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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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August 12th, 2019, 21:38 Posted By: wraggster
It's time for another Cemu update! Version 1.15.11 has just been publicly released which improves the handling of updates & DLC in several ways (better content type detection, automatic backup & restore in case of a failed install and other under the hood enhancements), shader changes in preparation of the upcoming Vulkan renderer (if you are a developer, you may want to check those in better detail by reading the changelog, otherwise your shaders may only be compatible with the OpenGL backend in the future), more functions for the built-in debugger and your usual dose of bug fixes.
Here is the full official changelog:
[TABLE="width: 94%, align: center"]
[TR]
[TD][/TD]
[TD]# # Cemu detailed changelog for 1.15.11c
# Patreon release date: 2019-07-26
# Public release date: 2019-08-02
# New in 1.15.11c:
GX2: Fixed emulation of gl_PointSize when geometry shaders are used
# New in 1.15.11b:
general: Fixed a bug where DLC would be installed into the wrong location
GX2: Fixed broken transform feedback on OpenGL (#157, #159)
# New in 1.15.11:
general: Better update/dlc handling
Updated mlc01 folder locations for updates and dlc to match those of an actual Wii U
Newly installed updates and dlc will be stored at the new locations, while previously installed ones are still detected properly
Improved detection of type of content (affects installation and gamelist)
Installing updates/dlc will now backup previously installed content and restore it on failure/cancelation
debugger: Implemented more instructions for assembler and disassembler
debugger: Assembler now supports basic expressions in place of constants
debugger: Fixed a crash when stepping into imports
coreinit: Fixed OSUninterruptibleSpinLock_Acquire() not restoring interrupts before switching to the scheduler
nn_erreula: Fixed a bug where the same message would keep poping up
padscore: Opening the input configuration window no longer temporarily disconnects the emulated controllers
padscore: Fixed PPC stack corruption caused by KPADSamplingCallback (#140)
nn_fp: IsOnline() now only returns true if there is an established friend server session. This should fix crashes or softlocks in games that only worked in online mode
GX2: Shader tweaks to bridge the gap between OpenGL and the upcoming Vulkan renderer
If you are a graphic pack developer, be aware of these changes:
- All shaders are now generated with a Vulkan and OpenGL compatible header using #ifdef / #endif preprocessor directives
- gl_Position should always be set via the new SET_POSITION() macro
- Shaders used in combination with point primitives always have to write gl_PointSize
- Point shaders that get their point size from renderstate have a new uniform variable (uf_pointSize)
- Primitive points will modify the vertex shader base hash (+0x71)
Existing custom shaders remain compatible with the OpenGL backend, except for vertex/geometry shaders used in combination with GL_POINTS which need to be updated
Note:
(#xx) refers to bug tracker issues resolved by this change. See
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August 12th, 2019, 21:31 Posted By: wraggster
Nintendo has a presence at this year's ChinaJoy 2019 event thanks to its partnership with Tencent, revealing a few new details about the companies' plan to bring the Switch to China.
No release date for about the eventual Chinese hardware release was offered, and it may take some time yet as the partnership was just announced back in April. In addition, Reuters noted in its report on the event that no Nintendo Switch software has been approved for sale yet even though the console itself has passed muster.
However, Tencent and Nintendo are working together to localize and get approval on Nintendo Switch games, and though no specific games have been named yet, a total of four titles were shown at the ChinaJoy 2019 Nintendo booth, including The Legend of Zelda: Breath of the Wild and Pokemon Let's Go!.
Other details on the partnership coming out of ChinaJoy have been translated and shared on Twitter by Kantan Games CEO Dr. Serkan Toto and Niko Partners senior analyst Daniel Ahmad, including the implementation of WeChat as a payment option to be offered on the Nintendo Switch in China, and the use of Tencent Cloud services to run Nintendo Online (though Ahmad notes that this will not be used as a game streaming service).
https://www.gamesindustry.biz/articl...ames-for-china
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July 30th, 2019, 21:31 Posted By: wraggster
puNES v0.105 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, and the sound is available. It uses the SDL libraries and it works on both Linux and Windows.
puNES v0.105 Changelog
- Added Spanish translation (thx to MS-PC on Crowdin).
