life! It pays homage to all sorts of other things like Dragon Quest, Legend of Dragoon, Jane Austen, Star Wars, Castlevania, Xenoblade Chronicles, Super Mario Bros., Banjo-Kazooie, Wuthering Heights, Match Game ‘76, The Twilight Zone, Crash Bandicoot, Donkey Kong 64, and more!
A special TRAILER was also made to go with the release, which you check out using the RELEVANT LINK, or here: ( )
EightBound truly offers something for everyone.
http://www.romhacking.net/forum/index.php?topic=29876
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January 14th, 2020, 17:41 Posted By: wraggster
We started the year with customary hangovers and the certainty that 2020 would bring two major new gaming hardware launches to the table. Next holiday season, Microsoft and Sony will go head to head once again with Xbox Series X and PlayStation 5.
Within days, however, the rumour mill seems to have homed in on a kind of consensus around yet another major hardware launch scheduled for the coming 12 months: a "Switch Pro" which will update the performance and aesthetics of Nintendo's current, all-conquering champion. In theory, this new device could update the internals of the Switch to Nvidia's latest Tegra chipset while giving the hardware itself a "premium" metal finish. It would turn the Switch line-up into a three-tier affair, from the entry-level Lite (which lacks TV docking functionality or detachable controllers) through the OG Switch in the mid-range to the new, high-end device.
Kantan Games' Serkan Toto, who is generally spot-on regarding all things Nintendo, reckons the device is definitely on the cards. He's backed up by a Digitimes report that claims the Pro will go into mass production in the middle of the year, though that publication has a rather more spotty track record on Nintendo revelations. "Sooner or later there will be a device that looks very like the rumoured Switch Pro on the market"
Another point in favour of the Pro being real is that there was a pretty strong expectation of a device like this launching alongside the Switch Lite last year. In the event, we ended up with a slight update to the regular Switch hardware instead, but it's perfectly possible that the rumours of a major update were the result of mixed signals about an as-yet unreleased Pro device that would already have been in development at the time.
https://www.gamesindustry.biz/articl...e-for-nintendo
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January 14th, 2020, 17:40 Posted By: wraggster
The Nintendo Switch was the best-selling console in France last year, surpassing 1.25 million units sold.
According to Philippe Lavoué, general manager of Nintendo France, the console's lifetime sales in the country have now reached 3.3 million, exceeding expectations by over 300,000.
Speaking with French publication Le Figaro, Lavoué also revealed that the Switch Lite was the third best-selling console in France, ahead of the Xbox One.
"We have managed to pass this sensitive phase where you have to convince a wider audience than your fans to buy your product, something that had not happened with the Wii U," he said.
Around half of French Switch owners are young adults, while the other half are families; the Switch is also very popular among women, who represent around 30% of Switch owners.
Nintendo's strong performance in France last year is also reflected in its game sales; one in two physical games sold in the country were Nintendo titles, and eight of the top ten best-selling games were from Nintendo.
https://www.gamesindustry.biz/articl...ance-last-year
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January 8th, 2020, 21:52 Posted By: wraggster
It's the first Cemu update of the new year! It may not be as drastic of an update as the previous one, which finally gave us the Vulkan renderer we'd all been waiting for, but v1.16.1 brings with it some much-appreciated fixes under the hood. Various minor issues regarding Vulkan were ironed out, including removing unnecessary calls to certain variables, fixing some graphical bugs, and better index decoding for supported CPU's. If you like keeping your Cemu up to date with the latest and greatest version available, be sure to go check out the official Cemu site, to get the new update.
general: Online mode can only be enabled if all required files are dumped
general: The DLC migration assistent will now also detect if DLC is installed in multiple redundant locations
general: Fixed an issue where clicking the background of the shader loading screen would hide the status info (#224)
general: Fixed a typo in the UI (#230)
general: Updated language files
Vulkan: Various optimizations
- Avoid redundant calls to vkCmdBindDescriptorSets
- Accelerated u32 index decoding by using AVX2 if supported by CPU
- Avoid unnecessary checks if states were not modified by any PM4 commands since previous drawcall
Vulkan: Fixed a bug where the renderer would use the wrong graphics pipeline, leading to driver crashes or graphical corruptions
Vulkan: Cemu will only use vkvalidation/ as validation layer path (VK_LAYER_PATH) if vkvalidation/VkLayer_khronos_validation.dll exists
Vulkan: Minor additions to logging to help troubleshoot Vulkan issues
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
Source
https://gbatemp.net/threads/cemu-emu...rmance.555582/
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January 8th, 2020, 21:51 Posted By: wraggster
The new year has just begun, yet it looks like we're already on June 15th - @SciresM and ReSwitched's CFW, Atmosphère, has been updated once again! Version 0.10.2 is aimed primarily towards bug fixes and general improvements: for example, an issue preventing the CFW from booting on pre-5.0.0 has been solved and game modding is now less prone to crashes. Speaking of that last bit, fs.mitm will no longer run out of memory with LayeredFS mods for games with a large number of files, like Resident Evil 6 and Football Manager 2020 Touch for example. This change may initially slow down the game when being launched, but it will disappear once the mod has been finalized and loaded (plus, this side effect is nearly imperceptible in games with not as many files). Hbl has also seen an improvement, as you can now specify up to eight program IDs with each having their specific override keys.
