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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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July 15th, 2019, 17:48 Posted By: wraggster
The Nintendo Switch Lite has just become the latest addition to the Nintendo hardware lineup, offering the ability to play Switch games, but in a smaller form-factor, and for a little less cost. Though we likely won't be seeing a "Switch Pro" any time soon, it appears that Nintendo is looking into making a few tweaks to the existing, original Switch model. Curiously, Nintendo has filed a Class II Permission Change with the United State's FCC, and according to those documents, it appears that the Big N wants to revamp the original Switch, with a slight change to its system-on-chip (SoC) and NAND (flash storage). Filing this claim with the FCC would allow for Nintendo to sell these refreshed consoles, while avoiding the process of re-certification, and being able to keep the hardware refresh under wraps.
As to what this means for the end-user, it might not mean much of anything. On the other hand, some newer components could give a very slight boost to performance, possibly resulting in a system that doesn't run as hot, has faster load times, or maybe has a mild increase in battery life. We won't know anything official until Nintendo confirms it, or someone spots one of these upgraded models out in the wild. It wouldn't be the powerhouse people were hoping for in the rumored Switch Pro model, but with Doug Bowser confirming that the Switch Lite is the only new hardware we'll be seeing from Nintendo this year, it might be the best we can get.
Source
https://gbatemp.net/threads/nintendo...report.543199/
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July 15th, 2019, 17:47 Posted By: wraggster
Backward compatibility is always appreciated, there's no doubt about it. However, sometimes a console's implementation can be lacklustre, either due to technical difficulties or laziness on the manufacturer's part. Depending on who you ask, the 3DS' DS/DSi mode can be said to fit in either: your only options are to either play games upscaled to the 3DS' screen resolution, which includes a blurry filter that cannot be turned off, or in native res mode, which is hardly ideal as it doesn't make use of the entire screens - thus introducing big black bars all around. Due to it, some people preferred playing DS(i) titles on past consoles as it made a number of games look significantly better without any compromises.
But things are finally starting to change with the release of TWPatch made by @Sono. After lots of research and reverse engineering, he made a patcher that is able to change how TWL_FIRM's image upscaling behaves. A total of nine different scaling filters are available (not counting Nintendo's default one), several of which are able to make your games look much sharper than before! In order to give you an idea of what to expect, here is a comparison taken from the thread (made by @youny43 - left: default / right: patched) :
For the curious, here's a list of the included filters:
Quoted from Filter list: - Nintendo default
- Sono's crisp (original patch)
- Sono's crisp (tweaked)
- Zero interpolation (double pixel)
- Linear interpolation 1
- Linear interpolation 2
- Sharpen test 1
- Linear sharpen 1
- Darken crisp
- Darken Nintendo
Click to expand...
The patcher works on both Old and New 3DS models as long as they are running Luma CFW. You need to have enabled loading external FIRMs and modules in Luma's configuration menu, otherwise, the custom filters won't be applied. The process can take several minutes, so be sure to have enough battery charge (and patience) before proceeding. If you're unsure on which one to apply, you can preview how they'll look inside the homebrew app and compare it to Nintendo's default one.
If you want to try this yourself, make sure to read the instructions & remarks in @Sono's post before downloading (linked below).
Source
https://gbatemp.net/threads/twpatch-...ur-3ds.543291/
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July 15th, 2019, 17:43 Posted By: wraggster
NO$GBA pronounced as No Cash GBA is a Nintendo DS / DS Lite and GameBoy Advance emulator for Windows XP, Vindows VISTA and MS-DOS. NO$GBA options include emulating all known save types as well as and multiple cartridges reading. NoGBA supports multiplayer and is able to load multiple NDS ROM files for linking games. Multiplayer for GBA Games is also supported.