- Added Hungarian translation (thx to tch_oscomp on Crowdin).
- Added Turkish translation (thx to Ömercan Kömür on Crowdin).
- Added "Toggle GUI" option to toggle on/off the Menu+Status bars (many thx Sembiance for the contribution).
- Added the option "Use integer scale in fullscreen" which toggle the vertical stretch in the fullscreen.
- Added in database "Airwolf" roms and 2 hacked roms of "Kid Dracula" (mlla1i.nes and ikt73k.nes).
- Added keyboard/controller shortcuts for the rewind functions :
I introduced the shortcut to activate and deactivate the "rewind mode" and the shortcuts for play,
pause, step backward, step forward, fast backward and fast forward, all programmable.
For the keyboard the defaults are :
CTRL+Left : Active/Deactive Rewind Mode
Left : Single step backward
Right : Single step forward
Down : Switch velocity for fast backward
Up : Switch velocity dor fast forward
Del : Play
Page Down : Pause
- Changed the management of the text on the screen which is now clearly legible at any resolution.
- Possible infringing on the patent, replaced controller image (thx RokkumanX).
- Fixed the freeze when start the emulator with fullscreen already enabled.
- Fixed some glitches with some compositors (Compton for examples).
- Fixed management of audio devices in alsa backend.
- Fixed segfault when load a savestates with rewind functions disabled.
- Fixed loading of the rom with header containing "DiskDude!".
- Fixed text surface cleaning.
- Fixed saving and loading of cheats.
- Fixed audio pops when NSF/NSFE song start and improved audio/video sync.
- Fixed possible crash in OpenBSD version.
- Fixed keyboard shortcuts management.
- Fixed compilation with QT 5.13.
- Many others fixes.
https://github.com/punesemu/puNES
http://www.emucr.com/2019/07/punes-v0105.html
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July 30th, 2019, 21:29 Posted By: wraggster
rogueWii is a porting of the original game Rogue: Exploring the Dungeons of Doom Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
[h=2]v1.04[/h]- Added "Play again" without exit to homebrew channel
- Added God mode
- Minor fixes
http://wiibrew.org/wiki/RogueWii
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July 30th, 2019, 21:28 Posted By: wraggster
Yes, you've read the title correctly, but this exploit might not be exactly what you expect! While its name may be a tribute to the good old days of the Wii hacking scene, or in other words, a real blast from the past (get it?), bannerbomb3 doesn't target the same console as the other two: it's instead a new userland exploit for the Nintendo 3DS found and coded by @zoogie.
This hack is a bit different than the standard userland ones you may be familiar with as it doesn't let you run The Homebrew Launcher by itself - in fact, it even stresses it's incompatible with it - but rather its aim is to work in tandem with Fredminer to enhance it. bannerbomb3 takes advantage of an overflow found in the console's System Settings when viewing DSiWare exports' banners to gain code execution and dump the DS Internet Settings app, which can be later used with Fredtool to inject an exploitable version of Flipnote Studio. In a nutshell, it removes the need to own a DSiWare game, making it a completely free CFW method, and runs on any console as long as its DS Internet Settings works (this, however, makes it incompatible with all Chinese 3DSes as they don't have that app built-in).
If you want to try it, you'll be glad to know @Plailect's ever-popular 3DS hacking guide has already been updated with detailed, step-by-step info on how to use it! bannerbomb3 (together with Seedminer and Fredtool) now replaces the old steelminer & Fredtool method as the recommended one for people new to 3DS hacking. However, if the DS Internet Settings app doesn't work on your console, another method using Seedminer, Steelhax, DSiDumper and Fredtool is also available, but it only works for European, Japanese and USA 3DSes while also being somewhat lengthier.
