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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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June 27th, 2019, 17:20 Posted By: wraggster
higan v106r170 is released. higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan Changelog:
* Update to v106r170 release.
byuu says:
I finally pass blargg's dmg-sound and cgb-sound tests, but at quite a cost.
Reads and writes can't happen on an exact T-cycle (clock cycle) point within an
M-cycle (opcode cycle) for the DMG. Writes to trigger take effect two clocks
after writes to wave RAM, for instance. Probably going to be a lot more of this
in low-level PPU emulation, so I'm biting the bullet and slowly converting the
Game Boy bus handler to this new format, which I'll use as a test bench for
doing this later to other systems with, since Game Boy performance isn't as
critical (it's a drop from 220fps to 200fps to have to poll the bus four times
per memory access and synchronize the CPU four times as often, so a lot less bad
than I'd feared at least.)
https://gitlab.com/higan/higan
http://www.emucr.com/2019/06/higan-v106r170.html
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June 26th, 2019, 21:56 Posted By: wraggster
ReiNX 2.4 has been released and, thanks to this new update, @Reisyukaku and @EliseZeroTwo 's Switch custom firmware is now able to boot under OFW 8.1.0! Not much else has been added from the previous version but, if you're interested in DeltaLaunch, you'll be happy to know this update retains full compatibility with it. On a last note, @EliseZeroTwo, who should be credited for coding the changes made for this version, said that the next release will be "a big one", with emuMMC support planned alongside other features.
The full official changelog is as follows:
Quoted from Changelog: - 8.1 support
- Added stabilityTM
Click to expand...
If you're having trouble booting ReiNX, try to do a clean installation instead of overwriting the files on your microSD.
Source
GBAtemp thread
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June 26th, 2019, 21:51 Posted By: wraggster
You thought it was dead, but the Nintendo Wii U lives on. Following an update that initially was just for European regions, the update is also supposedly to be made available in North American and Japan, according to patch notes. However, currently, Nintendo of America's site does not note any new firmware revisions, nor do we know if the update will actually come to non-EU systems. At this point, we have no idea what 5.5.4 changes, besides standard stability. The last time we saw an update for the Wii U was all the way back in September 2018, for version 5.5.3 which was yet another stability update. If you still value using your Wii U, you might want to wait on updating, to see what this changes in terms of homebrew.
- Version number: 5.5.4
- Release date: June 24th 2019 (North America) / June 25th 2019 (Europe, Japan)
- Regions: Europe / North America / Japan
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience
Click to expand...
The following titles were updated: VersionData, and Wii U Menu.
Total titles sizes: 102482052
SOAP TitleHash: 0B1C2469FA99869CFFD6642AD035D006
Title info:
N/A
https://gbatemp.net/threads/nintendo...-5-5-4.541774/
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June 26th, 2019, 21:49 Posted By: wraggster
The wait is over! Caffeine, a Deja Vu-based warmboot exploit for the Nintendo Switch which allows users to launch any RCM payload, has been updated to support firmware 4.1.0. While this is already good per se, things become significantly more interesting if you consider that the exploit is also able to work on patched consoles, thus marking the first time said units are able to boot into full CFW! PegaScape has also been updated to include this new version of Caffeine, giving users an easy way to take advantage of it on their consoles.
However, if you want to try this yourself, be very wary when using homebrew able to make permanent modifications to your system's NAND. What works or is easily fixable on a fusèe-gelèe compatible Switch can make a patched unit permanently bricked. Do not enable AutoRCM under any circumstance on a patched console, you will brick if you do so. On the other hand, it is highly recommended to make a NAND backup as soon as possible and dump your keys using Lockpick_RCM. You can also set up emuMMC to run games and homebrew using any higher firmware you like while leaving sysNAND on 4.1.0 to boot Caffeine.
Quoted from From PegaScape: Up to now, almost all homebrew for the Switch have been developed with the concept in mind that everyone has access to RCM. As such, most homebrew and especially RCM payloads have zero protection for users on IPATCHED units.
