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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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March 6th, 2013, 02:09 Posted By: wraggster
Hyperkin's new RetroN 4 console is designed to play NES, SNES, Genesis, and Game Boy Advance cartridges. It's compatible with both PAL and NTSC formats, has dedicated controller ports for NES, SNES, and Genesis controllers (and uses its own Bluetooth controller), and uses HDMI output. A special UI built into the console allows users to reassign buttons, among other things.
More details about the console will be revealed at the Midwest Gaming Classic in Brookfield, Wisconsin on March 23. That includes pictures of the device.
Who ever thought you could get away with announcing a new console, the fourth in its series, with details of its functionality but no pictures of the console itself? Honestly.
http://www.joystiq.com/2013/03/05/re...gba-over-hdmi/
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March 6th, 2013, 02:03 Posted By: wraggster
Nintendo has released a minor Wii U system update. The update, dubbed Version 2.1.3 U, makes "further improvements to overall system stability," according to Nintendo's patch notes.The patch is not the previously announced Wii U speed optimisation update, which is set to arrive across two downloads in April and later this summer.Those updates will also introduce the new Virtual Console - boasting games from classic consoles including, for the first time, titles released on Game Boy Advance.Speaking during a Nintendo Direct broadcast in January, company president Satoru Iwataapologised to Wii U owners who believe the loading times between selecting a game and playing it are far too long.Iwata also detailed a number of enhancements designed to make the Wii U game experience more social."The fun of video games is not only just playing games, but also sharing experiences together with people - even though they live far away, their skill levels are different or their experience does not happen at the same time," He said."We want Wii U to be the system that brings everyone together."
http://www.computerandvideogames.com...ves-stability/
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March 6th, 2013, 01:59 Posted By: wraggster
Nintendo is working on at least one project that will utilise the Wii U GamePad's built-in NFC (Near Field Communication) functionality as a matter of high priority. That's according to Mario creator and Nintendo senior managing director Shigeru Miyamoto, who told Polygon that the firm has made NFC functionality "a priority".NFC is a technology used to pass small amounts of data wirelessly between devices, and is perhaps most iconically used by Activision's Skylanders games to make figurines placed on an NFC-enabled pad appear in the game world. The GamePad contains an NFC chip, but a game that uses it is yet to be announced."With NFC, that's a feature that everyone that owns a Wii U can take advantage of," said Miyamoto."So that's what we're putting our priorities right now. We're hoping that in the near future we'll be able to show you something that will take advantage of the NFC on Wii U and people will be able to enjoy that."Miyamoto also revealed that Nintendo is working on games capable of using multiple GamePads."With regards to the two GamePads functionality, from a gaming system standpoint we are developing games that will have that capability," he said.So far, Wii U games only use a single GamePad, and only one GamePad is supplied with the console with no option to by a second one separately at retail - presumably due the expense of a controller containing a touch screen and its many other innards (Note: multiplayer games are achieved using Wii U Pro Controllers and/or Wii Remotes). Because of this, Miyamoto plays down the viability of dual-GamePad support being a system that's fully utilised any time soon."In the future, perhaps when we get closer to something that, an environment where everybody or a large majority of people would have two GamePads, that might be a time where we look at how we can leverage a system of that nature."
http://www.computerandvideogames.com...mepad-support/
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March 6th, 2013, 01:25 Posted By: wraggster
Still trying to solidify that reputation as the office Grinch? This project will let everyone know you’re a complete jerk in no time. It’s called . It detects when someone enters your office at which point it starts to play the Super Mario Bros. theme song while the display counts down 400 seconds. Just like in the game the music gets faster at the end and when it stops they know it’s time to get the heck out.
The hardware inside isn’t too complicated. An Arduino and a Wave shield do most of the work. The song played is stored on an SD card and can easily be changed. There’s a speaker mounted under the top heat vent of the enclosure. The device defaults to displaying the time of day, but monitors a motion sensor on one side to detect when someone comes through the door. This also works when someone leaves, cutting off the music and resetting the display. Don’t miss a video of it in action after the break.
