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THE LATEST NEWS BELOW
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December 9th, 2019, 18:58 Posted By: wraggster
Yep, it's that time of the year again, and I'm not referring to the holiday season: @SciresM and ReSwitched's Atmosphère CFW has received yet another update! Version 0.10.0 can now be grabbed from the project's official repo and it features a pretty hefty changelog. However, before we proceed with the highlights, there is a quick disclaimer that needs to be made: this version is currently marked as a pre-release and, while the build will transition to a stable release after enough time has passed without bug reports, you may encounter issues and other unexpected behaviours. If any bugs will be discovered during the aforementioned testing period, the devs will try to look for a fix and update the binaries whenever needed - so be sure to check the repo periodically if something doesn't seem to work as it should.
With that out of the way, let's start with a feature most of you likely expected: Atmosphère is now compatible with the Switch's latest firmware, aka 9.1.0. So, whether your console got accidentally updated or you always like to stay on the newest possible OFW, you've now got your back covered! But it doesn't end there, as the Stratosphère refactor that had been started way back in version 0.9.2 has now been completed, bringing benefits both to devs and users alike: on one hand, libstratosphere's new IPC-related code is faster and easier to manage, and on the other, the CFW as a whole uses much less system memory to run, allowing you to load a higher number of sysmodules at the same time! Also, Atmosphère's configuration system has received some changes, as it now includes in code its default values, thus no longer requiring config files if you wish to use the built-in settings. This completely removes the need to bundle any default config files in the releases' ZIP archives, so you no longer have to worry about updates overwriting your own custom settings! Speaking of which, HBL override keys have been improved too, as you can now specify different keys (and states) for programs and apps. The default override keys have also changed - applications will only be overridden with HBL if R is held, while the same will happen with the album applet if R is not held.
A few paths have been moved around in 0.10.0 as well. The process override directory (used, for example, for LayeredFS mods amongst other things) has changed from /atmosphere/titles/ to /atmosphere/contents/. However, you do not need to touch anything yourself, as the CFW will scan for the old directory and rename it for you if found. On the other hand, Atmosphère now expects all config files to be in /atmosphere/config/ - as stated before, you don't need any config files if you're okay with the default settings, but you will need to move them over if that's not the case (plus, loader.ini has been renamed to override_config.ini).
Finally, it has also been announced that the temporary HID mitm sysmodule introduced in v0.9.4 will be removed in the CFW's next point release (0.10.1). This will further free memory available to custom sysmodules and let you mitm HID without issues, but it will also break homebrew that had been compiled with old libnx versions due to internal changes with OFW >= 9.0.0. Make sure that whichever homebrew you use has been updated to avoid any future issues!
There's much, much more in this release, like increasing the default amount of memory reserved to applets, allowing homebrew access to the PMU registers and a ton of bug fixes! Here is the full changelog:
Quoted from changelog: 0.10.0 is Atmosphère's twenty-third official release.
fusee-primary was last updated in: 0.10.0.
With thanks to the @switchbrew team, Atmosphère 0.10.0 is bundled with hbl 2.2, and hbmenu 3.1.1.
- Please note: Atmosphère 0.10.0 is currently in pre-release.
- If any bugs are reported while Atmosphère is in pre-release, they will be fixed and the build will be updated.
- 0.10.0 will transition to release after a short amount of time has passed without pressing bug reports.
The following was changed since the last release:
- Support was added for 9.1.0
- Please note: The temporary hid-mitm added in Atmosphere 0.9.x will be removed in Atmosphere 0.10.1.
- Please ensure your homebrew is updated.
- The Stratosphere rewrite was completed.
- libstratosphere was rewritten as part of Stratosphere's refactor.
- Code responsible for providing and managing IPC services was greatly improved.
- The new code is significantly more accurate (it is bug-for-bug compatible with Nintendo's code), and significantly faster.
- ams.mitm was rewritten as part of Stratosphere's refactor.
- Saves redirected to the SD card are now separated for sysmmc vs emummc.
- Please note: If you find any bugs, please report them so they can be fixed.
- Thanks to the rewrite, Atmosphere now uses significantly less memory.
- Roughly 10 additional megabytes are now available for custom system modules to use.
- This means you can potentially run more custom system modules simultaneously.
- If system modules are incompatible, please ask their authors to reduce their memory footprints.
- Atmosphere's configuration layout has had major changes.
- Configuration now lives inside /atmosphere/config/.
- Atmosphere code now knows what default values should be, and includes them in code.
- It is no longer an error if configuration inis are not present.
- Correspondingly, Atmosphere no longer distributes default configuration inis.