Understand that this means it is incredibly easy to do something which, while considered normal on consoles with an exploitable RCM, can render IPATCHED Switches permanently inoperable. For your safety, you should avoid using the following homebrews on IPATCHED systems:
- memloader
- ChoiDujour
- ChoiDujourNX (safe on emuMMC, do not use on sysnand)
- Anything involving AutoRCM (briccmii, SX OS payload, etc)
- Many homebrews have been updated to block enabling AutoRCM on IPATCHED units including Hekate and ChoiDujourNX. Still exercise very high caution.
- Anything which writes to sysNAND without proper security or verification in place
Upon using PegaScape to reboot into a payload on an IPATCHED Switch, you should immediately create a NAND backup with Hekate and dump all of your keys (especially BIS keys) with Lockpick_RCM. Understand that by not dumping these, there is no recovery method for your Switch should anything cause it to fail to boot.
You should strongly consider using an emuMMC for all CFW usage to avoid any damage to your Switch.
That said, celebrate! We can now run CFW on IPATCHED Switches!
Click to expand...
While there is no detailed guide on how to set up the exploit yet, user-friendly tutorials are said to be on their way for anyone interested.
EDIT: PegaScape has now been released publicly, see the second Source link for more info.
Source 1 ( original NOTE: ReadMe has not been updated yet / precompiled binaries)
Source 2
https://gbatemp.net/threads/caffeine...itches.541826/
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June 26th, 2019, 21:47 Posted By: wraggster
The EON Super 64, the first-of-its-kind, plug-and-play solution connecting the Nintendo 64 with modern television and monitors, launches July 22, 2019.
Developed by EON, the creators of the acclaimed GCHD and GCHD Mk-II, the Super 64 fits seamlessly into original hardware and upscales beloved retro classics on modern displays without risky modifications. EON introduces the world’s first Nintendo 64 HDMI adapter that operates without an external power source and yields truly lagless input. The Super 64’s gorgeous upscaled 480p boasts twice the resolution of the original console’s video output. Seriously.
“Slick Mode” enables retro fans to relive the triumphs of yesteryear with even smoother visuals, rounding out jagged edges for a sharper image that makes classics look better than ever. Through EON’s careful attention to detail, the Super 64 boasts the truest representation of color to create the most faithful N64 experience supplanting efforts of typical cable upgrades.
The beloved N64 sold over 32.9 million units since its 1996 debut. The Super 64 builds a bridge of nostalgic perfection between the N64's analog output and high-definition displays. Nostalgic gamers and competitive players can enjoy their favorite N64 titles on modern setups via HDMI, foregoing the need for heavy CRT televisions or risky console modifications.
EON's patent pending design is carefully crafted to prevent stress on older hardware and allows the N64 to slot neatly alongside modern platforms.
Delivering an upscaled experience that still champions the original look and feel guided EON's development process, evident in the Super 64's form-fitting elegance, brilliant display of colors, and remarkable audio fidelity.
"The Super 64 was designed to celebrate the console that pioneered 3D gaming. We set out to create something that respects the original hardware while delivering the original look and feel," said Justin Chou, Justin Scerbo, and Allan Chou, founders of EON. "The Super 64 is for everyone seeking to relive those classic experiences, and for a new generation for whom so many memories have yet to be made."
