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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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October 10th, 2012, 14:51 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy/PS1 emulator has been updated recently. Changes:
- Added native joystick code targeting DirectInput(5.0) and XInput on MS Windows, and jsdev and evdev on Linux, replacing SDL joystick usage on Windows and Linux.
- Fixed a longstanding bug that caused input configuration data to be lost if you changed the device on a port with CTRL+SHIFT+[n] after configuring input without an emulator exit in-between.
- Added kludgey support for physical joystick analog buttons; see the ChangeLog or documentation in regards to the "F3" key.
- PS1 bug fixes, fixing problems with "Rayman", "Philosoma", and "Star Ixiom".
- Added PS1 DualShock emulation, with rumble and analog mode toggle button(rumble supported on Linux and with MS XInput on Windows).
- Added PS1 neGcon emulation.
- Added PS1 GunCon emulation.
- Added PS1 Konami Justifier emulation.
News source: http://forum.fobby.net
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October 10th, 2012, 14:46 Posted By: wraggster
via http://gbatemp.net/
Wood has received a small compatibly update. Please see the change log for more information.
QUOTE: Important Distinction
Now, there are so many fake Wood R4 versions which have nothing to do with me. Only Wood R4 for the original R4, R4i Gold (r4ids.cn), R4iDSN (r4idsn.com), and AK RPG are supported by me. I can only fix bugs for these specific releases. Do not post bug reports or ask for updates for clone cards running a fake version of Wood.
QUOTE: Change Log
- 'learn with pokemon - typing adventure (europe)' fixed.
- 'tinker bell and the great fairy rescue (europe) (en,sv,no,da)' fixed.
- 'pokemon - white version 2 (usa, europe)' fixed.
- 'pokemon - black version 2 (usa, europe)' fixed.
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October 10th, 2012, 14:16 Posted By: wraggster
The guys over at Lavalit have released a new version of the beats of rage clone for the Dreamcast, Dingoo, PSP, Linux, Windows, GP2x, Nintendo Wii and Wiz.
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Heres whats new:
r3713 | utunnels | 2012-10-08 22:29:00 -0400 (Mon, 08 Oct 2012) | 1 line
Changed paths:
M /engine/openbor.c
Force memory clean up after reallocating a freespecial/cancel.
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October 10th, 2012, 00:44 Posted By: wraggster
Nintendo of America boss Reggie Fils-Aime believes Nintendo TVii will serve as a "better mousetrap" for consumers than existing online TV services.
According to the platform holder, the built-inWii U service will let users to find, watch and engage with TV content "in entirely new ways".They'll be able to use the Wii U GamePad to browse and search for programming from sources they're subscribed to, including cable and satellite channels, video-on-demand services and recorded TiVo shows.
The Wii U GamePad can also function as an infrared TV control, a second, 6.2-inch TV screen, and play home to a programming guide. The service will be available in the US and Canada at launch for users with a wireless broadband internet connection.
Fils-Aime told The Seattle Times: "The way that I would say it is Nintendo TV is certainly going to be something that every member of the family picks up and engages in at least once a day."
Asked if he thinks Nintendo has designed a superior TV offering for a family, the executive responded: "We think we have. In terms of a way to find what you want, to actually watch it on the big screen or on the small screen and then to be socially engaged on it, yeah, we do think we've created a better mousetrap.
"If the consumer just wants to add VOD [video on demand] to their TV, there are a lot of different ways to do that. I think the value we bring is by providing the consumer a better way to find all of that content.
"And here's the example: if you have Amazon video services ... for you to find what's on there, what's hot, what's trending, is pretty tough. Now say you've got Amazon plus Netflix plus Hulu Plus and you're trying to figure out what it is you're trying to watch - that's what Nintendo TV really solves.
"Based on the way you watch TV -- which is based on shows, based on the actors, based on the genres, based on what your friends are watching -- we solve that equation by letting you search that way across all of your entertainment. For us, we think that's the big idea."