- Templates are provided in /atmosphere/config_templates.
- loader.ini was renamed to override_config.ini.
- This fixes the longstanding problem that atmosphere updates overwrote user configuration when extracted.
- Atmosphere's process override layout was changed.
- Atmosphere now uses the /atmosphere/contents directory, instead of /atmosphere/titles.
- This goes along with a refactoring to remove all reference to "title id" from code, as Nintendo does not use the term.
- To make this transition easier, a temporary functionality has been added that migrates folders to the new directory.
- When booting into 0.10.0, Atmosphere will rename /atmosphere/titles/<program id> to /atmosphere/contents/<program id>.
- This functionality may or may not be removed in some future update.
- This should solve any transition difficulties for the typical user.
- Please make sure that any future mods you install extract to the correct directory.
- Support for configuring override keys for hbl was improved.
- The key used to override applications versus a specific program can now be different.
- The key to override a specific program can be managed via override_key.
- The key to override any app can be managed via override_any_app_key.
- Default override behavior was changed.
- By default, atmosphere will now override the album applet with hbl unless R is held.
- By default, atmosphere will now override any application with hbl only if R is held.
- The default amount of applet memory reserved has been slightly increased.
- This allows the profile selector applet to work by default in applet mode.
- The way process override status is captured was changed.
- Process override keys are now captured exactly once, when the process is created.
- This fixes the longstanding issue where letting go of the override button partway into the process launch could cause problems.
- The Mitm API was changed to pass around override status.
- Mitm services now know what keys were held when the client was created, as well as whether the client is HBL/should override contents.
- An extension was added to pm:info to allow querying a process's override status.
- Thanks to process override capture improvements, hbl html behavior has been greatly improved.
- Web applets launched by hbl will now always see the /atmosphere/hbl_html filesystem
- Support was added to exosphere for enabling usermode access to the PMU registers.
- This can be controlled via exosphere!enable_user_pmu_access in BCT.ini.
- An enormous number of minor bugs were fixed.
- dmnt's cheat VM had a fix for an inversion in opcode behavior.
- An issue was fixed in fs.mitm's management of domain object IDs that could lead to system corruption in rare cases.
- The Mitm API no longer silently fails when attempting to handle commands passing C descriptors.
- On previous atmosphere versions, certain commands to FS would silently fail due to this...
- No users reported any visible errors, but it was definitely a problem behind the scenes.
- These commands are now handled correctly.
- Atmosphere can now display a fatal error screen significantly earlier in the boot process, if things go wrong early on.
- The temporary hid mitm will no longer sometimes cause games to fail to detect input.
- Mitm Domain object ID management no longer desynchronizes from the host process.
- An issue was fixed that could cause service acquisition to hang forever if certain sm commands were called in a precise order.
- An off-by-one was fixed that could cause memory corruption in server memory management.
- ... and too many more bugs fixed to reasonably list them all
- 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
https://gbatemp.net/threads/atmosphe...ilable.553800/
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December 9th, 2019, 18:58 Posted By: wraggster
The modding community's favourite greek goddesses are ready to bless your Switch once more. Hekate v5.1.0 is out now and it features full FW 9.1.0 compatibility - but that's just the tip of the iceberg! Many improvements have been made under the hood, such as quicker boot times, support for Android fastboot, low battery shutdown and a bunch of other miscellaneous fixes. Nyx received several enhancements too: eMMC verification is even faster than before, GFX-related functions got speedier as well and the console's fan will now start spinning if the temperature gets too high (because no one likes an overheating system!).
Before you upgrade, however, here is a quick (but important!) warning: you must overwrite the bootloader directory on your SD card with the one found in the release's ZIP before launching Hekate 5.1.0, just swapping the RCM .bin payload is not enough this time around. You will very likely encounter issues if you choose not to do so, as some of Hekate's dependencies received mandatory critical updates. Finally, the bootloader will now skip patches_template.ini and only look for patches.ini instead to avoid user confusion, plus, empty patches are no longer allowed because they were never needed in the first place. Still, you will be unaffected by this last change if you've set up the aforementioned INI files correctly before.
If you want to learn more about a specific feature or read all the fixes included in this update, check out the full changelog below:
Quoted from changelog: This version supports booting ALL current OS/CS CFW, Linux chainloading and payload tools.
No more SD card removals
Latest HOS supported: 9.1.0
New in this version
- Full support for 9.1.0
- Faster and better DRAM training
This performance change affects both hekate and Nyx.
libsys_minerva.bso was updated and the update is mandatory.