It’s as if this was made specifically for the Comic Book Guy
http://hackaday.com/2013/03/05/nes-a...-at-your-work/
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March 6th, 2013, 01:19 Posted By: wraggster
Minecraft could be coming to PlayStation but is unlikely to arrive on Wii U, Mojang’s Jens Bergensten has revealed.“Microsoft has an exclusivity deal for consoles,” said Bergensten, who is lead designer of Minecraft Pocket Edition for iOS and Android. ”When it runs out we’ll consider Minecraft for PlayStation, but Wii U is very unlikely.”Speaking to iGamer, Bergensten also confirmed that his team is working on bringing the Minecraft Pocket Edition experience closer to its PC counterpart. “Our current ambition is to get the so-called online multiplayer going,” he said. “This means that you’ll be able to connect to dedicated servers, instead of only connecting to other people’s devices.”He also explained how difficult it is to bring Minecraft’s mobile edition to such a huge number of different devices. “The biggest challenge has been, and still is, finding the lowest common denominator for all the various mobile models there are on the market. It’s an obstacle to a lot of features that we have on the PC version, such as infinite worlds and redstone contraptions. Over time we’ll have to drop more and more models in order to add fun stuff to Pocket Edition.”You can read more from the Mojang interview in the new issue of iGamer, which is available on the App Store now.
http://www.edge-online.com/news/mine...very-unlikely/
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March 5th, 2013, 11:24 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4549 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4549
armcpu.cpp - Silence the 1000+ compiler warnings about using offsetof() on a non-POD type.
---------------------
r4548
Cocoa Port: - Completely reimplement the input handling architecture to be simpler, more efficient, and more extensible. - Decouple the high level input handling code from the lower level emulation interfacing code. - Obsolete and remove th...
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March 5th, 2013, 11:19 Posted By: wraggster
via http://www.emucr.com/
Gearboy Git (2013/03/02) is compiled. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
* Raspberry Pi frame buffer optimization
* project updated to latest Gearboy core
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March 5th, 2013, 11:17 Posted By: wraggster
via http://www.emucr.com/
Swiss SVN r201 is compiled. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss SVN Changelog:
r201
- Patch MTXLightPerspective.
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March 5th, 2013, 11:13 Posted By: wraggster
via http://www.emucr.com/
Gekko shader-manager Git (2013/03/03) is compiled. Gekko shader-manager Git is a branch of Gekko. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko shader-manager Git Changelog:
* added a 32-bit murmur hash, made it the default when SSE4.2 is unavailable
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March 5th, 2013, 11:09 Posted By: wraggster
via http://www.emucr.com/
My Nes SVN r151 is compiled. My Nes is a portable open source NES/FAMICOM emulator written in C#. It's EXACT nes cycle emulator, very accurate and uses exact ppu scanline timing. My Nes compatibility is very high, and most of the games that supported run perfectly.
My Nes Features:
- Roms browser with bility to disblay additional information of each rom like snapshot and info.
- Save/Load state in defferent 9 slots or in file using save/load state as feature.
- Sound recorder which record sound of current playing rom in wav format (Mono, 44100 Hz, pcm 16-bit).
- Developer console with full access emulation commands.
- Support INES (*.nes) file format.
- Can read from archive (*.zip, *.7z and *.rar)
- Profiles for control mapping.
- CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
- PPU :8x8 and 8x16 sprites with transparency and priority, background tiles and sprites evulation, internal ntsc palette generator, default PAL palette, Cycle based ppu, real scanline and scancycle timing, Emphasis and monochrome effects.
- Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
- Systems : PAL , NTSC
- Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140, 142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!
My Nes SVN Changelog:
r151
Fixed: when using the ines header editor/fixer tool, the chr get the wrong number from database
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March 5th, 2013, 11:06 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1170 is compiled. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1170
fixed nasm props again
---------------------
r1169
C_CORE preprocessor removed from bgk-link
---------------------
r1168
forget to commit these fixes on the branch
---------------------
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March 5th, 2013, 10:59 Posted By: wraggster
via http://www.emucr.com/
WiiXplorer SVN r253 is released. WiiXplorer is a multi-device file explorer for the Wii with a GUI made with libwiigui (by Tantric) and with graphics by NeoRame.