Source
Official GitHub repo
https://gbatemp.net/threads/bannerbo...-guide.544718/
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July 30th, 2019, 21:18 Posted By: wraggster
Rising Switch sales and increased company-wide revenue weren't enough to offset a 10% fall in Nintendo's profit last quarter.
Net revenue climbed 2.4% for the period to ¥172,111 million ($1.58 billion) from ¥168,157 million ($1.54 billion) yen. However, operating profit took a hit, falling from ¥27,428 million ($253 million) to ¥30,535 million yen ($281 million).
The Nintendo Switch continues to perform well however, with sales rising 13.2% year-on-year to 2.1 million units for the period, bringing the total to 36.9 million units after two years on the market.
Software sales on the console were also up, reaching 22.6 million units for the period, representing an increase of 25.9% year-on-year.
Meanwhile, the slow demise of the 3DS continues unabated, with both hardware and software sales falling by nearly 50% year-on-year.
These figures come off the back of a solid full-year for Nintendo, which saw the company's annual sales increase by around 13% to ¥1,200,560 million ($10.9 billion), while operating profit was up around 40% to ¥249,701 million yen ($2.2 billion)
Late last year, analysts reported Nintendo was likely to miss its March 2019 Switch sales target by three million units.
While the latest figures show Nintendo came in one million units shy of its initial 38 million projection, it still defied analyst expectations.
https://www.gamesindustry.biz/articl...g-switch-sales
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July 29th, 2019, 21:46 Posted By: wraggster
Android for the Nintendo Switch was originally teased back in February by Max Keller in a video showing a development build of Android Q (10.0) running on the device.
This build had some issues such as no GPU acceleration and until June, nothing else was said. However, in June, ByLaws managed to get GPU acceleration working and from there onwards, work accelerated considerably. Now, a release has finally descended upon us and it can be downloaded from this XDA thread.
This release is a ROM of Lineage OS 15.1 (ex-Cyanogen Mod) which is based on Android 8.1 Oreo.
The vast majority of the Switch’s features such as WiFi, Bluetooth, GPU acceleration, the touchscreen, joycons and docking work although there are a few minor issues with the port namely:
- When you plug in the charging cable, Android doesn’t detect the fact that device is charging but it’s still chargingBorderlands on the Switch is finally a reality thanks to Android!
- WiFi may occasionally decide not to work; when this happens, a reboot is the way to go
- Deep sleep doesn’t work so don’t expect amazing battery life
- Docking may not work properly on first try so connect/disconnect the Switch a few times till you get a proper picture
- Auto-rotation doesn’t work, joycons may not work properly in some apps and the FAT32 partition of the SD Card isn’t readable on macOS among other smaller issues
With this ROM, you’ll not only be able to use your Nintendo Switch as an actual tablet (Horizon OS doesn’t do too well in this regard although homebrew has improved the situation) but you’ll also be able to play Android games that require Nvidia Tegra hardware such as Half-Life 2 and Borderlands so the Switch’s game library has just been expanded by quite a bit!
XDA Thread for Android Port: https://forum.xda-developers.com/nintendo-switch/nintendo-switch-news-guides-discussion–development/rom-switchroot-lineageos-15-1-t3951389
http://wololo.net/2019/07/27/android...ntendo-switch/
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July 29th, 2019, 21:43 Posted By: wraggster
Welcome to the ZGBJAM #2 coding competition. From the 26th to 28th of July, we will get together to make new awesome Game Boy games using ZGB!
What is ZGB? It’s a free open source little engine (plus a set of utilities) which allows you to create any kind of game for the Nintendo Game Boy® and Game Boy Color® in C language. It uses GBDK with an updated version of SDCC (3.6.0) Since its creation in 2016 several games have been developed even by people without a programming profile!
https://pdroms.de/nintendo-gameboy-g...-game-boy-misc
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July 29th, 2019, 21:33 Posted By: wraggster
After a period of hiatus, Lakka's L4T-based Switch port has been updated once more with some brand new goodies for everyone to enjoy!