Fils-Aime also said he expects plenty of users to engage with each other about content they're watching using Twitter, Facebook and Wii U's embedded social networking service, Miiverse, all of which "is possible through Nintendo TV". Last week he predicted that Miiverse will be "a true killer application for the system".
Nintendo has confirmed a Wii U release date of November 18 in the US, and a Wii U release date of November 30 in Europe. The company has set the US Wii U price at $299 for the basic model, while the UK Wii U price starts at £230.
http://www.computerandvideogames.com...rap-for-users/
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October 9th, 2012, 23:44 Posted By: wraggster
Warner Interactive’s Batman: Arkham City Armoured Edition is to be a Wii U launch day game.
The title had previously been penciled in for the console’s “launch window”. It will now release alongside the console itself on November 30th.
It’s developed not by Rocksteady but instead by Warner Bros Games Montreal. It offers fundamentally the same experience as the Xbox, PS3 and PC version, although several alterations have been made to make use of the Wii U GamePad.
Also included in the SKU is all of the DLC available on other platforms as well as new suits and tech offering additional in-game powers
“Batman: Arkham City Armoured Edition harnesses the power of the Wii U system and the Wii U GamePad with features that allow fans to further immerse themselves in the role of Batman like never before,” Warner Interactive president Martin Tremblay stated.
“WB Games Montréal evolved the incredible hit game by Rocksteady into a truly unique experience on Wii U.”
http://www.mcvuk.com/news/read/batma...-title/0104205
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October 9th, 2012, 15:00 Posted By: wraggster
A geek friend of mine has just had this brought for him for Xmas and my jaw dropped, The Retroduo Portable has slots for the original carts, no need for emulation, your playing the real thing, the handheld plays Snes, Nes or even Sega Megadrive Carts and has an 8 hour battery life, heres a few of the specs:
The RetroDuo Portable is a finely made hand held gaming system. It allows you to play 16-bit SNES games and 8-bit NES games. The specifications are:
- Reinforced Cartridge
- Multi-player capabilities with two controllers
- Stand up your RPD or use it like a Handheld console
- Compatible with most 16-bit SNES games
- Compatible with most 16-Genesis games with the RetroGen Adapter (sold separately)
- Up to 8 Hours of uninterrupted gameplay with the Dual Capacity Lithium-Ion Battery
- Works with most Televisions
- Light-weight and Travel-friendly
Inside a freshly bought RetroDuo Portable package you will receive:
- Retro Duo Portable x 1
- SuperRetro Controller x 2
- Stand-up Dock x 1
- AC Power Adapter x 1
- AV Cable x 1
- Dual Capacity Lithium-Ion Battery x 1
Now if you partner this console with either a Neoflash Snes Cart or Neoflash Megadrive Cart then you have the ultimate console that can play perfectly just about any Snes/Megadrive or Nes Game, bloody mouthwatering
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October 8th, 2012, 22:18 Posted By: wraggster
The Wii U has lost one of its most promising launch titles.
Ubisoft has confirmed that Rayman Legends will now miss its previous November 30th release date and instead arrive in the New Year.
“Rayman Legends will launch worldwide in the first quarter of 2013,” a Ubisoft spokesperson told MCV.
“We’re happy that fans are excited about the game, and we are taking the time to make sure we deliver a game that lives up to and hopefully exceeds their expectations. We’ll have more details to share soon.”
Fortunately Wii U buyers have another platformer to fall back on – Nintendo’s own New Super Mario Bros U. Disney’s Epic Mickey 2 is also scheduled for the console’s launch.
http://www.mcvuk.com/news/read/rayma...o-2013/0104131
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October 8th, 2012, 14:00 Posted By: wraggster
via www.emucr.com[/URL]
Gekko Git (2012/10/03) is compiled. 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 Git Changelog:
* Merge branch 'linux-fixes' of https://code.google.com/p/gekko-gc-emu
* deleted old glfw files
* renamed glfw.* to glfw3.* - this is how is built
* latest version of glfw3 - 2012-02-10 via sourceforge
* Fix a few additional compiler warnings.
