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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, 2019, 21:48 Posted By: wraggster
Amazon's biggest selling games product from the video games category in August was a Switch screen protector.
That's according to research by analysts at Thinknum, who tracked the sales ranking for each item that held onto a place in the Amazon best-sellers list every day of the last month.
Looking specifically at the video games category, the company found that of the top 20 products that achieved this, only ten were actually video games. A further six were controllers and other accessories, while four were digital codes for memberships to Xbox Live Gold and PlayStation Plus or store currency.
And Nintendo dominated the month.
The biggest selling product of the month, with an average ranking of 5.7 in the best-sellers list, was the amFilm Tempered Glass Screen Protector for Nintendo Switch (pack of two).
This was one of three Switch accessories in the Top 20, alongside the official Pro controller and a portable carry case.
https://www.gamesindustry.biz/articl...reen-protector
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September 3rd, 2019, 20:26 Posted By: wraggster
Ladies and gentleman, start your updaters! The Cemu developers have just released a new public version of their popular Wii U emulator: 1.15.13b. While the Vulkan renderer may have not been included in this build yet, as it's still in a promising but WIP state in the Patreon-exclusive 1.16.0, the team has fixed a couple of bugs related to the GamePad view: its resolution is now set correctly when launched before a game is running and the mouse cursor no longer gets hidden while interacting with its window in fullscreen mode. Speaking of fixes, some crashes have also been resolved, specifically with a few homebrew apps and the games FullBlast and Adventures of Pip (including other Unity ones, potentially). If you're enjoying the Screenshot function, keep in mind this version changes its hotkey from Print Screen to F12!
However, 1.15.13b also drops support for older graphic packs - in particular, the ones using the version 1 format (first introduced in Cemu 1.7.0). Version 2 and 3 packs will still continue to work. If you have any custom ones installed, be sure to double-check whichever you're using before updating!
Official changelog
# Cemu detailed changelog for 1.15.13b
# Patreon release date: 2019-08-23
# Public release date: 2019-08-30
# New in 1.15.13b:
general: Language files updated
# New in 1.15.13:
general: Fixed GamePad view using the wrong resolution when opened before a game is launched
general: Fixed mouse cursor disappearing when interacting only with the GamePad window in fullscreen (#172)
general: Dropped support for legacy v1 graphic packs
general: Screenshot hotkey changed to F12
debugger: Added LR to register view
CPU: Fixed overflow check in SUBFEO instruction
With this change Adventures of Pip no longer crashes on boot
Other Unity based games might be affected as well
CPU: Fixed implementation of MULLWO
Full Blast no longer crashes with save game (#117)
nlibcurl: Fixed a delayed crash that could occur when games used curl_multi_fdset()
GX2: Fixed hermite filter not scaling with window size
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Cemu v1.15.13b can be downloaded by going to its official website (linked below) or, if you are already running version 1.15.10 or later, by using its included auto-updater.
Source
Downloads
https://gbatemp.net/threads/cemu-v1-...leased.547119/
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September 3rd, 2019, 20:25 Posted By: wraggster
Hold onto your Nintendo-loving hats, because it's time once more for a Nintendo Direct. The video will air tomorrow, on September 4th at 3 pm PT/10 pm GMT, and is scheduled to show around 40 minutes of new information about Nintendo's upcoming games for the rest of this year, which include Pokemon Sword and Shield and Luigi's Mansion 3. You can tune in by watching the video above, or read our recap, once the direct goes live.
https://gbatemp.net/threads/nintendo...er-4th.547342/
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September 3rd, 2019, 20:20 Posted By: wraggster
Hey family, here today with a hack of the old-Gameboy RPG “Final Fantasy Legend II”. This was one of the first games that got many seasoned gamers into role playing games. This hack makes it safer to level up party members at the beginning of the game and also buffs guest party members. Treasure chest have been update to give enough money and items to better tackle the game’s bosses. Most enemies have been adjusted to allow the monster-class to evolve into interesting party members. Take your time or try for a personal best time…you are free to enjoy this project at your leisure !
https://gbatemp.net/entry/gbatemp-le...release.16111/
http://www.romhacking.net/forum/index.php?topic=29160
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August 30th, 2019, 01:14 Posted By: wraggster
Angrylion RDP Plus r4 is released. This is a conservative fork of angrylion's RDP plugin that aims to add new features while retaining the accuracy of the original plugin.