WiiXplorer SVN changelog:
r250
- added initial USB Keyboard support (delay between consecutive character adds
can be changed with existing setting for keyboard delete delay). You can use it
everywhere the OnScreenKeyboard can be used (Text Editor / renaming / ...).
- added an additional path change to "Path Settings Menu" for language path
- changed all default paths to /apps/WiiXplorer/ instead of /apps/WiiExplorer/
as it was used by homebrew browser
- fixed bug in thp player that crashed it. was added in last revision
r251
branches/lib7zip:
- updated library source to v9.20
r252
- fixed display bug in text editor when adding a line break on some cases
- adaption for updated 7zip library
r253
- fix several bugs in the OnScreenKeyboard
- fix external keyboard support in OnScreenKeyboard menus (renaming/...)
- added support for page up/down, home/end buttons
- fix appending of characters at the end in TextEditor
- pause music when remounting all devices
thanks to cheatfreak47 for helping out with the testing
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March 5th, 2013, 10:56 Posted By: wraggster
via http://www.emucr.com/
GBA.js Git (2013/03/04) is released. Jeffrey Pfau released a new GameBoy Advance emulator. The project began last July. The first prototype took him five weeks. But it has worked for several weeks and several hours a day online prior to the first public version. The program runs on JavaScript. It is available online and works in a modern web browser. It runs on Chrome 20, Safari 6.0, Firefox 15 + (without sound) or Opera 12. It should also run on Internet Explorer 10. Firefox and Opera are particularly slow, it is better to use Safari or Chrome.
As a matter of law, no rom is provided on the official website. However, you can load these roms on your machine. The emulator does not handle compressed files. So please only download roms decompressed. The application sometimes crashes if the file has special characters.
Currently all parts of the GameBoy Advance hardware are implemented. You can save and load backups, send on your machine or your machine. GBA.js is able to take screenshots. It can set the emulation paused. It supports games containing real-time clocks (eg Pokemon).
GBA.js Git Changelog:
* Don't compare a string and a number...
* Fix exception-raising case in hex()
* Forward compat--test for ScriptProcessorNode
http://jpfau.github.com/gbajs/
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March 5th, 2013, 10:55 Posted By: wraggster
via http://www.emucr.com/
1964js SVN r268 is released. 1964js is the first N64 emulator written in JavaScript (CoffeeScript to JS). It is loosely a port of our N64 emulator for Windows called 1964. 1964 was written in C and C++.
1964js SVN Changelog:
r268
memory optimization
r267
bump
r266
http://1964js.com/
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March 5th, 2013, 10:54 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2854 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2854
Tweaked SoundDisplay2.lua a bit.
Added LuaPerks description.
TODO: write LuaPerks samples.
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March 5th, 2013, 10:45 Posted By: wraggster
via http://www.emucr.com/
Nintemulator SVN r19348 is compiled. Nintemulator is a work in progress multi-system emulator. Plans for emulated systems are NES, SNES, GB/GBC, GBA.
Nintemulator SVN Changelog:
r19348
GBA: Fixed sound channel 2, silly bug was preventing it from rendering ANY sound.
---------------------
r19347
GBA: Fixed audio in Metroid - Zero Mission
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March 5th, 2013, 10:42 Posted By: wraggster
via http://www.emucr.com/
VPNES v0.3 Build 205 (r221) is released. VPNES is a NES Emulator. VPNES is written in C + + and uses SDL. It runs on Windows.
VPNES v0.3 Changelog:
- All C code was rewritten in C++
- Rewrote PPU cycle-based code
- Implemented APU and added sound output
- Rewrote CPU interrupts processing
- Added MMC1 and MMC3 full support
- Added PAL and Dendy modes for NES
- Implemented GUI for win32 systems
- Added saving and loading state files feature
- Fixed some of timings
- Changed palette
- Minor fixes
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March 5th, 2013, 10:41 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.5-557 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- Merge branch 'hle-fs-cleanup'
- Fix compiling Dolphin on devices that provide crazy GLES drivers
- Fixed issue 5270. Don't ask me how, I just clean up code and then it works! I think it was int overflow.