* Merge branch 'linux-fixes'
Also add additional fixes to cut down on gcc warnings.
Conflicts:
src/common/src/config.h
* Fix more compiler warnings.
Fix redefined macros and replace multi-character constants with an
equivalent 32-bit hexadecimal value.
* Fix compiler warnings.
Fix several compiler warnings, most of which were due to the fact
that literals were being referred with variables of type char *
(when they should be of type const char *).
* Add fixes for Linux.
Add as few changes as possible to get Gekko to compile against the
glfw3 trunk and run properly on 'nix based systems.
* enabled preprocessor secure template overloads in VSprops
* removed all _s windows-only string function calls
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October 8th, 2012, 13:55 Posted By: wraggster
via www.emucr.com[/URL]
VisualBoyAdvance-M SVN r1147 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:
r1145
GTK: Fix an invalid memory access in the joypad config dialog
r1146
GTK: Fix a GCC warning
r1147
CMake: Disable ffmpeg support by default since it is only used by the WX port which is disabled by default
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October 8th, 2012, 13:52 Posted By: wraggster
via www.emucr.com[/URL]
Gearboy v0.3 is released. 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.
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October 8th, 2012, 13:49 Posted By: wraggster
via www.emucr.com[/URL]
Dolphin Git 3.0-776 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitset
Most of the InvalidateICache calls are for a 32 bytes block: this is the
number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling
shows that a lot of CPU time is spent checking if there are any JIT blocks
covered by these 32 bytes (using std::map::lower_bound).
This patch adds a bitset containing the state of every 32 bytes block in
RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache
can check in the bitset if any JIT block might be invalidated. A bitset
check is a lot faster than an std::map::lower_bound operation, improving
performance of JitCache::InvalidateICache by more than 100%.
Some practical numbers:
* Xenoblade Chronicles (PAL)
56.04FPS -> 59.28FPS (+5.78%)
* The Last Story (PAL)
30.9FPS -> 32.83FPS (+6.25%)
* Super Mario Galaxy (PAL)
59.76FPS -> 62.46FPS (+4.52%)
This function still takes more time than it should - more optimization in
this area might be possible (specializing for 32 bytes blocks to avoid
useless memcpy, for example).
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October 8th, 2012, 13:47 Posted By: wraggster
via www.emucr.com[/URL]
PocketNES (2012/10/04) is released. PocketNES is a Nintendo 8-bit (NES) emulator for Gameboy Advance (GBA).
Awesome Features:
* Seamless sound, no more crackling on square wave channels.
* Correct frequency sweeps and triangle wave volume.
* Completely automatic speedhacks that just work, so there's no menu for them anymore.
* FAST. Turn off VSYNC and watch the games zoom.
* Many parts are are more accurate than before.
* Working Savestates
* Fixed many bugs
* DMC IRQs! Play Fire Hawk and Mig 29 Soviet Fighter!
* Dendy mode
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October 8th, 2012, 13:43 Posted By: wraggster
via www.emucr.com
DeSmuME SVN r4404 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:
r4404
OpenGL:
- fix program crash when graphics card not support FBO;
WinPort:
- fix create console in Windows XP;
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October 8th, 2012, 13:13 Posted By: wraggster
GameCube/Wii Memory Manager is an application to backup Nintendo GameCube savegames.
Gcmm is a project started by dsbomb and justb, which is based on Askot's modification to add SD support to the mcbackup libogc example.
I (suloku) have updated the code to newest libraries to port it to the Wii system, and what I find more important: restoring savegames now works properly.