No$gba v2.9e Changelog:
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- wifiboot uploader: supports uploading 3ds .firm files from no$gba to 3ds
- wifiboot uploader: new bootinfo block (icon/title and rtc/time)
- wifiboot/help: added DS Wifi Dslink/Wifiboot Protocol chapter
- 3ds/help: added notes on SD/MMC Signals and 3DS Hardmodding
- 3ds/help: 3ds NWM wifi driver info (pool addresses and type1/4/5 variants)
- 3ds/help: specs for CID/OTP/NCSD/FIRM sectors for 3ds-#.mmc and new3ds-#.mmc
- setup: added 3ds/new3ds as nds mode variants (for debug view, not emulation)
- 3ds/aes: supports keyinit as by bootrom per otp (for filesys viewer)
- 3ds/emmc: loaded from 3DS-1.mmc or New3DS-1.mmc (for filesys viewer only yet)
- 3ds/bios: loaded from BIOS3DS.ROM (ARM9+ARM11) or BIOS3DS9.ROM+BIOS3DS11.ROM
- 3ds/help: added file/filesys info and arm11 mpcore/irq register specs
- wifi/help: added several new details (mostly from newly dumped AR6014 rom)
- a22i: supports abbrev ALU Rd,Rm,RotateShift (using Rd for both Rd and Rn)
- wifi/help: added wifi-board pinouts from fccid, and 4kbyte-wifi-flash-specs
- 3ds/crypt: supports sha256, sha224, aes-cbc, new keyscrambler (keyx/y)
- filesys viewer: show/decrypt 3ds stuff (partitions and firm/sav blocks)
- filesys viewer: faster directory loading (abort on first unused 00h entry) |
http://problemkaputt.de/gba.htm
via http://emulation64.com/
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July 15th, 2019, 17:33 Posted By: wraggster
Nintendo has finally announced the long-rumoured Nintendo Switch Lite.
Unveiled via a Direct-style video, the device is dedicated to handheld play and is looks much the same as the original model in handheld mode -- with the key difference that the joy-cons can't be detached.
The Switch Lite will launch this on September 20th -- alongside Zelda: Link's Awakening -- in three colours: grey, yellow and turquoise. A Pokémon themed version, featuring new legendaries Zacian and Zamazenta, will arrive with Sword and Shield on November 15th.
This handheld-only version of the hybrid Nintendo Switch will cost $200 -- $100 less than the "original" model.
The 5.5-inch screen is smaller than the flagship model's 6.2-inch one, and is still touch sensitive. The model overall is smaller, measuring 91.1mm by 208mm by 13.9mm (as opposed to the original's 101.6mm by 238.76mm by 13.97mm).
Internal storage is still limited to 32GB, with a MicroSD card slot for players to expand this.
As a purely handheld device, the Switch Lite cannot be connected to a TV. Symbols on game packaging already indicate which titles can be played in handheld mode. These are the only titles that will work with Switch Lite (which currently is the vast majority of the console's library. It is also not compatible with Nintendo Labo, as it does not have removable Joy-Con controllers.
In a bonus for die-hard Nintendo hardware fans, the directional buttons previously on the left joy-con have been replaced by a traditional D-pad.
The device also slightly shorter than the flagship Switch, and a few joy-con features have been removed, including the infrared sensor and the HD rumble.
It will still be compatible with multiplayer games and motion-controlled games, but players will require a separate set of joy-cons. These will also enable users to play games that are not compatible with handheld mode, using the Switch Lite as a screen (although the kickstand on the back has been removed).
Switch Lite can sync with up to seven other Switch or Switch Lites for local multiplayer modes, and still features a Wifi function for online multiplayer. It will also, per Doug Bowser speaking to CNET, eventually feature the ability to transfer save files from other Nintendo Switches. "More to come on there, but that is the intention," he said.
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July 15th, 2019, 17:31 Posted By: wraggster
Nintendo has claimed there will be no more new Switch hardware releasing in 2019, following yesterday's unveiling of the Switch Lite.
The new handheld-only device is one of two models that were long-rumoured to be in production, as well as a more advanced model -- dubbed the 'Switch Pro' in many reports -- that would target hardcore gamers.
Both devices were expected to launch this year, starting with Lite in the summer. However, in an interview with CNET, Nintendo of America president Doug Bowser said the Lite will be the only new Nintendo Switch hardware this year.
With Switch Lite launching on September 20th, and likely to be Nintendo's big hardware push for Christmas, it's possible the Switch Pro has been pushed to 2020.