https://castlemaniagames.com/collect...s/eon-super-64
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June 26th, 2019, 21:42 Posted By: wraggster
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.9c Changelog:
[quote]
# New in 1.15.9c:
GX2: Fixed a leak in streamout cache
CPU: Better emulation of XER OV/SO bits
VC DS boots a little further now
# New in 1.15.9b:
GX2: Fixed a bug in streamout cache
# New in 1.15.9:
general: The game list can now be sorted by name, game time and last played (#86)
general: Added favorites to the game list that always are at the top of the list (#86)
Games can be marked as favorite via the right click menu
general: Updated look of software keyboard and shader compilation screen
general: Graphic pack tree view will group sub categories together (#85)
Previously individual packs and sub categories would be mixed together based on alphabetically order
general: Minor UI tweaks
coreinit: Fixed a bug where __ghsLock() would not acquire the processor lock
Fixes random crashes in Just Dance 2018 and possibly other games
coreinit: Added support for negative alignment to MEMAllocFromBlockHeapEx()
DS Virtual Console games no longer crash on boot
GX2: Better handling for streamout append operations
Fixes polygon distortions in Xenoblade Chronicles
GX2: If uniform data maps to streamout cache, then limit uniform size to match available data
GX2: Handle negative inputs for GPU7 shader log2() function
This change is mainly to avoid vendor-specific bugs due to undefined behavior
Fixes Nvidia specific graphic bugs in Art Academy and possibly other games
AX: Implemented AXGetMultiVoiceReformatBufferSize()
With this Axiom Verge no longer crashes on boot. It's not known if other games use this API
vpad: Simulate VPAD internal sample rate for games that spam VPADRead() in a loop
Improves performance in Art Academy games
H264: Added support for frames that are split into multiple NAL slices
Required for the intro video in Dont Starve: Giant Edition
H264: Properly handle H264DECEnd() when the decoder session was already ended (#71)
This fixes a crash in Duck Tales: Remastered[quote]
http://cemu.info/
http://www.emulation64.com/view/2983...159c-released/
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June 26th, 2019, 21:41 Posted By: wraggster
Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.9.8 Changelog:
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New Features
Debugger: General improvements as well as new features/tools (and bug fixes.)
NSF: Allow rewinding during NSF file playback and fixed an initilization problem with VRC6 audio.
History Viewer: Added a few new features and options, including allowing it to be used with NSF files.
Video: Added support for 512-color palette files (for color bit emphasis.)
Input: Added options to configure the deadzone size for analog sticks and to hide the mouse cursor when using a zapper.
Dip switches: Dip switches can now be configured for all cartridges that use them (instead of being limited to VS System games.)
Bug Fixes
APU: Fixed frame counter bug that caused audio to sometimes be paced slightly incorrectly.
APU: Fixed DMC power on state to match hardware test results.
PPU: Prevent palette updates during horizontal blank when rendering is enabled (to match expected hardware behavior.)
Namco 163: Fixed problems with battery save data.
Bandai FCG: Added support for EEPROM save data.
MMC5: Fixed incorrect attribute data when using fill mode.
VRC7: Updated audio instrument values to match the values recently dumped from hardware.
AOROM: Fixed power on mirroring state.
Misc: Fixed minor bugs in a variety of mappers (including mappers 112, 176, 320 and UNROM512.) |
http://www.mesen.ca
http://www.emulation64.com/view/2984...v098-released/
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June 26th, 2019, 21:40 Posted By: wraggster
SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.12.1 Changelog:
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Bug Fixes
Fixed the CGB and AGB boot ROMs being corrupt on the Windows version
Improved audio quality on the SDL ports on systems using a large audio buffer |
https://sameboy.github.io
http://www.emulation64.com/view/2986...acOS-released/
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June 26th, 2019, 21:39 Posted By: wraggster
melonDS aims at providing fast and accurate Nintendo DS emulation. While it is still a work in progress, it has a pretty solid set of features:
• Nearly complete core (CPU, video, audio, ...)
• OpenGL renderer, 3D upscaling
• RTC, microphone, lid close/open
• Joystick support
• Savestates
• Various display position/sizing/rotation modes
• (WIP) Wifi: local multiplayer, online connectivity
• and more are planned!
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• fix GL renderer not working at all on certain setups (RSDuck)
• add 32bit writes to certain IO ports (fixes some freezes)
• OpenGL: disable vsync under Windows
• fix bug when mapping a joystick axis but no button
• set kMaxIterationCycles to 64 (old value 16)
• fix potential crash when pressing Escape with menus opened
• OpenGL: remove shitty hack
• OpenGL: better lines
• fix potential crash when closing emu |
http://melonds.kuribo64.net/downloads.php
http://www.emulation64.com/view/2987...-082-released/
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June 26th, 2019, 21:36 Posted By: wraggster
Final Fantasy III is a game for the Famicom/NES that never saw release outside of Japan in it’s original form. In 2006, Square Enix remade the game for the Nintendo DS, which was the first time players worldwide were able to experience some form of this game.