[What's New 1.4 - october 08, 2012 - By suloku]
- Animated icon alongside several (minor) graphical improvements
- Ability to select SD Gecko slot in GameCube mode (just like Wii mode SD/USB prompt)
- Moved "Backup All" to Backup Mode (press R/1 when in Backup Mode)
- Added an analog "Restore All" in Restore Mode (overwriting is supported)
- Shows filename when prompted to overwrite (also in "Restore All")
- Savegame permisions are shown in a more explicit and user friendly way
- Shows memory card freeblocks
- Page number display in file selector
- Left and right now scroll 5 file entries at once
- Scrolling of file entries can be done holding the button (up/down/left/right)
- Added security checks to Raw Restore Mode
- Added some special characters to the font (needed for savegame comments)
- Minor code tweaks
Lots of thanks to bm123456 and themanuel for beta testing and support!
http://code.google.com/p/gcmm/
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October 8th, 2012, 00:18 Posted By: wraggster
via http://www.aep-emu.de/
Martin Korth has released a new version of its NES emulator no$nes for Windows. Targeted at developers the emu features great debugging capabilities.
Quote:
30 Sep 2012 - version 1.1
- a22i: assembler sample source code found in magicnes.zip (on nocash webpage)
- a22i: assembler includes .pc10_xxx directives for generating PC10 games
- a22i: assembler supports formulas with brackets, ALU ops and boolean stuff
- arcade: emulates PC10 with Z80 CPU and either secondary monitor or 4-digit LED
- arcade: emulates VS Unisystem (ppu/palettes, special lightgun variant, etc.)
- arcade/hotelbox: rougly emulates famicombox (menu only, without games yet)
- controllers: support PC gamepads (button config, analog inputs, etc)
- controllers: optionally emulates 0, 1, 2, 3, 4 joypads (both NES and famicom)
- controllers: support for about 30 different special controllers and add-ons:
- none
- auto (by ROM checksum)
- two keyboard variants
- pointing devices (mouse, trackball)
- three lightgun variants (zapper, hypershot, vs-system)
- all the paddle variants (old and new famicom versions, and nes version)
- oeka kids tablet, power pad dance mat and tap-tap mat
- push-buttons (hypershot, party-tap, mahjong controller)
- analog controllers (power glove, uforce, pachinko, racermate bicycle)
- piano keyboards (miracle, doremikko)
- barcode readers (battler and datach)
- inflatable controllers (boxing bag, top-rider bike)
- storage devices (battle box and turbofile)
- arcade/hotelbox (coin inputs, rotating-switch, dip switches, etc.)
- multitaps (implied in number of joypads option) (nes and famicom variants)
- help: full specs on all of the above newly emulated controllers
- help: full specs on further add-ons (r.o.b., data recorder, 3d glasses)
- help: full specs on PC10, VS System, FamicomBox
- gui: file menu: memorizes recent_files, and this or that other new detail
- fixed battery backed sram saving (uses cartname.sav instead xxxx.sav)
- debug: always executes illegal opcodes (even when warn-on-bad-stuff enabled)
- speedup: suppresses freshen_video when rewriting -same- CHR-bank values
- timing: uses 1024hz mmtime (smoother than 18Hz timer) (more CPU load though)
- sound: optionally dummy stereo mode (for bugged Win98-Realtek-VIA mono-driver)
- bugfix: MMC3 TQROM (mapper 119) emulates CHR-ROM/CHR-RAM selection
- bugfix: MMC3 TLSROM (mapper 118) NT-select by bit7 of CHR-bank numbers
- bugfix: Tengen RAMBO-1 (thanks scott nash for bugreport, kevtris for specs)
- emu: cpu emulates all stable undoc opcodes, smaller read-modify I/O handlers
- help/emu: dummy VRAM fetch on palette reads (stored in Port 2007h latch)
- emu: emulates corrected MMC1 nametable stuff (required for R.C. Pro-Am PRG1)
- help: added info on MMC1 E000h/Bit4, corrected MMC1 nametable BLK0/BLK1 info
- emulation: fine-adjusted PAL cycles per scanline (106.56 instead 106.53)
- help: corrected PAL clocks (osc/16=1.66MHz=50Hz instead osc/15=1.77MHz=53Hz)
- help: corrected nocash sram circuit exchanged Q0-3 and D0-3 on 74173
- help: added "Nocash syntax:" notes to each CPU opcode description
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October 8th, 2012, 00:03 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- Rewriten the emulator code and the old code replaced with optimized one.