Angrylion RDP Plus features:
* More maintainable code base by dividing the huge n64video.cpp into smaller pieces.
* Improved portability by separating the emulator plugin interface and window management from the RDP emulation core.
* Multi-threaded rendering support, which increases performance on multi-core CPUs significantly.
* Replaced deprecated DirectDraw interface with a modern OpenGL 3.3 implementation.
* Added manual window sizing.
* Added fullscreen support.
* Added BMP screenshot support.
* Added settings GUI.
* Slightly improved interlacing performance.
Angrylion RDP Plus r8 Changelog:
Improved unfiltered mode (#65)
Added vsync and exclusive window options (Zilmar plugin only)
Added multithreaded rendering compatibility modes, which allows you to choose between speed and compatibility
Merged angrylion r111 and r112
The window in unfiltered mode is now doubled in size for 320x240ish frames
Fixed repeating random noise patterns when multithreaded rendering is enabled (#67)
Note about the downloads:
angrylion-plus.dll - Project64 plugin
mupen64plus-video-angrylion-plus.dll - Mupen64Plus plugin
https://github.com/ata4/angrylion-rdp-plus
http://www.emucr.com/2019/08/angrylion-rdp-plus-r8.html
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August 30th, 2019, 00:36 Posted By: wraggster
Swiss r656 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
Mostly bug fixes this release, changes listed by author below.
@emukidid:
Fix mistakes in settings text
Move "Alternate Read Patches" setting to be a per game (and default) level setting
Enable "Alternate Read Patches" setting by default
Fix empty memory card crash, fix blocks label
Fix issue #217 (graphical issues with banners when navigating devices)
@Extrems:
Fix 540p and 1080i video timings
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2019/08/swiss-r656.html
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August 30th, 2019, 00:22 Posted By: wraggster
As discussed in this article, some games on the Nintendo Switch are locked to render at a framerate lower than that which the Switch can achieve either due to thermals/battery life reasons or because overclocking the Switch’s CPU is needed to achieve a constant 60FPS.
Thanks to Masagrator’s work, you can play the just-released demo of Dragon Quest XI S at 60FPS if you don’t mind overclocking your Switch to the max (Source)
Due to this, Masagrator decided to create a bunch of 60FPS mods so that people who don’t care much about thermals/battery life can enjoy games looking as best they can on their Switch. Now, he and his colleague ‘Kirby567fan‘ released 4 more mods for retail Switch games which include:
Other than the above releases, there’s also some good news for these 60FPS mods as it’s been discovered how to get 60FPS in Unity games (American Fugitive is one of them) which took masagrator a few weeks to figure out. If the games you want to play aren’t in that list, there’s still hope as masagrator promised that he’ll release more patches next Friday (30th August)!
http://wololo.net/2019/08/23/news-ch...fps-patches-f/
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August 29th, 2019, 22:53 Posted By: wraggster
In these past years, VUEngine has improved so much and become better and better in all areas imaginable... well, except a single one: music. As one of the oldest parts of the software, the engine's sound manager has been seriously lagging behind, supporting only single track music and lacking any tools to actually produce any music, or convert some into the engine's format.
But that's history from now on! We have finally filled in the missing puzzle piece and rewritten the entirety of the engine's sound code. From now on, it is possible to play either PCM, converted from WAV files, or MIDIs, converted to a special format readable by the music player. You can use all 6 tracks, which are automatically allocated and released, and there are fading effects and spatial positioning of audio sources, allowing you to locate the source of a sound thanks to the Virtual Boy's stereo speakers. You can also modify sound while it is played, and for instance speed it up. See below for a full list of features that are already implemented, as well as possible future additions.
Of course we also added another tool to the existing range of debug tools to accompany the updated sound support. Build your project in tools or debug mode and press LR+RT+RDown in-game to bring up the Sound Test.
