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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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September 4th, 2012, 02:44 Posted By: wraggster
via http://www.emucr.com/
Gekko Git (2012/08/29) 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:
* commented out multicore mode for dynarec - this is broke, and fixes dualcore mode for gpu and cpu
http://www.mediafire.com/?omrm8mzmr2glzpu
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September 4th, 2012, 02:40 Posted By: wraggster
via http://www.emucr.com/
Mupen64Plus HG (2012/08/29) is compiled. Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus HG Changelog:
mupen64plus-audio-sdl
- Volume handling fixes
http://www.mediafire.com/?7z0kzc6cx7moj2x
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September 4th, 2012, 02:39 Posted By: wraggster
via http://www.emucr.com/
Sixtyforce v0.9.6 is released. Sixtyforce the Nintendo 64 emulator for the Mac. It does this by dynamically translating the code that a Nintendo 64 uses into something your Mac understands. Nearly every part of a Nintendo 64 has been painstakingly recreated entirely out of software to pull off such an amazing feat.
Application:
- Support for Intel 64 bits.
- The code is signed for Mountain Lion.
- Update to use APIs modern as possible.
- The USB controllers can now be connected and disconnected when Sistyforce is running.
- Added default settings for multiple controllers.
- Improved reliability sauvgardes state.
- Fixed a bug that caused the left and right audio channels were reversed.
- Various fixes.
Emulation:
- Generating code 64-bit addressing.
- Fixed bugs in the kernel emulation.
- Fixed bugs with interrupts unmasked.
- Updated to use modern memory protection.
- Improved startup.
Graphics:
- Conversion faster textures.
- Improved restoration and registration status.
- Fixed problems of color combiner.
- Fixed clipping issues.
- Fixed the sky in GoldenEye.
- Support basic Conker's Bad Fur Day.
- Start the implementation of the buffer in real time.
- Remove obsolete preferences.
http://www.mediafire.com/?p913c8xdd8phhfa
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September 4th, 2012, 02:34 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/09/01) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Update resize.js to latest (AMD Athlon series x86-64 slow division workaround)
http://gameboy.grantgalitz.org/
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September 4th, 2012, 02:30 Posted By: wraggster
via http://www.emucr.com/
lsnes rr1 delta13 epsilon1 is released. lsnes is a SNES rerecording emulator based on bsnes core.
lsnes rr1 delta13 epsilon1 Changelog:
- Memory search: More methods
- Preserve movie if loading in RO mode (other rerecording emulators behave this way)
- Fix a corner-case in bulletproof recording check.
- Redesign the entiere ROM loading.
- Support DnD on ROMs.
- Relayout menus.
- Standalone key config dialog.
- Show bindings in more user-friendly format.
- Pipedec support (dump those super-long runs in one segment).
- Fix uninitialized variables in bsnes v085 (Caused desyncs in Shadowrun).
http://www.mediafire.com/?nnnrnnfg9og8ngq
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September 4th, 2012, 02:29 Posted By: wraggster
via http://www.emucr.com/
Nintendulator 0.975 beta (2012/09/02) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.
Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.
http://www.mediafire.com/?9y0wsxp05398ayw
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September 4th, 2012, 02:28 Posted By: wraggster
via http://www.emucr.com/
nds4droid v8 is released. nds4droid is a free, open source Nintendo DS emulator for Android based on DeSmuME. It is currently in it's infancy but does support most of the features one would expect in an emulator.
nds4droid v8 Changelog:
- Completely customizable controls! You can adjust the size and location of the on screen touch buttons, or disable them entirely and map them to hardware keys
- Support for all orientations (no longer locked to portrait mode)
- Minor speed improvements
- Updates the Korean translation
- Adds a partial Portuguese (Brazil) translation
- Adds a partial Chinese (Simplified) translation
http://www.mediafire.com/?cs24612992kaq65
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September 4th, 2012, 02:27 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-765 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:
* Fix broken build when using SDL from Externals.
The problem here was the logic that detects SDL in the main CMakeLists.txt
is not the same as it is in DolphinWX/CmakeLists.txt to set libraries. When
using SDL from Externals it failed at link time because -lSDL was never set.