Elsewhere in the interview, Bowser said the Lite and flagship Switch will "complement each other and coexist in the market," and expects the Lite will help towards Nintendo's previously stated goal of selling multiple Switch units to each household.
"I could see this fitting into a household where there are multiple players... and one flagship Nintendo Switch."
https://www.gamesindustry.biz/articl...-wont-kill-3ds
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July 15th, 2019, 17:28 Posted By: wraggster
Classic Nintendo. Barely a month since its big E3 showing where it promoted its biggest products for the next six months, and it chooses now to announce a new Switch.
Of course, that is a little unfair. Nintendo were understandably wary of announcing a stripped back, portable only console at an E3 that was expected to see Microsoft tease a new super-powered console. Plus, now the announcement is out, you can see exactly why it decided to forgo the LA showcase... it's just not that exciting. It's a Switch, only without any of the innovative parts that made it interesting in the first place.
The announcement is most comparable to Nintendo's initial reveal for Labo, another product that didn't feature in one of the company's famous Direct videos, and was instead revealed separately. That alone should tell you how Nintendo thinks of Switch Lite. This isn't for the core gamer audience that watches Direct videos; it's for the mainstream, more casual games buyer."The announcement is most comparable to Nintendo's initial reveal for Labo"
Natural comparisons can be made between Switch Lite and PlayStation Vita, Sony's ill-fated final effort in the handheld games market. Both are high-end portables that play console-quality games and both are hugely successful for indies. Yet Switch Lite has the added advantage of not having to combat Nintendo's line-up of AAA games (because it has them), plus an install base and awareness that will enable it to hit the ground running.
And this is precisely what the Switch needed to reach a broader audience. The ability to bring down the price will also enable Nintendo to try and appeal to those 75 million 3DS owners as that console fades from view. And with a line-up of games from Nintendo's portable development teams -- including The Legend of Zelda: Link's Awakening, Fire Emblem: Three Houses, Pokémon Sword and Shield, Luigi's Mansion 3 and Animal Crossing: New Horizons -- means that the software is there to appeal to those fans. It's the ideal 3DS replacement.
https://www.gamesindustry.biz/articl...-important-one
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July 15th, 2019, 16:22 Posted By: wraggster
Nintendo's entry into the mobile market doesn't appear to be gaining momentum, as Dr Mario World has only generated $100,000 in its first three days.
That's according to data from Sensor Tower, which also reports the game has racked up two million installs so far.
The company recognised that Dr Mario is not as high profile a franchise as Super Mario, Fire Emblem and Animal Crossing -- all of which have received mobile releases -- and was not marketed as heavily as previous titles. Nonetheless, it makes for disappointing figures.
https://www.gamesindustry.biz/articl...e-title-so-far
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July 15th, 2019, 16:19 Posted By: wraggster
Nintendo's new Switch hardware is very much the classic Nintendo play. Amidst all of the existing Switch owners and adult Nintendo fans posting semi tongue-in-cheek takes about how much they want one for no particularly good reason, the real purpose of this device might be going a little unnoticed; Switch Lite is designed to take an already successful console platform and make it into a better device for children.
Sure, smaller, lighter and cheaper are great for a pretty wide swathe of the audience -- but at the core of the decision making around this update is a desire to make something that'll work better in the hands of children, and that parents will be more comfortable handing over to them in the first place. Not only is the Lite physically more suited to kids' hands, it's also got no "moving parts" -- i.e. bits that'll get broken or lost -- a practicality on a slimmed down console, sure, but also a callback to the removal of the hinge from the kid-friendly 2DS handheld.
Anyone who loves them some Nintendo knows, of course, that "it's designed with kids in mind" is far from a criticism, and anything but an exclusive statement when it comes to this company. Few other firms are quite so good at managing to create child-focused entertainment that's also outright fantastic for adults. Yet there's still a lingering denial in some quarters of what Nintendo really is -- or perhaps a misplaced desire for it to be something else. Nintendo isn't a tech giant or a media empire in the making; at the company's heart, in its own vision of itself and its audience, Nintendo is a toy-maker, which means its main (but not only) priority is always going to be to entertaining and delighting children and families. "There's a lingering denial in some quarters of what Nintendo really is -- or perhaps a misplaced desire for it to be something else"
That approach was on clear display throughout the Iwata years, with the late CEO being entirely frank on occasion about his perception of Nintendo as a toy company rather than a tech or media firm, as rivals Sony and Microsoft were (and are). The changes of leadership since his untimely death have been well-considered and have left the company in good hands, but one could argue that Iwata's very single-minded vision of Nintendo as a toy company rather than a tech giant seems a little less clear in a world where the company is launching free-to-play mobile games and working with publishers on using Switch as a streaming platform.