You can find a standalone version of the Sound Test tool attached to the post on our Patreon page, including a selection of sample songs and sound effects.
https://www.planetvb.com/modules/new...hp?storyid=463
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August 28th, 2019, 00:05 Posted By: wraggster
After having been decompiled back in July, the source code for Super Mario 64 has been completely reverse-engineered, and is now publicly available. Available on GitHub is a full decompilation of the beloved 3D platformer, Super Mario 64. The decompilation works for the NTSC-U and NTSC-J builds of the game, with (E) ROM support coming soon. To keep things legal, you will need to provide your own copy of the game, in order to compile the data, with the exact process being detailed, below. If you've ever wanted to see some of the magic that went into creating such an iconic game, you can now finally see into all of the finer details.
Linux
- For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at ./baserom.<version>.z64 for asset extraction.
- Install the following packages:
Debian / Ubuntu
- git
- binutils-mips-linux-gnu / mips64-elf (>= 2.27)
- python3 (>= 3.7)
- build-essential
- pkg-config
- zlib1g-dev
- libaudiofile-dev
Arch Linux
- Install qemu-irix
3.a Options: 1. Clone https://github.com/n64decomp/qemu-irix to somewhere and follow its install instructions in the README. 2. Optionally, grab the prebuilt qemu-irix from the Releases section. 3. (Arch) Use AUR package qemu-irix-git
3.b (For options 1 or 2), copy executable qemu-irix from irix-linux-user to somewhere convenient with a relatively short path.
mkdir -p /opt/qemu-irix/bin
cp irix-linux-user/qemu-irix /opt/qemu-irix/bin
3.c Define QEMU_IRIX environment variable in your ~/.bashrc to point to this qemu-irix executable.
export QEMU_IRIX=/opt/qemu-irix/bin/qemu-irix
- Run make to build the ROM (defaults to us version). Make sure your path to the repo is not too long or else this process will error, as the emulated IDO compiler cannot handle paths longer than 255 characters. Build examples:
make VERSION=jp -j4 # build (J) version instead with 4 jobs
make VERSION=eu COMPARE=0 # non-matching EU version still WIP
Windows
For Windows, install WSL and a distro of your choice and follow the Linux guide.
https://github.com/n64decomp/sm64/blob/master/README.md
https://gbatemp.net/threads/super-ma...leased.546814/
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August 28th, 2019, 00:03 Posted By: wraggster
More stability. You know you want it, and Nintendo is here to make your wish come true by streaming it directly to a dual-screen system near you. Firmware 11.11.0-43 has just been released for the whole family of EUR 3DS consoles and, while no official changelog is available at the time of writing, we can all imagine what it would look like. It is currently unknown if and when update will also be released for other regions. Even if something got changed under the hood, it doesn't look like anything significant for homebrew according to a tweet made by smealum:
The coast may seem clear, but the usual rules still apply: while CFW users can upgrade freely, you are advised to wait until the all-clear is given before doing so if you're relying on *hax payloads or other entrypoints - especially considering the new firmware doesn't introduce any new features or functions. This post will be kept up-to-date with any other useful hacking & homebrew related info.
https://yls8.mtheall.com/ninupdates/...-00-40&sys=ktr
https://gbatemp.net/threads/nintendo...leased.546848/
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August 26th, 2019, 23:13 Posted By: wraggster
In June, we published our yearly investigation into which gaming hardware manufacturers may be funding armed conflict through their supply chains. At the time of publication, one major company was missing: Nintendo.
In that report, we outlined the results of yearly SEC filings from companies such as Apple, Sony, Microsoft, Google, and others that are intended to demonstrate how aware (or unaware) the manufacturers are of whether their supply chains for gold, tantalum, tin, and tungsten (collectively known as 3TGs, or conflict minerals) are supporting activities such as slave labor, bribery, illegal taxation, coercion, and violence by various groups. However, because Nintendo is not publicly traded in the US, the company did not have a filing available at the same time as the SEC deadline for those companies that are.
But to Nintendo's credit, it still publishes roughly the same information found in those filings every year in its Corporate Social Responsibility (CSR) report, which is usually translated into English by the end of July. With that, we can determine how well Nintendo is doing compared to its competitors at ensuring ethical sourcing of the minerals needed to manufacture Nintendo Switches, controllers, amiibo, and other electronic devices.