If you notice slow performance in hekate or Nyx, you forgot to drag n drop the bootloader folder from release.
- Even faster HOS boot
Because of the aforementioned change, HOS now boots even faster.
- Enabled Low Battery Shutdown when voltage is less than 2.8V
This will help with many users that kill their battery by forgetting their devices into RCM/AutoRCM.
- Fixed an issue with some users hanging in black screen or logo for Nyx loading
This is unrelated with HOS boot issues.
- Fixed a critical issue with heap collapsing on edge cases. Thanks @shchmue.
Additionally, heap management became more robust and fragments way less often.
- Added support for entering fastboot on Android.
This requires of pressing VOL+ first and while holding it, also start holding VOL-.
- External patches only look for patches.ini now
The reason is that patches_template.ini is now useless and no one should install homebrew when title replacement exists.
Also because apparently it confuses users into thinking that it takes precedence over patches.ini, even though it explained countless of times that it's only loaded if patches.ini is not found.
Lastly there's a confusion where users thought that empty patches is not the same with no patches, even though it's exactly the same. So now any empty patch will throw an error.
To sum up, removed to simplify the process because of user errors.
- Fixed an issue with force shutdown timeout, where it would power off if PWR button was pressed for 2s. It's now back to 6s.
- Fixed instant boot to menu ("bootloop") on errors. Now hekate will properly wait for user input in order to go back to menu.
- Fixed an issue with tsec keys, where KFUSE didn't have enough time to initialize.
- Fixed an issue where double defined patches (like NOGC), would fail the process. Now any reapplied patch, will be properly marked as applied.
- Countless refactors and bugfixes in hw init and drivers
- Many general bugfixes
New in emuMMC
The binary is based on m4xw/emuMMC@bd81a67
Nyx v0.8.3
- 9.1.0 support for info and tools
- GFX rendering and generally many functions in Nyx are now faster
- Refactored SHA calculation for faster verification
Verification is now able to calculate the 1st buffer SHA while the 2nd buffer is read.
- Fan is now activated if temperatures are high
- Battery Voltage value is now Orange if lower than 3200mV
- Countless refactors and bugfixes in hw init and drivers
- Many general bugfixes
Check readme.md for more.
Lastly, keep an eye for the big Nyx update!
NOTE: You will need sept and a custom secmon and warmboot binary to boot 7.0.0-9.0.1 or stock emuMMC.
Warning: HOS 9.1.0 needs a new sept. If not updated, hekate will show pkg2 decryption error. On the other hand, hekate can still load older sept versions for 9.0.X.
Warning2: New bootloader contents are mandatory. Because they are new, you must not mix them with older hekate versions. hekate package is made for an easy drag n drop that can be used to replace the files.
Click to expand...
Source
https://gbatemp.net/threads/hekate-c...leased.553899/
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December 9th, 2019, 18:57 Posted By: wraggster
It might not be a Nintendo Direct, but it'll definitely give us some news about upcoming games for the Nintendo Switch. An Indie World broadcast is slated for tomorrow, December 12th, at 7 pm CET. The livestream will last around 20 minutes, bringing information on upcoming indies that'll be releasing in the future. The previous Indie World showcase featured announcements such as Superhot and Ori and the Blind Forest coming to the Switch, as well as gameplay for many other titles.
https://gbatemp.net/threads/a-ninten...morrow.553909/
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December 9th, 2019, 18:44 Posted By: wraggster
The Switch is having an extraordinary year, with Nintendo's console and its software line-up cleaning up in pretty much every market. Switch Lite seems to be quietly racking up additive sales without cannibalising those of its older (and more expensive) stablemate, while games like Pokémon Sword and Shield are giving the platform a pretty amazing run at a Christmas season from which the other console platform holders have largely absented themselves.
Last year, Nintendo got a little over-enthusiastic in its full year projections for Switch and had to revise its figures down slightly. Now the pendulum has swung, and it seems almost certain that its current targets are a significant underestimation of the bumper year it's actually having.