https://www.gamesindustry.biz/articl...entity-opinion
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July 9th, 2019, 17:54 Posted By: wraggster
- It took a good while to be released, but it's finally here: Luma3DS, the popular custom firmware for the Nintendo 3DS, has just received a major update!
Version 10.0 introduces several new features, like an NTP client which can be used to sync your clock via Google's time servers (works with GodMode9 too!), CTRPF-AR code support for the built-in cheat engine, blue light filters with five different light reduction levels (night owls, rejoice!) and a pm service reimplementation made by @TuxSH. There are also improvements and bugfixes all across the board, of course: a higher number of cheats can be enabled at the same time, the debugger received a ton of new functions and features (some thanks to the previously mentioned sysmodule reimplementation), EmuNAND options will be automatically hidden if none can be found on the SD card and a few crashes and oddities have been resolved.
It's worth mentioning that v10.0 comes bundled with the newly released Homebrew Menu v2.1.0 too, which also has its own set of noteworthy additions: for example, an integrated 3dslink server that can be used to send .3dsx homebrew between two consoles on the same network (just press X while selecting a homebrew app!)
Here are Luma3DS v10.0 and Homebrew Menu v2.1.0's official changelogs:
Quoted from Luma3DS v10.0: We know it's been a long time, but here it is:- New feature: NTP client
- Located in the "miscellaneous" Rosalina submenu, this fetches the time from time1.google.com (hardcoded IP) by default
- This sets the config savefile RTC offset 0, hence the displayed by Home Menu will also be the time that Arm9 programs like GM9 will see
- Consequently, Luma3DS's own Arm9 code will properly set the date and time when modifying or creating new files
- New feature: blue light filters (thanks to @panicbit, #1065)
- Lots of cheat engine bugfixes and improvements thanks to @piepie62 (multiple PRs), in addition to @tstambaugh92 's bugfixes (#1116, #1117)
- most CTRPF-AR code types now supported
- more cheats can be loaded at once
- New reimplemented sysmodule: pm
- Number of max. pm:dbg sessions increased for Rosalina usage
- New pm:dbg commands: GetCurrentAppTitleIdAndPid, DebugNextApplicationByForce, LaunchTitleDebug (mainly for gdbstub usage)
- Debug restrictions lifted for the gdbstub
- Service restrictions lifted for Cubic Ninja
- Lots of gdbstub improvements:
- Added support for debugging application at their very start (new option in Debugger submenu)
- Added support for target extended-remote
- You do not need to select a process to attach to in process list anymore using this, although it still works absolutely fine
- You will see a nice process list in IDA
- When launching new processes: only titleId [mediaType [launchFlags]]is supported, and the launched title shouldn't rely on APT and all 3 parameters should be hex-encoded (see e11cc09)
- Added support for accessing host files (including stdin/stdio/stderr) from target 3DS programs. Support for it has been added in libctru
- Added support for accessing target SD-card files from the host (remote put, remote get and remote delete)
- Doubled packet size
- Many bugfixes
- Fixed critical bugs in sm: one causing a crash when launching the camera applet when another title was using the camera, another possibly affecting sleep mode
- Fixed a critical bug where Luma3DS's Arm9 code would spam I2C requests, causing some particular commits of popular Arm9 payloads to fail on New3DS units with IPS screens.
If the issue still arises, put multiple payloads in the folder and use the chainloader menu to work around it
- Reworked build system. Armips is no longer required.
