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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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May 29th, 2019, 17:15 Posted By: wraggster
Another great video by Modern Vintage Gamer (MVG) on YouTube, old members here at EurAsia probably remember him as Lantus. I'm a bit late with the news about this one, but still worth a mention. Quote: 'Released in 2001, the Nintendo GameCube was Nintendo's first console to have an optical drive. In this episode we take a deep dive in the security of the GameCube and how it was defeated by both Soft-modding and Hard-modding techniques.'
This website is featured briefly in the video, nice cameo. Enjoy!"
http://www.eurasia.nu/modules.php?na...ticle&sid=3733
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May 22nd, 2019, 19:40 Posted By: wraggster
rsn8887 has released a new version of the port of Roller Coaster Tycoon to the Nintendo Switch:
# OpenRCT2 (RollerCoaster Tycoon 2) port for Switch
This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.
Data files from the original game are required to play this game. _RollerCoaster Tycoon 2_ data files are required to launch the game. Additionally, _RollerCoaster Tycoon 1_ data files are also supported.
Port by @rsn8887.
Installation
Download (see assets below), and unzip openrct2_switch.zip and copy the contents over to the /switch/ folder on your sd card, so that you have a folder /switch/openrct2 with many folders and files inside.
Copy all files and folders from a working Windows RollerCoaster Tycoon 2 installation to /switch/openrct2/rct2/ so that you have a files and folders /switch/openrct2/rct2/rct2.exe, /switch/openrct2/rct2/Data/, /switch/openrct2/rct2/Landscapes/, /switch/openrct2/rct2/ObjData/ and many more files and folders there. For my testing, I used the files from the gog.com version.
Optionally, you can also install the Windows RollerCoaster Tycoon 1 files. Just copy your complete rct1 files to /switch/openrct2/rct1/. Then you can select the RCT1 scenarios, and in options you can select to show the rct1 title sequence. For my testing, I used the files from the gog.com version.
Note: This game takes quite long to load at first, because it generates a bunch of cache files. Subsequent boots are much faster.
Controls
Left analog stick = mouse pointer control
Right analog stick = scroll the map
R = left mouse click
L = right mouse click
ZR = hold to slow down analog joystick mouse, useful to precisely position the pointer
ZL = hold to speed up analog joystick mouse
A = right mouse click
B = left mouse click
Y = shift key, hold and move mouse up/down to build above the ground
X = ctrl key, hold and move mouse to build multiple pieces at the same height above ground
Dpad up = zoom out (page up key)
Dpad down = zoom in (page down key)
Dpad left = rotate construction object (z key)
Dpad right = rotate camera (enter key)
R3 (press right stick in) = open cheat menu (ctrl-alt-c)
Hold ZL + dpad left = close topmost window (backspace key)
Hold ZL + dpad right = exit construction mode (escape key)
Minus = toggle between three touch control modes:
Touchpad style drag pointer with finger and tap to click, default:
Move a single finger to move the mouse pointer. Use short tap for left click. Hold a single finger while tapping a second finger for right click. Drag with two fingers to drag and drop.
Jump to finger without click
The pointer jumps to the finger, but the finger doesn't click. Use L/R or A/B to click
Jump to finger with tap click
The pointer jumps to the finger, and a short tap also generates a left click
Plus = bring up on-screen keyboard, useful for entering names, etc.
When pressing enter, it first erases existing text and replaces it with new text
Physical USB keyboard and mouse are supported. Not all mice work. There's a mouse compatibility
chart.
Current Limitations
No network support
Changelog
v1.04
Fix right mouse click input
Map object rotation to dpad left and camera rotation to dpad right
Map backspace to zl+dpad left and escape to zl+dpad right to make room for new rotation mapping
v1.03
Map shift, ctrl, backspace, and escape keys, useful to build above ground and quickly close windows.
Map cheat menu hotkey, now works by pressing the right stick in.
Make joystick pointer speed truly independent of fps. It now moves at constant speed even if the frame rate is low.
The filtering options now work as expected. In docked mode, linear gives a slightly blurry image, and sharp nearest neighbor gives perfectly sharp pixels.
General image quality improvements in both docked and handheld mode. The internal rendering now dynamically switches resolution between 1080p and 720p instead of always rendering at 720p. Also, the mouse pointer looks a bit sharper now in handheld mode.
The window scaling option now works and can be used to blow up or shrink down the whole game screen, including the user interface.
Different game resolutions should also work in principle now. This involves editing the window_width and window_height entries in /switch/home/openrct2/config.ini. Only 16x9 ratios will work correctly. I think the default choice of 960x540 looks the best.
v1.02
Fix mouse cursor not turning into a hand when hovering over hotspots in the park
Reduce joystick pointer speed slightly for easier control in-game.
v1.01
First release on Switch
https://github.com/rsn8887/OpenRCT2
https://www.nintendomax.com/viewtopi...837dd4d9bcdd35
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May 22nd, 2019, 19:37 Posted By: wraggster
fgsfdfgs has released a new port of Doom to the Nintendo Switch:
Features:
most things work, including sound, music, multiplayer and the hardware renderer;
launcher that lets you pick mods and start network games.