This fixes the problem by using the same condition logic to set the libs
as used when detecting SDL in the first place.
http://www.mediafire.com/?ckyy2vgsm3ap5m9
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September 4th, 2012, 02:26 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2646 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:
r2646
Taseditor: fixed bug in LagLog
http://www.mediafire.com/?01mjfmrgoo621ai
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September 4th, 2012, 02:19 Posted By: wraggster
The Wii U version of Mass Effect 3 will not feature support for a 1080p resolution.
So confirmed Straight Right CEO Tom Crago, stomping on a Nintendo Power rumour claiming otherwise."The game will run at 720p," stated Crago, according to Official Nintendo Magazine.
Straight Right is the developer handling the Wii U port of the BioWare game, which publisher EA confirmed will be a launch game for the Nintendo console later this year.
BioWare's first ever title on a Nintendo home console will feature a new control scheme designed to incorporate the Wii U GamePad, as well as "bonus DLC including the Extended Cut, an interactive back story covering previous events in the Mass Effect universe, and Mass Effect 3′s critically acclaimed multiplayer experience".
http://www.computerandvideogames.com...-run-in-1080p/
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September 4th, 2012, 02:16 Posted By: wraggster
[Andres] wrote in to share his USB for NES controller project (translated). It enumerates as a USB keyboard and is easily mapped on most emulators. Over the weekend we looked in on an AVR programmer used for this purpose. [Andres] went a different direction, using a PIC microcontroller and eventually incorporating his circuit into the body of the controller.
The prototype circuit can be seen above. [Andres] uses a breakout board for the PIC 18F4550 to test the circuit. The chip has native USB support, and reading the button states from the controller’s shift register is a snap. You can see him using this test rig to play Super Mario Bros. on an emulator in the video after the break.
The second iteration of the project moves from breadboard to a soldered circuit. A 18F2550 is used as it comes in a rather small DIP package. If the legs are flattened there’s room inside the controller case for it, along with a few capacitors and a crystal. The original controller cord is removed to make way for a USB cable.
http://hackaday.com/2012/09/03/pic-b...es-controller/
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September 3rd, 2012, 22:28 Posted By: wraggster
Upcoming Double Fine adventure The Cave will be released on the Wii U eShop, the developer has announced.The labyrinthine platformer was previously announced for download on PC, PlayStation Network and Xbox Live Arcade. It'll arrive in early 2013.The Cave is the latest creation from Monkey Island mastermind Ron Gilbert. It'll mix Metroidvania platforming with Gilbert's trademark humour.News of a Wii U release emerged from PAX 2012 (thanks, Joystiq), via Double Fine representative Greg Rice.No details were given of how the Wii U's GamePad tablet might be implemented."The Cave may be mysterious and sultry, but it's also strangely comforting", wrote Eurogamer's Jeffrey Matulef during our The Cave preview earlier this year. "For old-school adventure gamers I suspect it will feel a lot like coming home."
http://www.eurogamer.net/articles/20...or-wii-u-eshop
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September 3rd, 2012, 22:20 Posted By: wraggster
Rollercoaster Tycoon 3D will finally arrive for 3DS on 26th October, publisher Namco Bandai has announced.The game will feature a new campaign mode, Coaster Story, which blends tutorials and challenges with a story and unlockables.Rollercoaster Tycoon's PC controls have been transferred to the 3DS touchscreen, and you can use the gyro sensor to tilt your view.You'll also be invite StreetPass Miis into the game, and photograph yourself on rides.You can even share your 'coaster creations through StreetPass, swapping designs for stomach-churning rides.The game was initially set to launch in March, before unexplained delays took hold. 3DS developer n-Space said at the time the game was complete and ready to release - no reason has been given for the seven month delay.
http://www.eurogamer.net/articles/20...k-release-date
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September 3rd, 2012, 21:26 Posted By: wraggster
Even if you’ve bought it before, it’s essential that you pick up the final edition of Nintendo Gamer.
Future Publishing's independent Nintendo-focused magazine was closed last week, though the Nintendo Gamer website will continue to run.
The magazine's editor Nick Ellis wrote a farewell note in the final issue stating that the move "draws the curtain on 20 years of independent Nintendo mags from Future Publishing".