- Always dump errdisp errors to /luma/errdisp.txt
- Upgraded FatFs to R0.13c
- Upgraded I2C driver in Arm9 code
- Fix screens not working on firmlaunch, firmlaunch errors will now be displayed on screen
- Patch 11.8+ NIM-related Process9 to send all-zero key and IV when the UNITINFO patch is enabled (thanks to @luigoalma, #1142)
- Hide EmuNAND options when there is no EmuNAND present on the console
- Fix minor bugs involving DS(i) title autoloading
- Many other bugfixes
- Note: the pm reimplementation currently breaks NTR CFW to some extent (in particular game plugins). The abandoned "NTR CFW" is now unsupported, even if it may work.
- A solution for future versions is being worked on.
- It may be possible to change NTR CFW source code for it not to inject itself into pm, since Luma3DS removes svc permission checks anyway, to mitigate the issue. We do not have the time to do that ourselves
- It is not possible to disable custom pm
In addition, with thanks to @fincs, this release of Luma3DS comes bundled with version 2.1.0 of the Homebrew Menu.
Click to expand...
Quoted from Homebrew Menu v2.1.0: - Added netsender functionality, for sending homebrew to other 3DSes directly from hbmenu
- Added Chinese language support
- Improved Korean and Japanese translations
- Now displays Wifi strength in status bar
- Hidden files and dotfiles are now hidden
- Fixed text rendering in non-JPN/USA/EUR system fonts
- Fixed positioning of the HOME button icon in New 2DS XL systems
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience
Click to expand...
However, there is one thing to keep in mind before you head to the Releases page: this version breaks compatibility with NTR CFW. While some functions appear to work fine, like screen streaming, others don't seem to work at all - especially game plugins. A solution is reportedly in the works but, if you need NTR, it may be a good idea to stay on v9.1 in the meantime.
UPDATE: Version v10.0.1 has been released, which includes hotfixes for LayeredFS and N3DS-specific applications not closing properly, as well as previous fixes that have been rolled out silently in the previous days (NTP client not setting date/time properly, process list memory viewer, correct ARM BLX instruction)
Source
GBAtemp thread
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July 9th, 2019, 17:50 Posted By: wraggster
Cemu, the well-known Wii U emulator, has received yet another update! Version 1.15.10 adds a brand new auto-updater (which only checks publicly available releases at the moment, Patreon exclusive versions will have to be downloaded manually), some optimizations and a way to automatically save native resolution screenshots to a folder instead of just copying them to the clipboard. Improvements have been made to the DS/SNES VC and a crash while booting Monster Hunter Frontier G has also been resolved, as well as other bug fixes and minor game-specific performance enhancements. You can read the official changelog below:
Quoted from Changelog: # Cemu detailed changelog for 1.15.10
# Patreon release date: 2019-06-28
# Public release date: 2019-07-05
general: Fixed an issue where the game list would never finish loading
general: Pressing the print key now saves a native-resolution screenshot to a folder (#96)
general: Added auto-updater (#87)
For now, only public releases are checked. Patreon versions still have to be downloaded by hand
general: Added indicator to graphic packs if Cemuhook is required but not installed
CPU: Added SUBFEO implementation to interpreter
CPU: Further improved SO/XO xer bits emulation
Some DS VC games now run (albeit at very low framerates)
AX: Implemented AXQuit
Required for Monster Hunter Frontier G to not crash on boot
GX2: Added support for texture formats R8_UINT, R16_UINT and R8_G8_B8_A8_UINT
Used by DS VC
GX2: Added fast path to tiling aperature for 32bpp textures
Boosts performance in SNES VC games and the Twilight Princess HD map screen
coreinit: Added API OSTestThreadCancel(), OSEnableInterrupts()
coreinit: Updated the implementation of OSCond to use fibers and fixed some multi-threading bugs in the process
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
As usual, you can grab this latest version from Cemu's official website, which has been linked below for your own convenience.
Source
Downloads
https://gbatemp.net/threads/cemu-v1-...leased.542877/
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July 9th, 2019, 17:48 Posted By: wraggster
@CTCaer's Hekate mod has just reached v5.0.0, a major milestone for the homebrew Nintendo Switch bootloader & multi-tool! Aside from improvements all across the board, like much, much faster boot times and backup/restore functions (depending on your settings and microSD type, eMMC operations can take as little as 9-15 minutes!), this version also brings along two long-requested features, aka full 8.1.0 and emuMMC support!