Last but not least, as it's been previously announced, the hid-mitm submodule used for legacy homebrew has been deprecated and it's currently disabled by default. It can be re-enabled by setting "enable_deprecated_hid_mitm" to true in system_settings.ini, but the feature can potentially be fully removed at any point from now on.
There are also a few other miscellaneous changes and additions, including Mesosphère's (aka the CFW's project to reimplement the Switch OS' kernel) first fully working component. You can read the full official changelog below:
Quoted from changelog: 0.10.2 is Atmosphère's twenty-fifth official release.
fusee-primary was last updated in: 0.10.2.
With thanks to the @switchbrew team, Atmosphère 0.10.2 is bundled with hbl 2.3, and hbmenu 3.2.0.
The following was changed since the last release: - hbl configuration was made more flexible.
- Up to eight specific program ids can now be specified to have their own override keys.
- This allows designating both the album applet and a specific game as hbl by default as desired.
- Configuration targeting a specific program is now mutually exclusive with override-any-app for that program.
- This fixes unintuitive behavior when override key differed for an application specific program.
- Loader's external content fileystem support was fixed (thanks @misson20000!).
- KernelLdr was reimplemented.
- This is the first step towards developing mesosphere, Atmosphere's planned reimplementation of the Switch's Kernel.
- The typical user won't notice anything different, as there are no extensions, but a lot of groundwork was laid for future development.
- Improvements were made to the way Atmosphere's buildsystem detects source code files.
- This significantly reduces compilation time (saving >30 seconds) on the machine that builds official releases.
- Certain device code was cleaned up and made more correct in fusee/sept/exosphere (thanks @hexkyz!).
- A number of changes were made to the way fs.mitm builds images when providing a layeredfs romfs.
- Some games (Resident Evil 6, Football Manager 2020 Touch, possibly others) have enormous numbers of files.
- Attempting to create a layeredfs mod for these games actually caused fs.mitm to run out of memory, causing a fatal error.
- The code that creates these images was changed to be significantly more memory efficient.
- However, these changes also cause a significant slowdown in the romfs building code (~2-5x).
- This introduced a noticeable stutter when launching a game, because the UI thread would block on the romfs creation.
- To solve this, fs.mitm now lazily initializes the image in a background thread.
- This fixes stutter issues, however some games may be slightly slower (~1-2s in the worst cases) to transition from the "loading" GIF to gameplay now.
- Please note: the slowdown is not noticeable in the common case where games don't have tons of files (typical is ~0.1-0.2 seconds).
- Once the image has been built, there is no further speed penalty at runtime -- only when the game is launched.
- A number of other bugs were fixed, including:
- Several minor logic inversions that could have caused fatal errors when modding games.
- Atmosphere's new-ipc code did not handle "automatic" recvlist buffers correctly, so some non-libnx homebrew could crash.
- fs.mitm now correctly mitms sdb, which makes redirection of certain system data archives work again.
- In 0.10.0/0.10.1, changing the system font/language did not work correctly due to this.
- A bug was fixed in process cleanup that caused the system to hang on < 5.0.0.
- The temporary hid-mitm added in Atmosphere 0.9.0 was disabled by default.
- Please ensure your homebrew is updated.
- For now, users may re-enable this mitm by use of a custom setting (atmosphere!enable_deprecated_hid_mitm) to ease the transition process some.
- As usual, edit the atmosphere section of /atmosphere/config/system_settings.ini if you wish to do so.
- Please note: support for this setting may be removed to save memory in a future atmosphere release.
- General system stability improvements to enhance the user's experience.
For information on the featureset supported by 0.10.0, please see the official release notes.
Click to expand...