Four additional cores are now available, specifically Mame 2010, OpenLara, Genesis Plus GX (previously removed due to technical issues) and, last but not least, Play! PS2 emulator. About the last one, while having a PS2 emulator running on a Switch is very, very interesting even in itself, you shouldn't expect it to run your favourite games flawlessly or at full speed just yet as it's still slow and experimental. Talking about more stable stuff, a good number of other cores have also been updated, with mupen64plus-next sporting better game compatibility thanks to a recent rebase, Dolphin and PPSSPP getting more options (and improved compatibility for the latter, plus the default audio driver has been changed to avoid freezes while running it), PRBoom adding support for John Romero's Sigil and miscellaneous fixes for PCSX-ReARMed. RetroArch has received a general update as well.
But it doesn't stop there! A couple of quality of life features have also been thrown into the mix, as Lakka L4T is now able to shut down the system without going back to RCM and the battery charges more quickly - both of which can be handy if you like to carry your Switch around.
Here is the full official changelog, quoted from the official thread:
natinusala said: ↑ Core updates:
- New core: Play! PS2 emulator (experimental, quite slow for now)
- New core: mame2010
- New core: Genesis Plus GX; the core is back and now default for Sega consoles
- New core: openlara, an open source Tomb Raider engine
- mupen64plus-next: the core has been rebased against latest GLideN64, fixing compatiblity with the few games that were still broken (including Yoshi's Island 64)
- Dolphin: the core has been updated with new core options (BBOX, texture cache accuracy)
- PPSSPP: the core has been updated with a new core option, IO Timing, as well as an improved games compatibility
- PCSX-ReARMed: the core has been updated
- FBAlpha has been renamed FBNeo
- Reicast has been renamed Flycast
- PRBoom: the core has been updated and now supports sigil.wad
System:
- There is now a Shutdown menu entry to properly shutdown the console from Lakka without the need to go back to RCM
- RetroArch has been updated
- The default audio driver is now alsathread - that fixes PPSSPP hard freezing when opening the menu / closing content
- The Switch now charges faster in Lakka
Click to expand...
A download link can be found in the sources below. You can find a guide on how to install Lakka L4T on your Switch here, while you should follow these instructions to update it. It's recommended to delete the old config before booting (located at microSD:\lakka\storage\.config\retroarch\retroarch .cfg) or you may run into issues.
Source
https://gbatemp.net/threads/lakka-sw...ements.544598/
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July 29th, 2019, 21:31 Posted By: wraggster
It's no secret that gaming in China has seen a huge rise in popularity after the government's restrictions around the matter became progressively looser. Since then, many foreign industries have tried to take a slice of this already huge and rapidly expanding market, but there's one big issue that they need to tackle when considering to do so: piracy is rampant inside the country. With so many people opting "to go unlicensed" (70% of all software installs in the country weren't legit according to a survey made in 2015 by Statista), some businesses outright gave up trying to sell their digital goods in China when faced with the seemingly unstoppable piracy problem ( like Microsoft). However, one company is trying to stand up and fight where the others fell.
After teaming up with the local tech giant Tencent as an effort to officially market the Switch inside the country, Nintendo is now taking advantage of this partnership to target Chinese Switch piracy websites. Two have been already affected by this move and amongst them was one of the top ROM sites in China. This last one has deleted its Switch downloads subforum, leaving only the discussion boards open, but other console's ROMs are still available and ready to be downloaded as usual. Even more interestingly, banners advertising Switch modding and piracy tools are still up on its home page and the forums are filled with hacking & homebrew discussions - that also includes threads linking to a certain unofficial, definitely not legal Shop replacement application.
Will Nintendo be able to defeat websites infringing their intellectual property in China? Will pirates prevail instead? Leave your comments below!
https://gbatemp.net/threads/nintendo...-china.544678/
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July 29th, 2019, 21:29 Posted By: wraggster
bsnes is a Super Nintendo / Super Famicom emulator that began development on October 14th, 2004. It is a subset project of higan, and focuses on performance, features, and ease of use.
bsnes can optionally be configured to have equal accuracy to higan's SNES emulation, but these accuracy options do come at a run-time performance cost.