Unsurprisingly, that's all been having a positive effect on Nintendo's share price, which after an undeservedly rough 2018 is up around 47% so far this year. It's not just about Switch, though; the company's mobile game strategy seems to be settling into something profitable and sustainable -- though not quite the cash-printing machine that some investors had rashly hoped for -- and there have been positive moves to expand and capitalise upon its IP by opening Nintendo stores in prime locations, loosening its grip to permit popular adaptations like this year's Detective Pikachu movie, and prepping the much-anticipated Nintendo theme park in Osaka to open in time for next year's Olympics tourist boom.
https://www.gamesindustry.biz/articl...-china-opinion
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December 5th, 2019, 21:57 Posted By: wraggster
@XorTroll has just released the first major update for his Switch HOME menu reimplementation, uLaunch! Version 0.2 introduces a brand new feature called Quick Menu, which allows for easy and immediate access to various functions & sub-menus without using the touch screen, and can be brought up anytime by pressing (Z)L,(Z)R or the analog sticks. Two new applets (album and controller settings) as well as a power menu have been added to uLaunch, all of which can be accessed from the aforementioned Quick Menu. Many new entries are now available in the settings, including several toggles for the Switch's hardware and software features (Wi-Fi, Bluetooth, NFC, etc) and console-specific info (Serial Number & MAC Address).
Last, but not least, a new PC companion application, uViewer, has also been released! This app works both as a replacement for the previously released QForegroundViewer, as it incorporates all of its screen streaming functionalities in itself, and also includes an entry creator, thus allowing you to easily make your own custom entries for uLaunch. An uViewer DLL plugin for RetroArch is also available, which can be useful if you wish to create ROM forwarders.
As usual, the official changelog can be read below:
Quoted from uLaunch 0.2 Changelog: - Main menu
- Added a new way to open menus without touchscreen: presenting the quick menu! Just hold L/R-stick, then move it while being held to select a menu, leave the stick and profit!
- Changed the web browser touchable menu item with the controller applet one, for what it's worth.
- Settings menu
- New settings were added:
- Console information upload (enable/disable)
- Automatic titles' download (e/d)
- Console auto-update (e/d)
- Bluetooth (e/d)
- 3.0 USB (e/d)
- NFC (e/d)
- Wireless LAN (e/d)
- MAC address
- Serial number
- Added controller menu applet (as a menu touchable icon, as mentioned above) support to change/manage players and controllers!
- Added album applet (as part of the aforementioned quick menu) support to view your captures!
- Added a power menu (as part of the aforementioned quick menu) to quickly power off, reboot or sleep the console!
- QForegroundViewer has been refactored into a major application: uViewer!
- New entry creator menu (custom entry creator to be accessible from main menu), customizable with plugins!
- This includes a custom RetroArch-themed DLL plugin, easily loadable by uViewer, to make ROM forwarding really easy!
- Added a new way to open menus without touchscreen: presenting the quick menu! Just hold L/R-stick, then move it while being held to select a menu, leave the stick and profit!
- General
- Custom icons in entry JSONs can now be used with normal titles too, not just homebrew.
- Custom name/author/version texts in entries are no longer restricted to 511/15 characters.
- Certain parts of the code/functionality were slightly improved (speed might be slightly faster in certain laggy moments)
Have fun with a brand new HOME menu!
Click to expand...
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Source
https://gbatemp.net/threads/ulaunch-...leased.553413/
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December 5th, 2019, 21:52 Posted By: wraggster
The 3DS has received a new update and, shockingly enough, the changelog doesn't mention stability for once! Firmware 11.13.0-45 has been released in all regions for both New and Old consoles and it is aimed towards fixing a bug with the system's StreetPass functionality. Sure enough, initial reports show that the only updated sysmodules are StreetPass, friends and Web browser data, alongside your usual NVer/CVer changes. The official release notes can be read below:
Ver. 11.13.0-45U (December 2nd, 2019)
- Resolved an issue where StreetPass would not work in some cases.
Click to expand...
Not much else is known at the time and consoles that have already been hacked via boot9strap should be able to update just fine but, as usual, you may want to refrain from installing the new firmware version until someone else gives the all clear - especially if you own a stock console that you wish to mod. This post will be kept up-to-date with any other useful hacking & homebrew related info.
Source (Console: New / Old)
Official Nintendo release notes
https://gbatemp.net/threads/nintendo...leased.553504/
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December 5th, 2019, 21:50 Posted By: wraggster
And, after the 3DS got its recent system update, this time it looks like it's the Switch's turn. Firmware 9.1.0 has been released by Nintendo for all regions and the changelog states it's meant to fix an issue with the colour animation not showing correctly when attaching a Joy-Con to the console... alongside with the usual stability. However, there may also be something else under the hood, as @SciresM has warned that TrustZone might have received an undocumented change, so current CFWs may break if you install the update.
Ver. 9.1.0 (Released December 4, 2019)
General system stability improvements to enhance the user's experience, including a solution for the following:
- Resolved an issue where the color animation was not displaying correctly when attaching a Joy-Con controller to the Nintendo Switch console.
Needless to say, given those premises, it may be best to avoid updating for the moment if you're running a CFW or if you wish to mod your console. Not much else is known at the time of writing - this post will be updated with any useful hacking and homebrew-related info.