Nintendo's relationship with conflict minerals over the years has been a mostly disappointing one, with improvement only in increments over the years. That's despite the company's commitment to a 100% return rate in responses from its 3TG suppliers, whom it surveys yearly for data on its mineral supply chain. In 2014, the first year it reported, the company could only certify that 47% of the smelters and refiners (SORs) it used for the 3TGs in its products were on an industry-standard whitelist of SORs audited by a third-party to ensure conflict-free sourcing.
In 2015, Nintendo showed dramatic improvement, bringing its percentage of whitelisted SORs up to 72%. But things haven't moved much from there. In 2016, that number inched up to 74%, and in last year's report, it inched again to 76%.
Its latest report, entitled "Putting Smiles on the Faces of Our Supply Chain," is yet another inch. Nintendo once again had a 100% survey return rate in 2018, through which it identified a total of 323 SORs in its supply chain of 3TGs. Of those, 256 were identified as audited and conformant to industry standards for ethical sourcing, bringing its percentage of conformant SORs to 79% -- 3% higher than last year, and with ten fewer SORs total in its supply chain.
Furthermore, when we first looked into the Nintendo CSR report for 2019 at the time of its publication, Nintendo's numbers didn't add up. Most of the numbers were completely identical to last year's (something we've not seen in any other conflict minerals report since we began investigating them in 2015) and had an additional discrepancy in its total number of SORs. It was only after we reached out to Nintendo to check their accuracy that Nintendo realized they had not updated the conflict minerals portion of their CSR report with current data. They have now amended it.
https://www.gamesindustry.biz/articl...neral-sourcing
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August 26th, 2019, 23:09 Posted By: wraggster
The Nintendo eShop in the UK and Europe will soon no longer accept credit card purchases on 3DS and Wii U.
A support page indicates that this change will go into effect in September 2019.
It instructs users who wish to make purchases to create a Nintendo Account, add funds to it with a credit card via the website, and then use those funds to make purchases either online or via the eShop on either system. Pre-purchased Nintendo eShop cards will also still function.
This is possibly a response to the EU Payments Services Directive, which went into effect in January of last year and has a deadline in September of this year. The directive, intended to prevent credit card fraud, requires more personal info or security checks from the purchaser than just the basic credit card information in order to make a card purchase online.
https://www.gamesindustry.biz/articl...cards-in-uk-eu
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August 21st, 2019, 18:53 Posted By: wraggster
SciresM doesn’t believe newer Switch units (codenamed “Mariko” will see the ability to run Atmosphere, according to a quote from his livestream earlier this month: “It will surprise me if we manage to hack Mariko. Our hacking Mariko is not something that I’d expect. I expect that we will glitch it and get the keys but I am not expecting for users to have the ability to run Atmosphere on Mariko. If we can, that would be awesome, but I don’t think we will.”
The Nintendo Switch got hacked “beyond repair” last year when hackers released Fusee Gelee, a hack relying on hardware flaws of the device (specifically its Nvidia SoC). Software updates are not possible to patch this issue, and it was known that only a hardware revision would prevent hacking the console.
The original unpatched models are set to become even more rare, with the increasing presence of Mariko & the release of the upcoming Nintendo Switch Lite. For those who haven’t bought a Switch yet and expect to grab an unpatched version, it appears checking the serial number on the box remains a semi-valid way of knowing what you buy today.
http://wololo.net/2019/08/21/sciresm...ee-atmosphere/
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August 19th, 2019, 22:52 Posted By: wraggster
bsnes-hd beta 9 is released. bsnes-hd (formally "HD Mode 7 mod") is a mod of bsnes v107.1 by byuu (high-level emulation for co-processors came right on time for this). It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.bsnes is an emulator for the Super Famicom and SNES video game systems.