Source
Releases
Discussion Thread
https://gbatemp.net/threads/atmosphe...leased.555583/
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January 8th, 2020, 21:48 Posted By: wraggster
Animal Crossing has a storied history, originally beginning as a Japanese-only Nintendo 64 game called Doubutsu no Mori, or, as it's more commonly known in English, Animal Forest. It wouldn't get a shot at a western release until the next console generation on the Nintendo GameCube, as the game we all know and love today: Animal Crossing. This version of the game added a variety of improvements, including, but not limited to e+ reader support, new villagers, GBA link cable content, and more. Eventually, this game made its way back to Japan, with even more extra content added in. These new changes were numerous, with the most interesting of them being the ability to decorate your town with furniture and structures, similarly to Animal Crossing: New Leaf, making the island a loan reward instead of a bonus for those who owned a GBA and link cable, new fish and bugs to catch, medicine for treating sick villagers and bee stings like in Wild World and further entries, a new birthday event for the player character, and many, many more things.
Regrettably, that version, called Animal Forest e+, never got a chance at a localization. Despite its release almost two decades ago, the game went untranslated, and those in the west only had the option of learning Japanese to experience the new content that the game had to offer. As of today, that's no longer the case. Animal Crossing modder Cuyler has released their first public fan-translation patch for Animal Forest e+. This patch is the culmination of years of work, beginning with a teaser video in 2017, which featured the tutorial section of the game translated to English.
With the release of this patch to the public, Cuyler has translated around 70% of the game's texts and dialogue content. In order to play the game in English, you'll need a legally obtained dump of Doubutsu no Mori e+ in Japanese, to apply the patch to. The fan-translation is expected to be fully completed prior to the release of the upcoming Animal Crossing: New Horizons, for the Nintendo Switch.
Source
https://gbatemp.net/threads/animal-c...-patch.555656/
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January 8th, 2020, 21:45 Posted By: wraggster
Snakebyte announced today the shipping of the MULTI:PLAYCON controllers for use with Nintendo Switch and Nintendo Switch Lite consoles, a new way to enjoy multi-player gaming on Switch designed for sustained gaming sessions. An ideal alternative to the standard Joy-Con controllers, the MULTI:PLAYCON is available as a set with two pieces, coming in eye-catching colours of blue/orange or black/grey for 34.99€. The MULTI:PLAYCON is shipping now from leading game retail stores, and also available via the new online shop: mysnakebyte.com.
The Nintendo Switch and Switch Lite are notorious for endless local multi-player experiences, games made all the better when more players are participating. The new MULTI:PLAYCON controllers have been designed with localised multi-play in mind and have been specially developed for multiplayer games. Notably larger in size for a more comfortable gaming experience, the MULTI:PLAYCON is built to last and produces less fatigue when taking part in marathon sessions of Super Smash Bros. Ultimate!
Up to 16 MULTI:PLAYCON controllers can be simultaneously connected to a single Nintendo Switch at any time. Analog sticks and micromotor vibration provide accurate control for even the trickiest of games, always ensuring the player is in full control. With a range of up to 7m, effortless syncing and a rock-solid connection, the new snakebyte MULTI:PLAYCON controllers are a must for games like Mario Kart 8 Deluxe, Super Smash Bros. Ultimate, Overcooked 2 and many more. In addition, the MULTI:PLAYCON controllers are perfect for the growing library of retro games, recently available to subscribers of Switch Online.
If a game requires two Joy-Con controllers for one player gaming, the MULTI:PLAYCON will not serve as an accurate replacement.
Snakebye Official Site
https://gbatemp.net/threads/snakebyt...switch.555875/
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January 2nd, 2020, 22:58 Posted By: wraggster
fixNES Alpha v1.2.8 is released. This is a NES Emulator.