- Cpu improved to work on instruction-clock based mode (each operation in instruction will clock components instead of waiting the instruction to complete before clock the instruction cycles).
- Added interrupt vector interrupting behavior in cpu.
- Added interrupt check before the last cycle behavior in cpu.
- Improved ppu to do exact pixel timing.
- Fixed DMC sound channel.
- Added undocumented dma unit emulation.
- Added Dendy system.
- Added Turbo buttons support.
- Changed user interface to make the main window as browser.
- Added abiblity to change renderer.
- Added emulation shortcuts so that user can change shortcut keys like Save State button.
File: Download
News source: http://sourceforge.net
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October 7th, 2012, 23:00 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator based on 1964mod v1.5.2(Final) codebase has been updated. Changes:
- consolidate changes from v3.1 to v3.4 beta releases;
- speed and memory optimization to offset better games stability;
- implement new logic for fb previous count and status;
- rewrite and refactor portion of ignore aux copy and useless is useless codes;
- remove RE2 top and bottom black bar for gameplay cutscene transition (game is slightly "broken");
- remove RE2 hack from change size function;
- fix RE2 glitch intro video for non-expansion pak;
- fix Majora's Mask bomber notebook flickering (never handled when change size function was rewritten, thanks to ApplePeachBanana bug report);
- fix TGR2, Kirby64 and Pilot Wings64 frame flickering when switching window mode;
- fix Perfect Dark night vision(broken in NICE64 v2.1.0, thanks to ApplePeachBanana bug report);
- fix Pokemon Stadium lab slowdown and merge into Pokemon Stadium 2 solution;
- fix game crash when a mempak game is started after a flashram game if mempak used is not empty;
- fix mempak and transfer pak handling codes for flashram;
- minor fix on eeprom bug;
- fix Body Harvest vehicle shadow regression;
- fix V-Rally 99(U) width issue during intro cutscene and gameplay;
- fix Photopie ucode conflict with Mystical Ninja, now 1st display image for Photopie will always appear;
- fix Mario Tennis trophy missing the shiny gold color when Wario steals trophy from Mario after winning Mushroom Cup and intro fmv;
- implement new speedup for games using "read every frame";
- add Bomberman64 for intro frame transition effect (fast enough for good sound - recommend E version);
- add Ridge Racers for missing monitor image and getting max VI/s for intro fmv;
- add Body Harvest for missing frame transition image and good speed on intro menu and cutscene;
- implement new address boundary calculation for cpu framebuffer protection;
- GT64 no longer loses input control after doing multiple switch between fullscreen & windowed, especially after a MusyX game;
- multiple switching between fullscreen & windowed in a game or between several games in an emu session no longer causes random hang, exception - don't try on Bottom of the 9th(which has framebuffer issue during switching);
- fix Getter Love flickering for the bathtub scene in player1 room;
- fix GoldenEye Depot mission, changing Speedup to 2X as default (thanks to malfy);
- change Extreme-G settings to get rid of minor popping noise;
- fix random game hang e.g. Zelda - OOT, when presss "START" button at Hyrule field - sram bug;
- completely break HyperBike in v3.4(black screen);
- fix regression in v3.5;
- update "Save Fix" for Derby Stallion and the end of day save is now working (from Nekokabu RDB);
- add "Subscreen Delay Fix" cheat for Animal Forest and Doubutsunomori (from Nekokabu RDB).
File: Download
News source: http://sites.google.com
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October 7th, 2012, 22:53 Posted By: wraggster
via http://gbatemp.net/
Streemerz, a 2010 Flash game, has been faithfully ported to the NES. The game is an addictive yet challenging platformer with Bionic Commando influences. The ROM is set to be released 10/10/12. Collectors should note that there is a possibility of a physical cartridge release as well.
[youtube]bkp-v8dB6V0[youtube]
http://www.fauxgame.com/
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