Source
https://gbatemp.net/threads/nintendo...leased.553622/
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December 5th, 2019, 21:46 Posted By: wraggster
The wait is over, when it comes to new NES and SNES titles, for those that pay for Nintendo Switch Online. Nintendo will be bringing more retro games to its service, after previously adding a collection of Super Nintendo games back in September. These new additions include four SNES games, and two NES, which are listed below.
- Star Fox 2
- Super Punch Out!
- Kirby Super Star
- Breath of Fire II
- Crystalis
- Journey to Silius
Super NES
- Star Fox 2 – This 3D rail-shooter and second installment of the Star Fox series was first designed for Super NES, but went unreleased until it appeared on the Super Nintendo Entertainment System: Super NES Classic Edition system in 2017. This time, Emperor Andross is on a crusade to conquer the Lylat system and the Star Fox team itself. After a long wait, Star Fox is back in action.
- Super Punch-Out!! – Featuring the tight gameplay and humor the series is known for, this sequel to the NES classic sees Little Mac return to the ring with the World Video Boxing Association belt once again at stake.
- Kirby Super Star – That awful King Dedede is at it again – he’s stolen all the food in Dream Land. It’s up to Kirby to get it back and ultimately save Popstar from being taken over. There’s never a dull moment as Kirby dashes, flies and fights!
- Breath of Fire II – Set 500 years after the original, take on the role of Ryu, the last member of the Dragon Clan. A cast of unusual and exciting companions join you in your adventures across a wondrous land full of magic and mystery.
NES
- Crystalis – An epic story for action-RPG fans is ready to unfold. Set in a world where civilization lies in ruins, the young protagonist awakes from cryogenic sleep and the adventure begins. Collect the Sword of Wind and venture into the unknown.
- Journey to Silius – Join Jay on his run-and-gun mission to take down the mechanical army responsible for his father’s death. Defeat endless waves of attack robots and fulfill his father’s dream of developing a space colony in the Silius Solar System.
Click to expand...
The most notable addition in this lineup is Star Fox 2, which was previously exclusive to the SNES Classic. All six of these games will be made available for the Nintendo Switch on December 12th.
https://gbatemp.net/threads/nintendo...cember.553627/
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December 5th, 2019, 21:41 Posted By: wraggster
The Nintendo Switch just saw its best single week of sales in the US ever over Thanksgiving, with both the Switch and Switch Lite selling a combined total of 830,000 units.
Per Nintendo, this brings total Nintendo Switch US sales up to 17.5 million units, 1.5 million more than the last reported milestone of 15 million back in mid-October. Globally, the Switch has sold over 41 million units.
Additionally, this was the best Cyber Monday the Nintendo Switch has seen yet, this being its third on the market.
Software sales also got a bump over Thanksgiving and Black Friday weekend. In the Americas, Pokemon Sword and Shield have now sold a combined total of over 3 million units. Mario Kart 8 Deluxe has reached 8.5 million, Super Smash Bros. Ultimate is up to 8 million, Super Mario Odyssey to 6.5 million, and New Super Mario Bros. U Deluxe reached 1.5 million.
https://www.gamesindustry.biz/articl...ales-week-ever
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December 4th, 2019, 21:49 Posted By: wraggster
For many years, the FlashBoy series of flash carts has been a great way for people to play Virtual Boy homebrew on real hardware, as well as hacks, translations or simply the few super rare games which the average fan could never get their hands on otherwise.
Obviously, the discontinuation of the FlashBoy Plus earlier this year left a big hole. And, being the huge undertaking that it is, Kevin Mellott's upcoming MultiBoy32 multi cart is still rather far away on the horizon. So, aside from second hand units or a sometimes shady repro market, there currently is simply no way for Virtual Boy fans to enjoy homebrew on the real hardware. Let's face it - emulation can only get that close but never be as good as the real thing.
Luckily, to fill the gap, Kevin Mellott has recently announced the HyperFlash32, a new one-game-at-a-time flash cart with 32 MBit of flash memory. Apart from a single VUEngine video player demo, which is 128 MBit in size, that is enough space to hold everything the Virtual Boy#s library has to offer, even the largest homebrew game for the system, the infamous Hyper Fighting.