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March 5th, 2013, 10:38 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
King Toad Version 0.9.8.4 features of " Wii RetroArch "porting multi-platform emulator" Retro Arch "for the Nintendo Wii.
Quote:
-------------------------------------------------- ----------------------------
RETROARCH GX - WII - 0.9.8.4
-------------- -------------------------------------------------- --------------
RetroConsole Level: 1
Author: Themaister, Toad King, Squarepusher / Twin TO INSTALL THIS ----------------------------------------------- ------------------------------- Copy the Entire directory (retroarch-wii) to your SD card in your 'apps' directory . Start up the Homebrew Channel and Wii RetroArch start up from there. On first startup, will create a folder RetroArch in the root of your storage device called 'retroarch'. All configuration files are Stored RetroArch here. ------------------------------------------ ------------------------------------ HOW TO USE THIS ---------- -------------------------------------------------- ------------------ On first startup, will select one RetroArch of the dozen or so emulator / game cores. The name of the currently loaded core will be Shown at the bottom side of the screen. You can now select a ROM That this core supports and load it in the Filebrowser. To select a different core - go to the Settings menu (see 'Ingame controls'). Select the option 'Core' and hit the A button. A filebrowser will APPEAR Where you can select a different core. Press A to switch to the emulator / game core. doing so After, select 'Restart RetroArch' to load the newly selected Wii will create a new config file for each Stock input core you load. input settings will be All saved When RetroArch exits. NOTE: When starting up a new core for the first time, you might Have to first initialize the input settings. Go to the Settings menu (see 'Ingame controls') and go to 'Controller number # config'. Re-set the 'Device' by going back and forth Between a previous device. The controls will be Automatically Applied. Has to be This only done ounces per core. --------------------------------- --------------------------------------------- ingame CONTROLS --- -------------------------------------------------- ------------------------- ingame During operation you can do some extra actions: Wii Classic Minus - Go to Settings Wii Classic Controller + ZL + ZR Home - Quit RetroArch Wii Classic Controller Home - Go back to 'Menu' Wiimote Minus - Go to Settings Wiimote Home - Go back to 'Menu' Home Wiimote + B - Quit RetroArch Gamecube pad Z - Go to Settings Gamecube pad L + R + LStick Up Rstick + Up - Go back to 'Menu' Gamecube pad L + R + Down + LStick Rstick Down - Quit RetroArch Right Thumb Stick - Down - Fast-forwards the game Right Thumb Stick - Up - Rewinds the game in real-time ( 'Rewind' has to be enabled in the 'Settings' menu - warning - comes at a performance goal will be Decrease worth it if you love this feature) RStick Left + ZL - Decrease save state slot Rtick Right + ZR - Increase save state slot Up RStick ZR + - Load selected save state slot RStick ZR + Down - Save selected save state slot (NOTE: For Gamecube pads - Would you press Z + Any of the trigger Rstick Down movements Shown above INSTEAD of ZR / ZL) --- -------------------------------------------------- ------------------------- WHAT IS RETROARCH? --------------------- -------------------------------------------------- ------- RetroArch is a modular multi-system emulator system is designed to That be fast, lightweight and portable. ----------------------- -------------------------------------------------- ----- WHAT IS LIBRETRO? ----------------------------------------- ------------------------------------- Libretro That is the API RetroArch uses. It makes it easy to port games and emulators to a single core backend, Such as RetroArch. For the user, this means - more ports to play with, more crossplatform portability, worrying less about developers to reinvent the wheel HAVING writing boilerplate IU / port code - so That They Can get busy with writing the emulator / porting the emulator / game. ------------------------------- ----------------------------------------------- WHAT'S THE BIG