This specific translation is actually a ‘do-over’ from a previous attempt in 2016.
Although previous fan-translations of this game exist, they were made before Square’s DS remake. As such, in 2016 Chaos Rush wanted to make a new translation-hack of the original Final Fantasy III for Famicom/NES that aimed to port the script used in the DS remake (when applicable, because the remake alters certain story elements) while retranslating from scratch any parts that were altered in the remake, with the end goal being an English-language version of the original Final Fantasy III with the canon names for characters, spells, items and such. While this initial project was completed, it had its issues: In order to fit the script, Chaos Rush expanded the ROM to 1mb while using a patch that converted the game to use the MMC5 mapper, thinking that there wouldn’t be any issues that stem from it by doing so. Several users pointed out that the RAM configuration used in Final Fantasy III would not have been compatible with the MMC5 mapper to begin with. In addition to that, there were several bugs and crashes that stemmed from the MMC5 mapper conversion, and certain emulators did not support the hack at all. Several users requested that the project be redone in order to keep the 512kb ROM size of the original game and look into ways to compress the script, so that users can finally have a hardware-compatible version of the original Final Fantasy III in English that uses the canon terminology.
With that said, in 2019 Chaos Rush produced a new version of the translation that keeps the game’s original ROM size and mapper configuration. In order to fit the script into the game’s limited space for text, the script had to be redone from the 2016 version, thus a new script was produced that words things as minimally as possible while implementing DTE compression into the game in order to fit as much text as possible within the original ROM size. The new script was produced by comparing the Japanese text from the original Famicom version with the English text from the 2016 translation (which about 75% of was a script port of the DS version), and then coming up with a new line that words things as minimally as possible while getting across the main points expressed in the Japanese script while keeping the “spirit” of the DS script. Thus, it is more or less an abridged version of the script from the 2016 version, but the Japanese text was looked at in both cases. The compressed script takes up 99.97% of the space used by the Japanese version of the game for the text.
Whether you want to call this a translation or an “abridged script port”, either way the end result is an English-language version of Final Fantasy III for the NES that uses the terminology from Square Enix’s remake on the Nintendo DS (and subsequent ports), with a script that provides a similar atmosphere to the remake while also staying true to the original text, all while keeping the same ROM size and mapper configuration as the original game.
https://www.romhacking.net/translations/4760/
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June 26th, 2019, 21:34 Posted By: wraggster
It’s been six months to the day since AGTP released the translation patch for Super Robot Wars EX; today, a patch releases for Super Robot Wars 3 that brings it up to the standard set by EX. This is a dramatic improvement over the patch released at the end of 2002 in nearly every sense, technically, linguistically, and aesthetically. The bad names have been fixed, the translation has been doublechecked, and the game has been completely re-hacked from the ground up using the code written for SRW EX.
The new release is complete and should be issue-free; enjoy!
http://agtp.romhack.net/
http://www.romhacking.net/forum/index.php?topic=28740
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June 24th, 2019, 21:17 Posted By: Shrygue
via Venture Beat
Nintendo revealed during its Electronic Entertainment Expo (E3) Direct presentation today that a remake of Panzer Dragoon is coming to Switch. It is coming out this winter.
Panzer Dragoon is a classic rail shooter for the Sega Saturn. The remake will include improved visuals and controls. The last game in the series, Orta, came out for Xbox back in 2002.
This remake will improved visual and controls.
“On a far, lone planet, you encounter two dragons awakened from the ancient times,” Nintendo detailed in a press release sent to GamesBeat. “Armed with a deadly gun from the past, and the guidance of your armored blue dragon, you must fulfill your destiny and keep the Prototype Dragon from reaching the Tower, or die trying.”