bsnes-hd changelog:
Smooth (true color, high resolution) gradients for color math from fixed color, e.g. for pseudo perspectives
True color processing for all color operations
Fixed crashes on combined high scale and widescreen settings
HD and super sampling scale up to 10x (4K+)
preview: Smooth (high resolution) Window effects, like shadows or spells (top and bottom edges have issues)
https://github.com/DerKoun/bsnes-hd
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August 19th, 2019, 22:47 Posted By: wraggster
bsnes-plus v05 is released. bsnes-plus (or bsnes+) is a fork of bsnes (based on bsnes-classic) intended to introduce some new features and improvements, mostly aimed at debugging. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
What's new
- "Step over" and "step out" buttons in debugger
- Improved debugger UI with register editing
- Improved handling of address mirroring for breakpoints (extends to the entire address space, not just RAM)
- Real-time code and data highlighting in memory editor, with fast searching for known code/data locations and unexplored regions
- Cartridge ROM and RAM views in memory editor for mapper-agnostic analysis
- SA-1 disassembly and debugging
- SA-1 bus and BW-RAM viewing and (partial) usage logging
- Super FX disassembly and debugging
- Super FX bus viewing and usage logging
- SPC file dumping
- IPS and BPS soft patching
- Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)
Non-debugging features:
* Satellaview / BS-X support
* SPC file dumping
* SPC output visualizer (keyboards & peak meters)
* IPS and BPS soft patching
* Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)
bsnes-plus v05rc2 Changelog:
Migrated project from Qt 4 to 5
Added reworked debugger/disassembler view [BenjaminSchulte]
Added support for symbol files in VICE, FMA, and WLA-DX formats for CPU, SMP, and SA1 [BenjaminSchulte]
(.cpu.sym, .smp.sym, or .sa1.sym extensions)
Added reworked sprite viewer [UnDisbeliever]
Added reworked breakpoint editor; supports unlimited breakpoints and symbol usage [Revenant]
Added configurable comparison operators for breakpoint "data" field [Revenant]
Added context menu to memory editor, including shortcuts to add new breakpoints [Revenant]
Added buttons to debug view for running to next NMI/IRQ/vblank/hblank [Revenant]
Added support for variable BS-X memory pack sizes up to 32Mbit [Revenant]
(default size for empty pack is configurable in emulator options)
Added more accurate emulation of Satellaview download bandwidth [Revenant]
(allows simulated downloads of smaller games and other content without crashing BS-X)
Added support for save states with BS-X cartridges [Revenant]
Added support for NTT Data Keypad controller [raphnet]
Added built-in support for expanded SPC7110 ROMs [Revenant]
(allows running Tengai Makyou Zero translation without special manifest)
Fixed mouse cursor staying locked when window loses focus if using mouse/super scope/etc [Revenant]
Fixed scaling of window elements on hi-DPI Windows systems [CypherSignal]
Fixed unfiltered screenshots still incorporating gamma curve if enabled [Revenant]
Fixed memory editor ignoring uppercase letters A-F when editing [Revenant]
Fixed memory editor sometimes copying one more byte than what's actually selected [Revenant]
Fixed "reload" option and drag-and-drop for special cartridge types [Revenant]
Fixed detection of SA1 carts with a battery but no BWRAM [Revenant]
(partially fixes Pachi Slot Monogatari PAL Special)
Fixed Esc key potentially closing both a dialog box and parent window at the same time [Revenant]
Fixed automatically loading an empty BS-X memory pack if none was previously specified [Revenant]
Updated memory editor to allow opening multiple instances simultaneously [BenjaminSchulte]
Updated tilemap viewer to show address of selected character [UnDisbeliever]
Updated some Cx4 timing and memory mapping details [Revenant]
Updated some BS-X base unit register behavior for downloading content [Revenant]
Backported SA1 mul/div register behavior fixes
Backported DMA/HDMA timing fixes
Backported PPU timing tweaks from higan v106r124
https://github.com/devinacker/bsnes-plus
http://www.emucr.com/2019/08/bsnes-plus-v05.html
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August 19th, 2019, 22:45 Posted By: wraggster
As the name suggests, 60FPS mods are hacks applied to retail games that increase their frame limit to 60FPS (usually from 30FPS). Sometimes, games on portable consoles have their framerate limited in order to save on battery life and improve thermals even though the hardware is enough to push out a much high framerate.
In other cases, you need to overclock the device’s CPU and GPU to achieve a framerate closer to 60FPS which is something easily doable on the Switch with sysmodules like sys-clk.
However, not everybody cares about the aforementioned benefits since some folks prefer a smoother experience while sacrificing a bit of battery life. Due to this, masagrator decided to create a bunch of 60FPS mods for retail Switch games which include:
http://wololo.net/2019/08/17/nintend...-overcooked-2/
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August 19th, 2019, 22:38 Posted By: wraggster
After being stuck in PR limbo for a while, the ever-popular 3DS emulator Citra has finally added texture dumping & replacement to its official Canary builds!