To install, unzip gzdoom_nx_1.zip to the switch folder on your SD card, then place at least one supported IWAD (eg doom2.wad) into gzdoom/iwads/. For the complete list of what GZDoom supports, see the wiki.
To run, start GZDoom Launcher from HBMenu. You can start GZDoom by itself, but it will default to the last played IWAD (or the one it finds in the folder).
Known bugs (as of v1):
When you exit the game via the Quit option in the menu, something doesn't deinitialize properly and the next homebrew you run will crash, unless you exit and reenter hbmenu.
Joystick axis settings might reset after restart.
Startup takes a while.
Some notes:
Launcher controls:
D-PAD: navigation
L/R: change tab
A: activate option
B: cancel/exit
X: reset option
PLUS: start game
GZDoom (especially some more complex mods) may require more RAM than is available in applet mode, so better use another title instead of the Album for HBMenu override, or use NSP HBMenu;
you can technically place the game into any folder, as long as the gzdoom folder is next to gzdoom_launcher.nro;
mods are supported (yes, Brutal Doom as well) and should be placed in the gzdoom/pwads folder because the launcher only scans that folder;
the launcher has predefined default profiles for most IWADs, you can add your own profiles by pressing Y on the main tab;
multiplayer was only tested between a Switch and a PC, but Switch <=> Switch will probably work as well;
you can start a netgame from the launcher; don't forget to change the player number from 1 and read the warning message;
the IP that's placed in the address field by default is your Switch's local IP, others can use that to connect to it if they're on the same network;
only the player that hosts the game needs to set gameplay settings, however everyone has to pick the same set of custom files as the host;
you can exit via the HOME button, but in that case the game won't save its settings;
if the game crashes, check for error.log in the gzdoom folder; if that doesn't help, turn on "Write log" in the launcher and run it again, then check gzdoom.log.
Credits:
ZDoom + GZDoom teams and other contributors for GZDoom;
fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
slash004, nabelo and other people from the ReiSwitched Discord and #switchdev for help and testing;
id Software for Doom;
mods/maps in screenshots: Alien Vendetta, abort_m, Hideous Destructor.
https://github.com/fgsfdsfgs/gzdoom
https://www.nintendomax.com/viewtopi...837dd4d9bcdd35
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May 22nd, 2019, 17:38 Posted By: wraggster
higan v106r144 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 v106r144 release.
byuu says:
not dead yet. full reed solomon implementation courtesy of merrymage's help
(still no C1/C2 CIRC, but P/Q RSPC is completed). implemented more CDD commands,
far enough along now to get the drive to seek to the start of the data track and
then .............. nothing. But ... progress?
https://gitlab.com/higan/higan
http://www.emucr.com/2019/05/higan-v106r144.html
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May 22nd, 2019, 17:35 Posted By: wraggster
It is time for another news update here at Team-Xecuter!Nothing major, just a minor update to our SX TOOLS app, the easy way to launch SX OS using your Android Phone:Changelog v1.1:
- replaced old payload with fresh (aligned) one.
- code cleanup to shrink app size and for better performance.
- removed "about" tab as it's irrelevant.
- general system stability improvement to enhance user's experience.
That's all for today, but please stay tuned for more exciting news!
https://team-xecuter.com/
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May 22nd, 2019, 17:32 Posted By: wraggster
'Tis the season for emulator enhancement projects. First, we've seen bsnes adding a high-definition Mode 7 upscaling feature, then a widescreen Game Boy emulator got released, and now it looks like mGBA will be receiving something fancy too!
One of the planned features for its next release is a high-res OpenGL renderer, which will allow for a variety of graphical improvements. Like the previously mentioned bsnes-hd, you can expect games using a Mode 7-like perspective effect (for example, F-ZERO ones and Mario Kart: Super Circuit) to look less pixelated when scaled. However, this time it doesn't just end there: sprite rotations and transformations have also been enhanced, as well as other display modes and miscellaneous graphical features! This means a good number of games will look noticeably better, as seen in some screenshots posted by mGBA's developer (endrift). A video has also been uploaded, showing the feature in action while playing F-Zero Climax (13x scaling, 3120x2080):
The high-resolution renderer is not yet available in stable mGBA builds, however it can be found in development ones (PC only). It's completely optional and will not be enabled by default: you can do so by looking at the "Enhancements" section in the settings (remember to set the renderer to OpenGL!). Keep in mind that by using a development build, you could find unexpected issues and poor performance, so it's still recommended to wait until a new stable version will be released unless you really want to stay on the bleeding edge.
https://mgba.io/downloads.html
https://gbatemp.net/threads/mgba-add...builds.539070/
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May 21st, 2019, 21:05 Posted By: wraggster
A short while ago, the Reicast folks teased their Dreamcast emulator on the Nintendo Switch and now, a release has unexpectedly descended upon us! In this article, we’ll be looking at the recently-released build of this 6th-generation console emulator for Horizon OS
Yesterday, Reicast Developer David G.F., released an alpha version of Reicast for the Switch in NRO format so that Dreamcast fans could enjoy their favourite games on Nintendo’s latest home console/portable. He went on to state that this version of Reicast was rushed to completion and as result, it has many issues although a proper release should be coming in the future. One of these major issues is that there’s no exception handling so texture invalidation isn’t working right now which may lead to some games having odd graphical issues.