Some of the unique features to bsnes include:
100% (known) bug-free compatibility with the entire officially licensed SNES library
true Super Game Boy emulation (utilizing SameBoy)
HD mode 7 graphics (vastly increased anti-aliasing for affine texture effects)
a multi-threaded video graphics renderer
built-in databases for games, PCBs, and cheat codes
save state manager with screenshot previews and label support
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This release brings in a 25% speed increase, optional frameskipping during fast forward (allowing an additional 33% max frame rate)
official HD mode 7 support, SameBoy integration for 60% faster and more accurate Super Game Boy emulation
software filter support (snes_ntsc, HQ2x, Eagle, scanlines, etc)
the return of mightymo's integrated cheat code database, cheat search support, movie recording and playback support, rewind support, cubic audio interpolation, 7-zip decompression support, ExLoROM board mapping support, adaptive sync support for OpenGL, and greatly improved macOS support. |
And if that's not enough, there's also true pixel-perfect ZSNES snow effect emulation ... seriously!
bsnes now also has an official GitHub repository with nightly builds to enable more rapid and collaborative development.
https://byuu.org/
via http://www.emulation64.com/view/2994...v108-released/
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July 25th, 2019, 15:19 Posted By: wraggster
bsnes-plus v05rc2 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/2019/07/bsnes-plus-v05rc2.html
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July 25th, 2019, 15:18 Posted By: wraggster
MegaZeux (or MZX) is a game creation system (GCS) initially released in late 1994 by Alexis Janson. MegaZeux is heavily inspired by Tim Sweeney's ZZT. Like ZZT, MZX was originally released as shareware and the world editor portion of the program was included for free, allowing third parties to create their own worlds without even registering.
MZX is officially supported on Microsoft Windows, Mac OS X, Linux, FreeBSD, OpenBSD, Android, Nintendo DS, 3DS, Wii, Switch, and the PSP. Older ports exist for AmigaOS 4, GP2X, and Pandora. MZX has also been ported to other platforms such as OpenSolaris, HaikuOS, and the Sega Dreamcast.
http://wiibrew.org/wiki/MegaZeux
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July 25th, 2019, 15:16 Posted By: wraggster
As the Nintendo Switch homebrew scene continues to develop at a rapid pace, one of the biggest feats has been the possibility of running Android OS on your Nintendo Switch console. Since the system runs on the Tegra X1 chipset, which coincidentally also powers the Nvidia Shield tablet, scene developers have decided to invest their time into getting a form of Android working on the Nintendo Switch. Back in June, we got our first major tease as to just what that would mean for the community, with amazing possibilities such as watching media apps not normally available on the Switch's OS, using it as a comic reader, playing mobile games and apps, getting solid performance in emulators like DraStic, or playing games through remote play.
According to the team behind the project, they're looking at hopefully releasing their first public beta within the next five days. So, as excitement and anticipation builds, make sure to go grab an extra micro SD card, as the installation will require you to dedicate the entire contents of the micro SD to the installation. You can be certain that the moment the release drops, an informative news post here will quickly follow. For now, let us know what feature you're most excited to test out by using Android on your Switch!
Source
https://gbatemp.net/threads/switchro...e-days.544283/
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July 25th, 2019, 15:14 Posted By: wraggster
While the Nintendo Switch has more than outdone its predecessor, in terms of sales and popularity, the Wii U still lives on, as either an emulation box, or a console which to stream media from. Except, the latter of which is soon to take a hit, as Amazon is preparing to discontinue their Prime Video app on the console, according to emails that are being sent out to users. On September 26th, 2019, you'll no longer be able to watch Amazon video content on your Nintendo Wii U. Of course, Amazon, ever the entrepreneur, is offering a $25 credit towards buying a Fire TV Stick if you've used Prime Video on the Wii U recently, so you can keep watching your shows. Amazon Prime Video released on the Wii U's eShop the same year the system itself launched, back in 2012.