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June 21st, 2019, 11:18 Posted By: wraggster
We are back with another update for SX OS. As you all probably know, one of our main priorities is making sure existing users are able to keep enjoying SX OS.
This update brings full compatibility for the recent firmware update 8.1.0.
Nothing more, nothing less. We have some very cool features lined up that are not quite ready for primetime yet. And we didn't want to keep you waiting till next september either.
So what are you waiting for? SX OS 2.8 beta is available for download on our website now! (and through the builtin online updater part of SX OS, of course)
—< Team-Xecuter - Rocking the Switch in 2019 and beyond! >—
https://team-xecuter.com/
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June 21st, 2019, 11:14 Posted By: wraggster
A quick update has been released for @SciresM 's Switch CFW, Atmosphère, bumping the version up to 0.9.1. Support for the latest available OFW (8.1.0) has been added and a few emuMMC-related bugs have been fixed. This, however, is not the general bugfix release the devs were talking about previously, so emuMMC should still be considered experimental for the time being.
The official changelog can be read below:
Quoted from Changelog: 0.9.1 is Atmosphère's nineteenth official release.
fusee-primary was last updated in: 0.9.1.
With thanks to the @switchbrew team, Atmosphère 0.9.1 is bundled with hbl 2.1, and hbmenu 3.0.1.
The following was changed since the last release:
- Support was added for 8.1.0.
- Please note, emummc is still considered beta/experimental -- this is not the inevitable bugfix update for it, although some number of bugs have been fixed.
- General system stability improvements to enhance the user's experience.
For information on the featureset supported by 0.9.0, please see the official release notes.
Click to expand...
On a last note, fusee-primary has also been changed with this version. Remember to update it too if you're using it!
UPDATE: If you were not being able to boot with this release, re-download it from the repo. A bug has been fixed which caused the system to hang if there was no emummc.ini file present on the microSD card.
https://gbatemp.net/threads/atmosphe...upport.541336/
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June 21st, 2019, 11:09 Posted By: wraggster
Jorge and I have released both the playable ROM and source code of our first VUEngine multiplayer demo on our Patreon page. The ROM is almost identical to that released last year, but it has slightly different physics and updated credits.
For those of you who weren't able to see the original, Patron-only release post for "SPONG", it is a multiplayer top-down Pong variant for the Virtual Boy that supports the link cable. It's meant as a rather simple demo project for the engine's multiplayer capabilities.
We have moved away from further developing this game due to people's interests in other projects, so we think that it is time to release the sources to give developers some solid sample code at hand that shows how to implement multiplayer game logic using VUEngine's CommunicationManager class. Please, find the sources in the link below:
https://bitbucket.org/vuengine/spong
more here https://www.planetvb.com/modules/new...hp?storyid=461
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June 20th, 2019, 17:04 Posted By: wraggster
Following E3 2019's annual deluge of game announcements, NPD analyst Mat Piscatella has outlined his predictions for game sales in 2019, including Call of Duty: Modern Warfare as the year's top seller and Nintendo as best-selling publisher.
In a blog post, Piscatella outlined his takeaways from the show's major exhibitors. Despite E3's seemingly heavy focus on streaming and subscription services, he feels the audience was left with more questions than answers, and doesn't see Stadia or Project xCloud making a significant market impact in 2019. However, he predicts xCloud will have an impact on ongoing Xbox hardware sales and Game Pass subscriptions.
"Nintendo Switch is the most important piece of video game hardware in the market right now," he says of Nintendo's presentation, saying he expects its hardware sales to continue in strength and for Nintendo to wrap up the year as the best-selling publisher, with sales driven largely by Pokemon Sword & Shield (which launch in November).
Overall, Piscatella sees a stronger-than-usual line-up for the "transition year" between console generations, though with no major end-of-year release akin to 2018's Red Dead Redemption 2, a number of other titles could slip into the top 10 unexpectedly.
https://www.gamesindustry.biz/articl...ling-publisher
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