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SWITCH RELEASE: NXToolkit++ v1.5 by NX++ Team

November 12th, 2018, 21:57

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SWITCH RELEASE: [WAIN]Card Dumper v2.0.0

November 12th, 2018, 21:55

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Gen7 Engine - Visual Programming Engine for Switch

November 12th, 2018, 21:53

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KODI is being ported to the Nintendo Switch

November 12th, 2018, 21:49

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Patched YouTube App Released For Banned Nintendo Switches

November 12th, 2018, 21:46

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Atmosphère 0.7.5 Switch Custom Firmware Update Released

November 12th, 2018, 21:44

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SWITCH RELEASE: Firmware Dumper v0.4

November 12th, 2018, 21:43

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Video streaming support may fully end on the Wii next year

November 12th, 2018, 20:48

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Family Picross (Kickstarter) (NES Game)

November 6th, 2018, 20:37

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Dino’s Offline Adventure (Game Boy Game)

November 6th, 2018, 20:36

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Cemu v1.14.0c released! Nintendo Wii U emulator for PC

November 6th, 2018, 20:32

# New in 1.14.0c:
gfxPacks: Fixed accidental localization of preset variables in shaders

# New in 1.14.0b:

general: Minor UI tweaks
CPU/JIT: Added exports for Cemuhook to allow for more reliable JIT cache invalidation when toggling patches
GX2: Fixed potential softlock when 'Full sync at GX2DrawDone' is enabled

# New in 1.14.0:

GX2: A full reimplementation of the texture system from scratch
Main improvements:
- Better tracking and synchronization of textures which have overlapping data
- Better performance when a large number of textures are loaded
- Better garbage collection in texture cache (lowers VRAM usage and keeps it low)
- Lower chance of corrupted textures due to improved detection of texture invalidation
- Avoid rendering to GL texture views since they have bugs on AMD and Intel drivers (fixes 'light circles' and similar issues)

GX2: Fixed shader cache being ignored on Windows AMD drivers
GX2: Fixed 'Nvidia artifacts' (e.g. BotW lava and water surfaces would have distorted pixels)
GX2: Primitive RECT are now rendered as triangles
GX2: Added support for shader CALL instruction
GX2: Automatically scale texelFetch() coordinates to match resolution defined via texture rules
GX2: Added support for streamout in geometry shaders
GX2: Emulate color buffer GPU7 registers correctly
GX2: Fixed separate alpha blending
GX2: Correctly clamp out-of-bounds LOD values in GX2InitSamplerLOD()
GX2: Fixed a bug were tiling aperature always assumed a tilemode of 4
GX2: Added support for texture formats R16_SNORM and BC4_SNORM
GX2: Fixed a bug where the first depth clear on an previously unknown texture was being ignored
GX2: Fixed slowdown when rendering point primitives (Mainly affected Mario Kart 8 and Fatal Frame 5)
GX2: Fixed random crash that could occur shortly after shader cache finished loading

PPC/JIT: Small tweaks and improvements

gfxPacks: V2 graphic packs that are not compatible with 1.14.0 will be marked as outdated

coreinit: Context LR is now stored as big endian
coreinit: Added API OSContinueThread, MEMGetAllocatableSizeForBlockHeapEx, OSSwapAtomic
coreinit: Small tweaks to OSExitThread

input: Fixed touch input in separate pad window
input: Improved deadzone handling

vpad: Fixed directions of axis values in certain situations

snd_user: Added snd_user HLE implementation (VC titles and some other games should now have audio even without providing snd_user.rpl)

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RxNES 3.021

November 6th, 2018, 20:28

As you should know the main Enhancement script RxEnhance.cs is editable in a text/c# editor, and hopefully a user can optimize / improve it further and share with everyone else.

The sprites are rendered on their own layers, 1 layer for each of 4 screen palettes.
they are then cropped out for dumping.
This is the wrong approach, and sprites should be read from the cartridge and not from the screen; (but I spent weeks coding it this way). Problems arise when 2 sprites overlap each other and they dump combined and overlapping (Only if they use the same of 4 palettes).
Some sprites dumped are duplicates yet have different file names, cropping is over-cropped.
I dunno, I did my best effort on everything but I was really hoping for help from the community.

Lots of good things! The emu has tons going for it!
I just wanted to mention the bugs I would like to see fixed by users as I don't have a current interest in fixing them ('cause it doesn't run full speed).

Important to remember is that replacement graphics can be bigger than their original screen space, so the over-cropping issue shouldn't even matter if ppl are replacing the graphics with new ones anyway. The issue that remains is the corrupt sprites, if a sprite dumps at the same time as the nes is rendering it, it will be half and half of a frame and the frame before. This would cause the replacement sprite not to be used and the corrupted / incomplete sprite to flicker on.

Also, a good point, is that any .png can be replaced with a .obj 3d model. (For sprites and BG Tiles) Just make the .png trasparent and name the .obj the same hash fliename as the .png. The exact way it works is in the code and i'm just still waking up this morning.

I guess this is a call out to Unity3d coders to have a look at the RxEnhance.cs script and see if they can improve it. If you could with the release of this version, write up a call to coders to have a look and fix up the main script. (It compiles at Runtime )

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Super Play 15 - january 1994 (UK)

November 6th, 2018, 20:27

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[SWITCH] Connect 4 Dual Edition v1.0.1

November 6th, 2018, 20:23

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[SWITCH] melonDS v0.4 - Nintendo DS Emulator for Nintendo Switch

November 6th, 2018, 20:20

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[SWITCH] Simon NX v0.2

November 6th, 2018, 20:18

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[SWITCH] SwitchIdent v0.2

November 6th, 2018, 18:55

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The Nintendo Switch has officially outsold the GameCube

November 6th, 2018, 18:51

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Switch-UP Game Enhancer by Collective Minds

November 6th, 2018, 18:50

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SWITCH: Homebrew Menu v3.0.0 Released

November 6th, 2018, 18:48

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