But that's not all - another Greek goddess is ready to join the Pantheon! Nyx is here, and it's Hekate's user-friendly, touch-enabled GUI. Nyx has all your usual features and options, but it also includes some customisation options (user defined background and boot icons), a screenshot function and an emuMMC manager. Regarding that last point, thanks to it, you can now easily create both file and partition-based emuMMCs either from your console's own internal memory or a previously made backup right from Hekate! You can also migrate your already existing emuNAND made by other solutions, repair a partition-based setup and easily switch between multiple partition and file-based emuMMCs.[LIST][*][INDENT]v5.0.0 - Introducing Nyx v0.8.0
Nyx is hekate's GUI. Packs many features, like FastFS, emuMMC manage, customization, etc.
Look below for more.
- 8.1.0 support
- emuMMC support
It supports disabling it by boot entry (emummc_force_disable=1), stock (not all fw ver support it) and many more.
Works with SD raw partition and SD file based. (SD file based is extremely slow. Wait for FastFS 4 emuMMC).
This version can sanely shutdown and also supports more SD cards than before.
Thanks to a collab with @m4xw , @SciresM, @hexkyz.
- Supercharged boot times
Even with emuMMC or kip1 patching, it's faster than before.
- Supercharged Backup/Restore with FastFS (Nyx only)
Backup and Restore is now orders of magnitudes faster.
Some examples (measured on a U3 SD): No verif: 9min, Sparse: 15min, etc. Even Full with hashes is extremely faster.
- External KIP1 patching support
Now non-important patches reside outside of hekate binary. For now this can only patch KIPs defined in hekate's code, with whatever new patches. Next versions will support other KIPs.
- Many bugfixes
Nyx v0.8.0
- Snappy and fluid GUI w/ touch support
Yes! This runs on BPMP!
- All classic launch options are there
- emuMMC manage
Change between raw partition emuMMCs and SD file based ones easily.
Create file based or raw partition based from eMMC via the Create button.
You can also restore a backup directly to sd partition via the Restore option in tools (outside of emuMMC), AFTER you turned ON SD emuMMC Raw Partition.
Migrate other types of emunand (raw partition or sd file), repair existing raw partition configurations, or migrate a backup (outside of restore folder), to sd file based.
Everything is currently made to protect Linux partitions.
Additionally, the raw partition based is done in 16MB offset, so it can protected from quick formats.
- All Info and Tools are now supercharged
Dump individual kips from eMMC, see detailed info about fuses, do backups and restores way faster, etc.
- Customization support
Custom icons for boot entries and also a background is supported. (Check readme for how to use them).
- Many additions in automation. For example, Nyx will automatically dump pkg1/2 after a sept run.
- Screenshot support. Touch the screen with 3 fingers (no need for swipe).
- And many many more smaller and bigger features.
NOTE: The folders in emuMMC now hold nyx configurations. file_based and raw_based. The first tells it that it's a file based one and the other holds the sector of that emuMMC.
NOTE2: This changelog will be updated with missing info.
Nyx and hekate TODO
In no particular order:
- Sd raw partition backup
- Migration from raw to sd and the opposite
- Clock offset support like HOS
- Temporary emuMMC disable
- Destructive SD partitioning
- Resize based SD partitioning
- emuMMC resizing
- Sd raw emuMMC on unallocated empty space support?
- Quick launch of last chosen boot entry
- Themes support
- Joycon support
Check readme.md for more.
NOTE: You will need sept and a custom secmon and warmboot binary to boot 7.0.0-8.1.0 or stock emuMMC.
Click to expand...
UPDATE: Hekate CTCaer v5.0.1 has been released which fixes a great number of bugs & issues, including emuMMC & GUI related ones. Additionally, the stock emuMMC option has been temporarily disabled as it was broken.
Source
GBAtemp thread
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July 9th, 2019, 17:44 Posted By: wraggster
Almost 12 years after the last update to SMB3 Workshop a new Editor emerged with the goal of rising from its ashes.
With permission of the original Workshop creator, Hukka, a reimplementation project grew into a complete new Editor providing several quality of life improvements for Level creation.