While sounding like just a bigger capacity FlashBoy replacement at first, new details shared by Kevin demonstrate that the HyperFlash32 is much more than that, in an impressive way. Here's a quick overview of what the flash cart will have to offer, as of the current state of development:
- 32 MBit flash memory, holds one game at a time
- 32k x 8 nvSRAM, no save battery required
- SRAM contents can be dumped to/read from SD card
- PC connection via USB
- Fully custom, a bit longer than usual, cart shell incomporating an ingenious triple-layer PCB design
- E ink display shows label of currently loaded game, possibly multi-color
- Three capacitive buttons built into the cart shell allow for flashing games from an SD card, without the need for a PC
Find all the juiy details and early images in this thread.
https://www.planetvb.com/modules/new...hp?storyid=465
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December 4th, 2019, 21:29 Posted By: wraggster
Nintendo and Tencent have finally revealed the launch details for Switch's long-awaited debut in China.
The console will be officially released in mainland China on Tuesday, December 10th, Seeking Alpha reports. It will be made available in retail stores, as well as through major online companies such as TMall and JD.com.
The Chinese Switch will be priced at 2,099 yuan (approximately $300) and will come with a demo of New Super Mario Bros U Delxue, as well as a one-year warranty.
Niko Partners analyst Daniel Ahmad shared more details from the official news briefing via his Twitter.
There are at least 18 third-party titles currently being localised for the Chinese market, after which they will be submitted for approval. This range includes Just Dance, Hollow Knight, Mario + Rabbids, Octopath Traveler, Tools Up, Mario & Sonic at the Toyko 2020 Olympic Games, Daemon X Machina and an exclusive Rabbids Party game.
Several other developers are working on official versions of their games to be localised and approved for China, including Bandai Namco, Sega, Konami, Square Enix, Level-5 and Tencent's own internal developer Next Games.
https://www.gamesindustry.biz/articl...hina-next-week
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November 27th, 2019, 21:45 Posted By: wraggster
Compared to Android, emulation offerings on iOS aren’t as numerous and well-supported even though the hardware of some iOS devices is pretty powerful. However, things seem to be changing as Dolphin may finally be coming to the platform in one way or another!
[h=3]PR for Experimental Support published[/h]
On Sunday, developer OatmealDome published a pull request to Dolphin’s GitHub which would see experimental iOS support in the emulator’s official codebase if accepted.
Want to run Animal Crossing for the GameCube on your iPad? Well, now you can!
This pull request was accompanied by a decent deal of documentation, the main points of which are:
- The effort behind the pull request was made in order to initiate discussion as to whether iOS is a platform that Dolphin ought to support
- The build system is based on the Android one with image assets being taken directly from there
- Currently, the interface is a rudimentary state although touch controls do work.
- If work on this port goes forward, the interface needs a good deal more work and the codebase will transition to Swift from Objective-C as much as possible
- The Vulkan backend is used for rendering although an unusable OpenGL one is still provided for now.
It’s important to note that due to the memory requirements of Dolphin, a jailbroken device is effectively required (or modifications to the bootloader) since it needs an entitlement which lets access more memory than Apple allows 3rd party applications to use. This pull request was made possible through the amalgamation of previous pull requests that were denied mostly due to the aforementioned memory issue which is effectively fixed now.
Supported devices include:
- Apple A9/A9X devices which include the iPhone 6S(+), iPad Pro 1st generation (9.7/12.9”) and iPad 5th generation
- Apple A10/A10X devices which include the iPhone 7(+), iPad Pro 2nd generation (10.5”/12.9”), iPad 6/7th generation and the iPod Touch 7th generation
- Dolphin will probably run best on 2nd generation iPad Pros as they have 4GB RAM (other supported devices have 2/3GB) and the best GPU, outperforming even that found in the A11 by a good margin.