DEAL? ------------------------------------------------ ------------------------------ Right now it's only que it runs the same emulator cores on multiple systems (Such as Xbox 360 , 1 Xbox, PS3, PC, Wii, Android, etc). emulator For each Stock 'core', RetroArch makes use of a library API That we like to call 'libretro. " Think of libretro year as interface for emulator and game ports. You can make a libretro harbor ounces and expect the same code to run on all the platforms RetroArch That supports. It's designed with simplicity and ease of use in mind so que le wear can worry about the port at hand INSTEAD of Having to wrestle with year obfuscatory API. The purpose of libretro is to help ease the work of the emulator / game wear by giving him That API allows him year to target multiple platforms at once without Having to redo Any code. He does not worry about Have to writing input / video / audio drivers - all of That Is Supplied to him by RetroArch. All He Has To Have to do is hook the emulator into the harbor libretro API and that's it - we take care of the rest. ----------------------- -------------------------------------------------- ----- WII PORT ------------------------------------------- ----------------------------------- The Wii port of RetroArch Has the Following features: - Real-time rewinding - Switching Between emulator cores seamlessly, and Ability to install new libretro cores ------------------------------------ ------------------------------------------ EMULATOR / WII GAME WITH CORES bundled PORT -------------------------------------------------- ---------------------------- The Following emulators / games ported to Have Been RetroArch and are included in the Wii release of RetroArch. For more information about em, see the included 'retroarch-libretro-README.txt' file. - Final Burn Alpha [version 0.2.97.28] - Final Burn Alpha Cores (CPS1 - CPS2 - NeoGeo) [version 0.2.97.28] (**) - FCEUmm (Nintendo Entertainment System) [recent SVN version] - Nestopia (Nintendo Entertainment System) [1.44] - Gambatte (Game Boy | Super Game Boy | Game Boy Color) [version 0.5.0 WIP] - Genesis Plus GX (Sega SG -1000 | Master System | Game Gear | Genesis / Mega Drive | Sega CD) [version 1.7.3] - Next Snes9x (Super Nintendo / Super Famicom) (v1.52.4) - VBA Next (Game Boy Advance) (*) - prboom (for playing Doom 1/Doom 2/Ultimate Doom / Final Doom) - Fast Mednafen PCE (PC Engine / PC Engine CD / Turbografx 16) - Wonderswan Mednafen (WonderSwan / WonderSwan Color / WonderSwan Crystal) - Mednafen NGP (Neo Geo Pocket Color) - Mednafen VB (Virtual Boy) All of the emulators listed above are the latest versions currently available. Most of Them Have Been SPECIFICALLY optimized so That They Will run better on Wii (some games Would not reach fullspeed optimizations without thesis). * Some games do not run at fullspeed on Wii (VBA Next is a RetroConsole Level 2 emulator port). The biggest ** Neo Geo ROMs That can be loaded are around 23 + MB in size, Such as Real Bout Fatal Fury 1 and King of Fighters '96. ---------------- -------------------------------------------------- ------------ WHAT EXTENSION ARE SUPPORTED BY EACH CORE ------------------------------- ----------------------------------------------- - prboom WAD | wad - Next smc snes9x | fig | sfc | GD3 | GD7 | dx2 | bsx | swc | zip | SMC | FIG | SFC | BSX | GD3 | GD7 | DX2 | SWC - Genesis Plus GX md | smd | bin | gen | zip | MD | SMD | bin | GEN | ZIP | SMS | SMS | gg | GG | sg | SG | cue | CUE - VBA GBA Next | gba - FCEUmm nes | NES | Uni | UNIF - Nestopia nes | NES | fds | FDS - Gambatte gb | gbc | dmg | zip | GB | GBC | DMG | ZIP - Final Burn Alpha zip | ZIP - Mednafen PCE pc | PCE | cue | CUE - Mednafen Wonderswan ws | WS | wsc | WSC - Mednafen ngp NGP | NGP - Mednafen vb VB | VB ------------------------------------------- ----------------------------------- ZIP SUPPORT (IN GENERAL) --------- -------------------------------------------------- ------------------- Selecting a ZIP file will temporarily unzip that file to the harddrive. The temporary file will be deleted as soon as the game gets unloaded and / or When you quit RetroArch. NOTE: For the FBA core (and other cores That have 'block_extract' set to true) - ...
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