Future Publishing's independent Nintendo magazines began in 1992 with the launch of Super-Play. It continued to publish Nintendo magazines including N64 Magazine, NGC and NGamer before rebranding to Nintendo Gamer.
Here’s a selection of some of our favourite moment from the final issue
http://www.mcvuk.com/news/read/farew...ctures/0102237
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September 3rd, 2012, 00:47 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...63f553fbb7b242
King Toad Version 0.9.7.1 features of " Wii RetroArch "porting multi-platform emulator" Retro Arch "for the Nintendo Wii.
Quote:
-------------------------------------------------- ----------------------------
EMULATOR / GAME WII PORT WITH CORES bundled
-------------- -------------------------------------------------- --------------
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 Cores (CPS1 - CPS2 - NeoGeo) [version 0.2.97.26] (**) - FCEUmm (Nintendo Entertainment System) [recent SVN version] - 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 1.7.0] - Next Snes9x (Super Nintendo / Super Famicom) - Next VBA (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) 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). It will be replaced by a port of gpSP in the near future. ** 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 - 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 RETROARCH CONSOLE ------------------------------------------------ ------------------------------ v0.9.7.1 (WII ONLY) ----------- -------------------------------------------------- ----------------- - (FBAcores CPS1) Sound crackling / popping fixed - (FBACores CPS2) Sound crackling / popping fixed - (FBACores NeoGeo) Sound crackling / popping fixed - Fixed left / right audio channels Being in reverse outcome - Filebrowser filters now supported by core extensions - Fixed performance issues in filebrowser (XBOX 1/Wii) Made 1/Wii year Xbox port. - (LIBRETRO) Added FAST Mednafen PCE, and Mednafen cores Wonderswan - (360) Added Genesis Plus GX 360 to official release - (Genesis Plus GX) Updated to v1.7.0 - (PS3) Improved GUI - (360) Improved UI - (ALL) Improved stability / error trapping - (ALL) extract ZIP expanded modes - it can extract the contents of a ZIP file to the current directory, and / or to extract current IMMEDIATELY dir and load the first ROM / game file. - Too many things to mention
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September 3rd, 2012, 00:38 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-19210.html
A new version of sixtyforce, a N64 emulator for Mac OS X has been released.
Quote:
News
To celebrate sixtyforce 0.9.6 has been released! This is a major update that improves nearly every part of sixtyforce. Check out the release notes for more information.
This version has been tested quite a bit, but if you find any bugs make sure to send them in.
Note: This version removes support for PowerPC Macs.
sixtyforce 0.9.6 release notes
This version requires Mac OS X 10.5 or later on an Intel Mac.
There are a huge number of improvements including...
* Application improvements.
* 64-bit Intel support.
* Code-signed for Mountain Lion.
* Updated to use modern APIs everywhere possible.
* USB game controllers can now be plugged and unplugged with sixtyforce running.
* Added default settings for several new game controllers.
* Improved freeze state reliability.
* Fixed a bug that caused stereo audio to have the left and right channels swapped.
* Lots of other bug fixes.
* Emulation improvements.
* 64-bit addressing code generation.
* Fixed bugs in the emulation core.
* Fixed rounding mode issues.
* Fixed bugs with unmasked interrupts.
* Updated to use modern memory protection.
* Improved boot emulation.
* Graphics improvements.
* Faster texture conversions and non-power-of-two textures.
* Improved state saving and restoring.
* Fixed some color combiner problems.
* Fixed some scissoring problems.
* Fixed some near-clipping problems.
* Fixed the GoldenEye sky.
* Basic Conker´s Bad Fur Day support.
* Began implementing real frame buffer support.
* Removed obsolete preferences.
Note: This version has removed support for PowerPC Macs and the iShock controller force feedback.
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September 3rd, 2012, 00:36 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-19212.html
A new build from the NES emulator FCEUltra-Win32-mappers-modified has been released. This emulator is based on FCEUltra source code snapshot (fceu-0.98.13).