Source
https://gbatemp.net/threads/amazon-p...tember.544312/
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July 24th, 2019, 16:20 Posted By: wraggster
Nintendo and Tencent are set more details on the planned launch of the Switch in China.
The two companies will host a joint press conference in Shanghai on August 2, where they will offer the first official update since announcing their partnership in April. Steven Ma, senior vice president of Tencent, and Nintendo executive Satoru Shibata will both be at the event.
https://www.gamesindustry.biz/articl...ch-on-august-2
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July 24th, 2019, 16:19 Posted By: wraggster
Nintendo is reportedly offering free repairs to Joy-Con controllers, following widespread complaints of "drift" in the Switch controllers.
According to an internal memo obtained by Vice Waypoint, customers will not be asked for "proof of purchase" or "warranty status" when asking for Joy-Con repairs, and those repairs will be made "at no charge."
Nintendo has also advised customer support staff to refund any confirmed prior repairs.
The document does outline a troubleshooting process that customer support must go through before offering free repairs, and it also features "stock answers" to two questions that Nintendo expects to be asked.
As Waypoint stated: "Whether it will be an issue with the upcoming Switch Lite hardware revision ('We expect our hardware to perform as designed.') and what to make of the class action lawsuit ('We have nothing to announce on this topic.')."
Nintendo is facing a class-action lawsuit over the defect with the Switch controllers, which is widely referred to as "drift." However, despite the content of the memo, the company does not directly refer to any fault with the hardware.
https://www.gamesindustry.biz/articl...on-controllers
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July 23rd, 2019, 17:31 Posted By: wraggster
Nintendo DS emulation has been around for over a decade but there’s still interest in creating more emulators for the system that achieve better accuracy, performance and compatibility. One of the more recent emulators is Arisotura’s (Staple Butter) melonDS which has made great progress this year thanks to its OpenGL accelerated renderer.
melonDS has seen a significant amount of progress this year and perhaps, an Android port offering good performance might eventually surface!
Yesterday, its main developer shared some information on a pull request, by RSDuck, made on July 14th and the status of an upcoming melonDS 0.8.3 release. The pull request is related to the JIT recompiler (an x86-64 one to be more specific), a feature of the emulator which isn’t yet fully ready for use. Arisotura stated that when implemented, the JIT recompiler could give performance boosts of 30-100% which would greatly playbility in some games. Furthermore, RSDuck said that it shouldn’t be too difficult to port the JIT recompiler to ARM which might result in a nicely-performing Nintendo Switch port, more progress on the PSVita port and even an Android port!
On the other hand, work is still being done on melonDS 0.8.3 and it will be released once an issue with the audio output code is fixed. Furthermore, beta builds of the JIT and DSi branches of the emulator will be made available eventually so that’s something else to tinker around with!
http://wololo.net/2019/07/23/emulati...port-in-the-f/
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July 22nd, 2019, 17:31 Posted By: wraggster
In April, homebrew scene member m4xw released a port of PPSSPP to the Nintendo Switch, which required RetroArch to run. At the time, a standalone emulator version was teased, and now that day has come, as the first standalone beta release of PPSSPP for Switch is fully available to the public. Installation is simple, as all you have to do is place the downloaded folder on the root of your Switch's SD card. Full patch notes, instructions, and information can be found in the official release thread.
-Includes a GLES2 and GL version (use GLES2 for GTA's or other troubling games, otherwise GL version is always recommended as it's far more stable and bug free).
-JIT improvements (should now work on all Horizon version), masking is no longer required, thus JIT masking bugs are a thing of the past (will be backported to the libretro ver. this week).
-All config files reside in /switch/ppsspp/, the path can not be changed for the time being.
-You can copy your PPSSPP files from /retroarch/cores/savefiles/PPSSPP/ (savefiles are compatible, savestates are NOT, however I will add a export option to the Core soon-ish).
Click to expand...
Discussion Thread
Project's GitHub Page
https://gbatemp.net/threads/ppsspp-n...switch.544078/
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