fixGB Alpha v1.2.8 Changelog:
-added support for mappers 40, 43 and 50
-added support for mmc5 register 5130
-properly set dmc address on boot
-disabled dmc dma double read bug on pal as its only on ntsc
Controls right now are keyboard only and do the following:
Y/Z is A
X is B
A is Start
S is select
Arrow Keys is DPad
Keys 1-9 integer-scale the window to number
P is Pause
B is Disk Switching (for FDS)
O is Enable/Disable vertical Overscan
https://github.com/FIX94/fixNES
http://www.emucr.com/2019/12/fixnes-alpha-v128.html
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January 2nd, 2020, 22:48 Posted By: wraggster
higan v107.4 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:
* v107.4
Fixed NES manifest lookups (mirroring, VRC pinouts, etc)
Corrected Game Boy CPU name strings
Updated databases to use SM83 instead of LR35902 for GB CPU naming
http://www.emucr.com/2020/01/higan-v1074.html
https://gitlab.com/higan/higan
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January 2nd, 2020, 22:42 Posted By: wraggster
SameBoy v0.12.3 is released. SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.12.2 Changelog:
New/Improved Features
- Super Game Boy color correction is now available in the libretro port
- It is now possible to hide the Super Game Boy border in the libretro port
- The SDL port will now hide the mouse while a ROM is running
Accuracy Improvements/Fixes
- Changing the frequency of channels 1 and 2 is now more accurate
- Audio rendering should now be accurate when emulating Game Boy Advance
Bug Fixes
- Fixed garbled graphics while emulting Super Game Boy in the SDL port when OpenGL 3.2 is not available
- The Cocoa build is now linked against the correct SDK version, restoring compatbility with older macOS versions that was mistakenly dropped in the previous release
- Fixed fullscreen related issues in the SDL port
- Fixed a bug where the SDL port did not save the battery in some cases
- Bug fixes to libretro achievement support
- Restored Game Boy Camera support on newer macOS versions
- Fixed High-DPI support on Windows 10
Misc Internal Changes
- Improvements to the audio and ICD2 APIs
- Allow compiling SameBoy for platforms with a non-standard bool size
- Improved build portability, will now use pkg-config if available
https://sameboy.github.io/
http://www.emucr.com/2020/01/sameboy-v0123.html
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January 2nd, 2020, 22:37 Posted By: wraggster
Nintendo has won an injunction against hacking group Team-Xecuter after it allegedly sold and distributed modded Nintendo Switch hardware, as well as pirated games.
TorrentFreak has shared a copy of the injunction, which prohibits Team-Xecuter's Sergio Moreno from modifying, selling, renting, or distributing unauthorized copies of Nintendo technology, software, or trademarked material, as well as destroying the existing modded devices and pirated software.
Nintendo has long been aggressive in stopping copyright violations, hacks, and mods of its systems. Team-Xecuter's websites were a few of several ordered to be blocked by UK ISPs in 2019 for offering Switch hacks. Additionally, it has gone after severalROM sites successfully in the last few years.
https://www.gamesindustry.biz/articl...e-scale-piracy
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January 2nd, 2020, 20:06 Posted By: wraggster
Alien Isolation is a WIP game for NES by sdm.
Release notes:Code written at the beginning of 2019 (NESASM3, MMC1). I played with a code in which the opponent has a field of view. The code has bugs that I can’t fix and is simply badly designed, so it’s currently only a curiosity to play. In general, we control a player who must collect all the keys on several screens. We must avoid a Alien who can see and hear us. Small squares flying out of an Alien are his visualized field of view. The big square is the place where the Alien saw / heard us for the last time. The player has three walking modes: Standard (slightly affects the behavior of the Alien), running (Alien hears us) and sneaking (slow, but the Alien, unless he sees us, is unable to hear us). There are broken glasses on the ground that make a loud sound when we walk / run on them. Wooden crates protect us from Alien who cannot kill us there (When he chases us and we hide, after a while he will get bored and leave.)
https://pdroms.de/nintendo-nintendoe...4-wip-nes-game
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January 2nd, 2020, 20:05 Posted By: wraggster
Wii7800 is a port of the ProSystem emulator developed by Greg Stanton. Additional changes developed by Ludovic Jacomme aka Zx-81 (PSP port), Leonis, and gdement. This update after almost nine years is gifted to us by Raz0red.
Changes:* Reworked audio integration (resolves audio clipping and popping)
* Refactored project layout. Now includes third party libraries, which should reduce effort to build against latest devkitPro releases
* Updated to latest versions of devkitPPC (r34) and libogc (1.8.23)
* Merged PR#7 by arocchi
– Fixes to make wii7800 work with latest DevKit
* Merged PR#3 by clobber
– Fix bit shift overflow when reading cartridge size from header
* Merged PR#2 by clobber
– Update internal ROM database
* Merged PR#1 by clobber
– Correctly load supergame cart types
https://pdroms.de/nintendo-wii/wii78...00-emu-for-wii
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January 2nd, 2020, 20:04 Posted By: wraggster
CleanRip by emu_kidid is a Gamecube and Wii optical disc backup tool for the Nintendo Wii.
The “Clean” in CleanRip comes from the fact that this tool does not require nor utilize any custom IOS (cIOS). It simply requires that you have the latest Homebrew Channel (HBC) installed. Also, if it finds that IOS58 is installed, you will be able to rip discs at USB 2.0 speeds.
Changes:* Option to remember settings for an entire ripping session
* Enable 32MHz mode on GameCube for slightly faster rips
* ETA and read speed is now based on the data read in the last second
* Tidy up the main read loop
* XenoGC patching workaround
https://pdroms.de/nintendo-gamecube-...gc-application
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