- Apple A11 devices which include the iPhone 8(+) and iPhone X
http://wololo.net/2019/11/26/news-do...-pull-request/
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November 27th, 2019, 21:42 Posted By: wraggster
No$gba Release Notes
27 Nov 2019 - version 3.00
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dsi/teak/help: mmio info from wwylele's .md files and lauterbach .per files
dsi/teak/help: tested/added/clarified more/undocumented teak mmio details
3ds/teak/help: fixed errors in CFG11_SHAREDWRAM_32K_CODE/DATA descriptions
3ds/help: rev-engineered CSND sound/capture specs (mostly same as NDS sound)
3ds/help: rev-engineered most NDMA startup modes and CDMA peripheral IDs
3ds/help: basic notes on New3DS NFC hardware (Near-field communication)
3ds/help: basic specs for New3DS QTM io expander (whatever that is used for)
3ds/help: more or less working specs for New3DS C-stick and ZL/ZR buttons
3ds/help: full specs for accelerometer, and for both gyroscope chip versions
3ds/help: full specs for irda chip (yet no info on irda-software protocol)
3ds/help: full specs for corelink dma registers (still need opcodes though)
3ds/help: scanned SPI bus and I2C bus (with some new device id findings each)
3ds/help: added many i2c irq-sources (routed through gpio registers)
3ds/help: added comprehensive list of unknown lcd-i2c registers
3ds/help: removed lots of dirt from the official arm11 mpcore interrupt specs
3ds/help: rev-engineered event/fault irq numbers for XDMA, OldCDMA, NewCDMA
3ds/help: tested I2C+ARM camera access (and identified left and right cameras)
3ds/help: major rewrite of mcu chapter (focusing on actual info without blurb)
tsc/help: added TSC flowcharts for touchscr,microphone,nds-mode and basic init
mic/help: rev-engineered microphone, moved mic from unknown to sndex chapter
3ds/help: rev-engineered I2C clock config and manual/fifo SPI clock rates
dsi/help: added 8mhz spi bus clock (not 3ds specific) (enable via scfg_ext7)
3ds/help: added complete New3DS XL Component List (and semi-complete Old3DS)
3ds/help: added basic MMU virtual memory table specs (in arm cp15 chapter)
3ds/gpu/help: completely rewritten Top/Bottom Screen/Framebuffer Setup chapter
3ds/gpu/help: added notes on unknown read/write-able bits in PICA registers
3ds/gpu/help: added list of unknown/unused/undocumented PICA registers
3ds/gpu/help: added specs for finalize/interrupt registers PICA(0000h..0035h)
setup/controls: allows to use DEL/BS keys (toggles between none and that key)
3ds/cdma/xdma/help: added summary of all Corelink DMA registers and opcodes
help/emu/disass: supports invalid arm/libgcc BX PC opcode (thanx scott norton)
3ds/help: better gpio specs, and various details here and there
3ds/help: added stubs with R/W masks for most unknown arm9/arm11 io ports
3ds/debug: assembler/disassembler supports all new ARMv6/ARMv6K opcodes
3ds/debug: start_direct can now load FIRM files to memory (for disass)
3ds/memory: started allocating some 3ds-specific memory (AXI, WRAM, etc)
3ds/arm11/help: arm/thumb opcode encoding specs for new ARMv6/ARMv6K opcodes
3ds/bptwl/help: added notes on (limited) bptwl i2c register emulation
3ds/mcu/help: RL78 opcodes, registers, flags, memory map, SFR I/O map
3ds/cpu/help: added notes on branch prediction affecting waitbyloop timings
3ds/config11/help: rev-engineered details for new3ds clk/mode change register
wifiboot: uploader uses non-blocking tcp socket (for abort by keystroke)
3ds/disass: added RL78 disassembler (for 3DS.mcu or New3DS.mcu firmware image)
debug/help: included no$gba debug help in gbatek (moved to bottom of text) |
http://problemkaputt.de/gba.htm
for patron and donation -- go to:
https://www.patreon.com/martin_korth
http://www.emulation64.com/view/3023...v300-released/
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November 26th, 2019, 18:21 Posted By: wraggster
One of the first ever ROM hacks (not translation) made by S.D.A., which replaces the original Mario/Luigi designs with the ones from the Mario Bros. minigame on Super Mario Bros. 3 (which can be played only when in 2-player mode).
The inspiration of this hack was right by the minigame’s sprites, especially because it features the same mechanics of the original game which this patch is based on. So, by confronting the sprites and the games, S.D.A. finally found an idea and said: “Why not hacking those minigame characters in the original Mario Bros?”. And that’s how this hack was made.
This news was released right for its 100th download in total, being the second project so far that passed this number, among the author’s first French translation of SMB1.
https://www.romhacking.net/hacks/4651/
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November 26th, 2019, 18:20 Posted By: wraggster
The Pokemon Company has filed suit against at least three unknown US individuals for leaking early images of Pokemon Sword and Shield monsters and gameplay info.
Forbes reports that a lawsuit filed in the western district court of Washington at Seattle targets three unknown US residents who took "illicit pictures of pages from an unreleased strategy guide" for Sword and Shield and distributed those images across Discord and 4chan over the course of 15 hours in early November.