These include:
- selecting and moving of multiple objects at once
- cut/copy/pasting of objects
- undo and redo of most manipulations
- more intuitive level pointer manipulation
- support for vertical levels
- instant header editing
and more…
Although not all features of Workshop are implemented yet and some quirks have not yet been fixed, after 5 months of development a beta version of the 1.0 release is available for a wider audience.
Download:
There is a Windows and Linux standalone version available with Mac users having to go the slightly higher effort route of downloading Python and one dependency as described in the Readme of the source code.
Contact:
For enthusiasts who want to follow the releases more closely the GitHub page offers the source code, the newest versions and an issue tracker for bug reports and feature requests.
For direct contact, reach out to Michael on the SMB3 Romhacking Discord
Contributors are also welcome, as Python is easy to pick up, compared to other Programming Languages.
https://github.com/mchlnix/SMB3-Foundry
http://www.romhacking.net/forum/index.php?topic=28826
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July 9th, 2019, 17:40 Posted By: wraggster
Kresna has just released Red Square, a Yume Nikki fan game for the Nintendo Virtual Boy, created in 6 weeks for the 2019 Dream Diary Jam.
It is written entirely in NEC V810 assembly, with programming by Kresna and graphics by Nyrator.
Play as Nina and explore her dreams, collecting various effects along the way. Once all 4 effects have been collected the ending becomes available.
The source code for Red Square is also available for free and is licensed under the permissive ZLIB license. For information regarding the license, please read the included LICENSE file.
The source is designed to be assembled with Intelligent System’s ISAS and ISLK assembler and linker package.
Check out the release thread and the game's website.
https://www.planetvb.com/modules/new...hp?storyid=462
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July 9th, 2019, 17:37 Posted By: wraggster
Nintendo is moving some production of the Switch to Vietnam, to decrease its dependence on China for manufacturing.
The rumour that Nintendo was seeking other locations for Switch production surfaced last month, but the Japanese company would not offer official comment on the specifics of its plan.
Today, a Nintendo spokesperson confirmed to Reuters that the new location will be Vietnam, and the shift in its operations will happen this summer.
Nintendo also said that the move was motivated by the current tension between China and the United States, and the likelihood of higher tariffs on products shipped between the two countries.
https://www.gamesindustry.biz/articl...ion-to-vietnam
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July 8th, 2019, 18:00 Posted By: wraggster
There is little in this industry that's more wholesome than a mainline Nintendo release during the Switch era. Almost universally, critics and consumers alike have loved everything from the Nintendo stable in recent years: Breath of the Wild, Mario Odyssey, Splatoon 2, Arms, Smash Bros. Ultimate, Mario Kart 8, and now Super Mario Maker 2.
Much like the tide -- or Ubisoft's annual Just Dance performance at E3 -- this sequel felt inevitable. Nintendo had a winning formula with the original Mario Maker, that was unfortunately punished by virtue of being on the WiiU. Time will tell if Mario Maker 2 can attain platform appropriate success in terms of sales, but last week saw it top the UK physical charts, and the verdict is in: Super Mario Maker 2 is good. Very good, in fact.
As Alex Donaldson wrote in his review for VG24/7, "it's everything that made Mario Maker great on Nintendo's previous hardware, but on a system that you actually want to play."
In true Nintendo fashion, it's a multi-faceted game with something for everyone. One of the hallmarks of a Nintendo title is accessibility matched with hidden depth, and Mario Maker 2 appears to deliver on that front, "mashing together the joy of 2D Mario and the frightening ingenuity of a huge community of players."
https://www.gamesindustry.biz/articl...ical-consensus
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July 8th, 2019, 17:56 Posted By: wraggster
Leading Nintendo figures have agreed that cloud gaming is likely to have a big impact on the industry, but it sounds like the Mario maker is determined to keep doing its own thing.
During a Q&A with shareholders at the platform holder's AGM, veteran designer Shigeru Miyamoto discussed his views on streaming, virtual reality and online play.
"I think that cloud gaming will become more widespread in the future, but I have no doubt that there will continue to be games that are fun because they are running locally and not on the cloud," he said.