The features are still experimental, so it may take a while before they reach Nightlies, but if you're curious, you can play around with them and make your own texture packs right now! Once you've got the latest build, you can find all you need in the Graphics section of the emulator's Configuration window. Three options are available, and they're pretty self-explanatory: "Use Custom Textures", "Dump Textures" and "Preload Custom Textures". The system in place is very similar to Dolphin's own: dumped textures will be placed in <User Directory>\dump\textures\<title id> as PNG files, while custom ones will be loaded from <User Directory>\load\textures\<title id> (you can also right-click on a game entry and choose "Open Texture Dump Location" / "Open Custom Texture Location" for easier access). After editing the dumped files (or grabbing a premade pack from the internet), you can just drop everything in the custom textures folder, boot up your desired title with the correct options enabled et voil*, your game will have a brand new look!
Note: This feature is currently still WIP (Work-in-progress)!
Texture dumping and replacement have been implemented for Citra, by Khang06.
For more details, see PR #4868.
Instructions for dumping textures
- Open Emulation > Configure... in Citra’s menu and go to Graphics > Enhancements.
- Enable Dump textures and click OK.
- Now open a game of your choice, and start playing. As you keep playing, the textures used by the game will be dumped as .PNG files.
- Right-click on your game in the games list and select Open Texture Dump Location to open the dump folder.
Instructions for replacing textures
- Right-click on your game in the games list and select Open Custom Texture Location to open the folder where custom textures will be loaded from.
- Place your custom texture .PNG files in the folder.
- In Emulation > Configure... > Graphics > Enhancements, enable Use Custom Textures and click OK.
- Additionally, if you want your custom textures to be pre-loaded to RAM, enable Preload Custom Textures as well. This will help improve the performance but will also increase memory usage.
Click to expand...
Are you excited about this feature? Will you use it to give your favourite titles an unofficial HD remaster or are you hyped for more "games repainted"-like texture packs? Let us know by leaving a post below!
Download
Source
https://gbatemp.net/threads/citra-ad...upport.546166/
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August 19th, 2019, 22:37 Posted By: wraggster
Released earlier this year was DerKoun's HD tweak to the emulator bsnes, which added widescreen to classic games, while also dramatically upscaling Mode 7 graphics. After a few months of work, a new release has been made available, bringing with it some exciting new features. In this build, DerKoun has added HD upscaling and super sampling up to 10x original resolution. Should you have the right hardware and a desire to play your Super Nintendo games in 4K, you now can. Also featured in this version is smooth gradients and true color processing, which allow for better graphics from a distance and more accurate color emulation, respectively.
Changelog:
- Smooth (true color, high resolution) gradients for color math from fixed color, e.g. for pseudo perspectives. This combines the new true color support and high resolution smoothing of HDMA effects to turn approximations of gradients into real ones. This is noticeable in many games with Mode 7 perspectives, often in the top/distant part, which often fades to black or another color. Enabled by default, on medium setting "4". (see image: left side before vs. right one with this improvement)
- True color processing for all color operations. Colors are upconverted from RGB 555 to 888 early, before any further processing.
- Fixed crashes on combined high scale and widescreen settings. All combinations available in the settings dialog now work. Also manually editing the config file now allows for wider widescreen, but it still crashes due to too high combinations.
- HD and super sampling scale up to 10x. So you can go for true 4K with the right combination of settings and really good hardware.
- preview: Smooth (high resolution) Window effects, like shadows or spells. This is considered a preview, as the top and bottom edges of such effects still look SD and therefore stand out. It is disabled ("0") by default. You can set "1" or higher values to give it a try. Please let me know what works good and what does not. Screenshots and savestates would be much appreciated.
DerKoun's next step for bsnes-hd is to merge the newest updates and changes from the official branch of bsnes, before moving onto new ideas and implementations. Currently, bsnes-hd beta 9 is available on both Windows and Linux, and is available to download below.
Source
https://gbatemp.net/threads/new-bsne...to-10x.546169/
To read more of the post and Download, click here!
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