The suit goes on to argue that these images, which included images of the game's Gigantamax forms for Machamp, Eevee, Garbador, and Kingler as well several other new Pokemon and characters, constituted valuable trade secrets that disrupted The Pokemon Company's plans to market the game leading up to its launch.
https://www.gamesindustry.biz/articl...shield-leakers
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November 25th, 2019, 18:37 Posted By: wraggster
Moving to the Nintendo 3DS scene, two noteworthy homebrew releases have dropped this week despite the console being over 8.5 years old. The first of these is a port of DevilutionX, a Diablo I source port which recently saw its way to hacked PSVita consoles. The 3DS port has been made by GBATemp user MrHuu and currently, it only comes with shareware support if you want a pre-compiled CIA file although you can compile the latest build yourself if you want to play the full game. The developer notes that the port runs slow on original 3DS consoles so for a playable experience, it’s recommended you try it out a New 3DS device as a Reddit user has pointed out that performance is quite poor on the Old 3DS. That being said, there have been various commits to the port’s code on GitHub meaning that development is still going on which might fix bugs and improve performance somewhat, especially on lower-powered 3DS hardware, in the future!
To learn more about DevilutionX for the 3DS,follow this link to its GBATemp Thread and you can download it from its GitHub release page. Fancy browsing the web on a browser from last decade on your DSi/3DS? Well, now you can with Twilight Menu++
Moving on to the second piece of homebrew, we have an update to TwiLight Menu++ bringing its version number to 11.1.0. This release includes:
- Support for the Nintendo DS Browser by emulating the Memory Expansion Pack via the extra RAM on the DSi/3DS (the DS only has 4MB RAM built-in while the latter have 16MB and 128/256MB)
- With this, you can browse the internet using Presto 1.0, the engine found in Opera 8.5!
- An updated version of GBARunner2
- On the 3DS and DSi, this can be run on CycloDS iEvolution
- Box art can be disabled on the 3DS and DSi by caching it to RAM
- An AP-patch for randomised Pokemon Black was added
- You no longer need to manually turn off heap sink for 6 games including 999 and Sonic Rush
- Some bug fixes
To grab TwiLight Menu++ 11.1.0, follow this link. You may read more about it on its GBATemp thread.
http://wololo.net/2019/11/22/news-oc...1-1-0-release/
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November 25th, 2019, 18:33 Posted By: wraggster
Like the PlayStation 1, the Sega Saturn is around 25 years old but while the former can be emulated on pretty much anything with decent results including the New 3DS, the Saturn didn’t fare as well when it comes to emulation.
The reasons behind this are numerous although the main two are because of the system’s architectural complexity and lack of interest from developers since the console was nowhere as popular as its rivals from Sony or Nintendo.
However, some development on creating the definitive emulator for the console is still ongoing and it’s mostly centered around Yaba Sanshiro (uoYabause) which has now earned a Switch port with a twist thanks to its main developer devMiyax. Contrary to other emulators, this port doesn’t run in Horizon OS and it isn’t available as a RetroArch core for Lakka either but it comes as a stripped-down Linux distribution, based on Lakka, that you flash on an SD Card.
With this port, you can play titles like NiGHTs on your Switch!
As per comments from Reddit user ‘R3tro-PK’, this port works much better than the Yaba Sanshiro cores on Lakka/Horizon OS and from some testing, the following titles are playable at full-speed:
- Burning Rangers
- This title is pretty demanding
- Nights into Dreams
- Sonic R
To grab this port of Yaba Sanshiro and play some Saturn games on your Switch, follow this link which also contains donation links. It must be noted that the image provided has numerous known issues such as sleep not working and not being able to change the volume so don’t expect a flawless experience. Obviously, not all titles supported by Yaba Sanshiro will run at full-speed. Thankfully, the source code is available so we might see some fixes eventually.
http://wololo.net/2019/11/24/news-ni...to-linux-soon/
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November 25th, 2019, 18:31 Posted By: wraggster
The latest entry to the Pokémon franchise has taken up three spots in the top ten of the EMEAA charts this week.
Despite Nintendo not reporting digital sales figures, Pokémon Sword and Pokémon Shield are No. 1 and No. 3 respesctively, while a special pack including both games ranks at No. 9.
Yesterday The Pokémon Company revealed that Pokéon Sword and Shield have becoming the fastest-selling games to date on the Switch, shifting six million units during the first week.
Meanwhile, combined digital and retail sales saw Star Wars Jedi: Fallen Order arrived at No. 2 this week.
Record-breaking Call of Duty: Modern Warfare has been knocked off the top spot after just one week, and currently sits at No. 4.
FIFA 20 still enjoys a solid position in the charts over a month since launch, ranking at No. 5 while Death Stranding has fallen from an opening week position of No. 2 to No. 6 this week.
Grand Theft Auto V is the only game not released within the last two months to appear in the charts, down a few spots from the week prior, to rank No. 10.
https://www.gamesindustry.biz/articl...-emeaa-top-ten
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