"We believe it is important to continue to use these diverse technical environments to make unique entertainment that could only have been made by Nintendo."
He noted that the number of people playing Nintendo games now -- even on other devices -- is growing, revealing that Super Mario Run has passed 300 million downloads.
"The fact that we've reached such a market means that opportunities for us are greatly expanding, so we would like to work on more and more unique projects."
He also assured that "we have not fallen behind with either VR or network services," pointing to the release of the Nintendo Labo VR kit earlier this year and assuring that the firm has been experimenting with this tech "from the very beginning."
"Because we don't publicise this until we release a product, it may look like we're falling behind," he admitted.
Nintendo president Shuntaro Furukawa said he doesn't expect all games to become cloud-based "any time soon" but acknowledges that "the technologies are definitely advancing."
"We see a future where cloud and streaming technologies will develop more and more as a means of delivering games to consumers," he said. "We must keep up with such changes in the environment.
"That being said, if these changes increase the worldwide gaming population, that will just give us more opportunities with our integrated hardware and software development approach to reach people worldwide with the unique entertainment that Nintendo can provide."
Senior executive officer Ko Shiota added the company is also investigating the possibilities afforded by 5G as the technology rolls out around the globe.
Subscriptions also came up, with Furukawa acknowledging this was a particularly hot topic at E3. He noted that subscription services are "becoming common in all sorts of industries, not just the games industry" and notes that Nintendo already offers one in the form of the NES games available to Switch Online subscribers (of which there are now more than 10 million).
"We believe that we need to further enrich these sorts of services in the future," he said. "Nintendo's policy is that we will consider whether each product we offer is suited to a subscription model as we expand our business in the future."
However, Furukawa would not comment on whether other past systems would be added to this service.
Elsewhere, the Nintendo president was asked whether we can expect to see Switch sales drop off given that they did for the Wii at this point in its lifecycle. He said the Switch's install base is actually accelerating and is confident the line-up seen at E3 -- including Luigi's Mansion, Pokémon, Animal Crossing and a sequel to Breath of the Wild -- "supports our expectation of further growth."
He also confirmed a new Nintendo store will be built in Tokyo's Shibuya Parco shopping centre that's due to open in November, and that details for the Switch's launch in China have still to be determined.
https://www.gamesindustry.biz/articl...hout-streaming
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July 8th, 2019, 17:48 Posted By: wraggster
There was an element of uncertainty about Bethesda's E3 2019. The company had already warned fans not to expect last year's big reveals: the sixth Elder Scrolls or new IP Starfield. So what did that leave exactly? Some new footage of the next Wolfenstein and Doom? Updates to Fallout 76? Surely there has to be more to justify a full blown E3 press conference?
Well, as it turned out Bethesda did have a few surprises. Namely, new horror IP GhostWire Tokyo from Tango Gameworks, and story-driven action game Deathloop from Arkane Studios. These two reveals mean that, coupled with Starfield, its upcoming release slate is looking decidedly different. That's three new IPs for a company that hasn't released one since The Evil Within in 2014. Is it a coincidence, or deliberate strategy?
"It's not really mandated in either direction," says Pete Hines, SVP of global marketing and communications. "It's about: What do you want to make and what does it line up with? We didn't go to ZOS [Zenimax Onine Studios] and say: 'You need to make a Commander Keen game, figure it out' [a mobile version of the classic IP was also announced at E3]. They said: 'Hey, nobody is doing anything with Commander Keen, we have an idea, can we do this? Here is what it would be.' It has to come from that direction as opposed to me mandating to Arkane that they have to do X or Y. They're like: 'This is what we want to do and we want to call it Deathloop.'"
https://www.gamesindustry.biz/articl...intendo-switch
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June 27th, 2019, 17:26 Posted By: wraggster
bsnes-hd beta 8 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:
option to disable widescreen for non-Mode 7 scenes
simple auto widescreen settings for backgrounds
new Mosaic mode for HD Mode 7, using 1x scale
optional widescreen markers and sprite clipping
soft crop changes are now applied immediately
https://github.com/DerKoun/bsnes-hd
http://www.emucr.com/2019/06/bsnes-hd-beta-8.html
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