On the bright side, this Reicast port has JIT (Just-In-Time compiler) support thanks to flyinghead which means that it performs quite well and some games can even run at twice the speed. This is pretty substantial considering that the Dreamcast is a console of the same generation as the PlayStation 2 and GameCube, consoles which were still pretty popular even up to half a decade ago.
Getting Reicast to work on your Switch is pretty simple and only requires you to:
- Install the NRO file provided in the link below
- Reicast needs a fair amount of memory (512MB+) so it’s not recommended you override the gallery/album application when launching it
- Create a directory named “reicast” on the root of your SD Card
- Copy the Dreamcast BIOS files (dc_boot.bin and dc_flash.bin) to /reicast/data on your SD card
- Copy any ROMs (i.e games) you want to run to the /reicast/ directory mentioned above
While there’s no official compatibility list, the following games run pretty well as per user reports in the release thread (below):
- Crazy Taxi
- Jet Set/Grind Radio
- Chu Chu Rocket (there are issues in the Settings menu but the game itself is fine)
- Metropolis Street Racer
- Sonic Adventure 1 till Windy Valley
- House of the Dead 2
- Shadowman (menu issues)
- Shenmue 1
- Spawn in Demon’s Hand
- Dead Or Alive 2
- Virtua Fighter 3
As stated above, an update will come in the near future so stay tuned for that if playing Dreamcast games on your Switch is something you’re into!
GBATemp Thread (download link + more info): https://gbatemp.net/threads/reicast-...-alpha.538394/
Reicast Team Twitter: https://twitter.com/reicastdc
Video demonstrating Reicast on the Switch in action (there’s Part II with more games; neither Wololo or myself are affiliated with the creator):
http://wololo.net/2019/05/15/reicast...at-full-speed/
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May 21st, 2019, 20:46 Posted By: wraggster
[h=2]Tobu Tobu Girl Deluxe[/h]is an arcade-inspired platformer in which a girl has to jump and dash through the atmosphere in order to save her cat following an unfortunate helium balloon accident. The game is a mix of retro and modern game design, with procedurally generated levels and fast-paced time attack-oriented gameplay. It also includes an original soundtrack composed by seasoned chiptune composer potato-tan.
Now on Kickstarter, get your copy!
https://pdroms.de/nintendo-gameboy-g...me-kickstarter
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May 21st, 2019, 19:34 Posted By: wraggster
Soko Banana is a brand new puzzle game for the Nintendo Entertainment System. This bright and colorful puzzler brings hours of fun and challenge, making your way through dozens of hand-crafted levels.
Built on the classic idea of Sokoban, Soko Banana introduces a bunch of new game elements to add to the challenge. You visit banana warehouses on different islands, and the main goal is to get all the banana crates to the exit, using the environment to your advantage while avoiding traps and enemies.
There are also 3 stray bananas scattered around each level…
https://pdroms.de/nintendo-nintendoe...arter-nes-game
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May 21st, 2019, 19:33 Posted By: wraggster
EasyRPG Player is an open source implementation of the RPG Maker 2000/2003 engine. Get a RPG Maker 2000/2003 game and place it in a direct subdirectory of the Player (boot.dol). After starting the Player a game browser will launch and you can pick the game. Valid games have the files “RPG_RT.ldb” and “RPG_RT.lmt”. You can also launch Player in standalone mode by placing the game directly in the Player directory.
Changes and release notes can be found here. The program has been updated few weeks ago in March 2019.
https://pdroms.de/nintendo-wii/easyr...-wii-port-misc
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May 21st, 2019, 19:32 Posted By: wraggster
Here is their latest update to hold you over as WAIN prepares a major update with more new features based on feedback from SX OS users:SX Dumper Changelog v2.0.3
- dumps started for titles without titlekey and bad ticket got created.
- Next
That's all for today, but please stay tuned for more exciting news!
https://team-xecuter.com/
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May 21st, 2019, 19:32 Posted By: wraggster
Citydemo is demo with randomly generated track with buildings and overpasses in a neon/retro80s/futuristic style.
[h=2]Features[/h]- Randomly generated railway
- Random City
- Multiple Cameras
Add your ideas or suggestion by clicking on the 'discussion' tab or here
http://wiibrew.org/wiki/CityDemo
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