Quote:
Changelog:
30.08.2012
UNIF AC-08 - fix
UNIF AC08 - new dump "Green Beret (FDS Conversion, WM)" support fix
UNIF BB - new dumps "Bubble Bobble (CHR-ROM version)" and "ProWres (LE05 hacked)"
UNIF KS7030 - new dump "Yume Koujou Doki Doki Panic (FDS Conversion)(Kaiser)(KS7030)[U][!]" dump
UNIF KS7031 - new dump "Dracula II (FDS Conversion)"
UNIF LH32 - new dump "Monty no Doki Doki Daisassou (FDS Conversion)"
UNIF LH53 - new dump "Nazo no Murasamejou (FDS Conversion)"
UNIF YOKO - fix reset/memleak
mapper 23 - savestate fix
mapper 43 - fix according to hardware tests
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September 3rd, 2012, 00:30 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-19225.html
ICE64 is a Nintendo N64 emulator based of the code from 1964mod.
Quote:
ICE64 v3.1(Beta) is released!
posted Aug 31, 2012 6:11 AM by Pokefan 999 [ updated Aug 31, 2012 6:19 AM ]
ICE64 beta releases are meant for ICE64 testers and advance users who knows the risk involved.
Normal users should use v3.0(Final) or wait for v4.0(Final).
Core Changes
correct the "Download Plugins", "ICE64 homepage" & "Online Help" website link
refactor and rewrite portion of Core framebuffer handling codes
rewrite part of DMA functions logic (experimental)
new PI_IO_Timer, PI_IO_COUNTER_TYPE & PI_IO_Timer_Event
new PIcount , SPcount & SI len check
new SI status check for SI DMA interrupt and fix SI timer bug for CPU check interrupt
new parm for check and invalidate compiled blocks for dma and related functions
rewrite Flashram handling logic and update related functions (experimental)
new error check
new Flashram Status check function
new PI DMA logic check for flashram
refactor and rewrite flashram command handling logic
new DMA IO status check logic
partial rewrite of loadstate logic and related functions
partial rewrite of dyna fetch handling logic and related functions (experimental)
update rom close logic
???(experimental)
codes cleanup to improve stability
minor audio codes update
ICE64 v3.0(Final) is released!
posted Aug 17, 2012 11:11 AM by Pokefan 999 [ updated Aug 20, 2012 2:27 AM ]
Core Changes
remove debug opcode check
new address boundary check for PI, SP, SI and AI
minor update to flashram codes
fix a SRAM read mem bug
new audio interrupt check function
update SP task function codes
new aud calculation logic for MusyX
allow NBA Showtime to use higher CF at 4X speedup
minor update to gfx interrupt check codes
minor update to audio plugin interrupt check codes
correct one of signal register typo(?) pointing to wrong register
new SP task trigger from SP status register
update Core Audio handling codes
substantial speed gain for almost all games (need to recheck and update games setting)
speedup frame transition during game play by removing lag from source codes
remove hack codes from new timer event
handle new timer event type
testing with "Delay DMA & AI"
additional flush register codes for some opcodes
remove wrong countdown
minor update to Empty, B and BR type codes
update some register cache functions codes
minor update to audio plugin codes
minor update to gfx plugin codes for stability purpose
fix texshift bug affecting flashram game
HyperBike no longer crash during boot after Paper Mario
Chameleon Twist 2 no longer crash during boot after Derby Stallion
Games Improvement
Taz Express, NBA Showtime & NFL QBC 98 are working and playable
TAZ has some intro text bug and need to work on no buffer clearing codes
NBA Showtime is very timing sensitive and may hang during gameplay
recommended settings work for me @ 40 - 50 VI/s
need to further optimize sound and game stability
Pokemon Stadium missing winning slot pokemons are now visible after winning a stadium battle badge
Indy Racing 2000 can go in-game with no Audiosync at 3X speedup
In-Fisherman can run at max VI/s with no Audiosync and no "SP DMA Read Error" at CF3
Power Rangers in-game voice sync with text display with no Audiosync, fix ugly vertical strip after clearing each level, faster intro framebuffer effect display
fix AeroFighter´s Assault voice overlap in intro cutscene using CF1 at max VI/s
fix random hang for Conker, TGR2 etc (verified in tests only)
fix Mario Golf 64 regression
fix Pokemon Stadium 2 regression from NICE64 v2.1.0
fix TGR2 flickering tutorial race help text together with intro fullscreen switch issue (both affect each other)
fix Paper Mario framebuffer regression at intro cutscene
fix V-Rally 99 regression
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