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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 21st, 2019, 19:29 Posted By: wraggster
Wallpapers can sometimes be a bit boring. Even if you install several customisation tools, add many widgets to your desktop and put a thousand different images in your slideshow folder, there's always something that feels a bit dull and static. But what if you could say goodbye to all these silly animations, gadgets and skins and get a real dynamic wallpaper, one that would be fully interactive and could also respond to your inputs? How about something that gives you a challenge whenever you minimize a window instead of just letting you stare idly at your icons, links and taskbar? What if you could have... a completely functional Game Boy emulator as your wallpaper?
You've read that right, thanks to the developer rocksdanister and its newly released GBWallpaper tool, it is now a real possibility! The application is essentially a unity-gb emulator wrapper acting as a live wallpaper, which also includes many additional features and customisation options, such as different layouts and an audio visualizer. You can choose to either play the game yourself like you would on any regular emulator or record macros, essentially turning it into a nice animated backdrop. If you're worried about system resource utilisation then don't be, as the emulator will automatically stop when you run fullscreen apps and games.
However, there are a few limitations that need to be addressed. GBWallpaper is currently only officially compatible with Windows 10 and does not support multi-monitor setups; plus some actions, like temporarily switching focus to a window or running some applications, may make the input non-responsive. Finally, if you're a fan of Super Mario Land then you may be disappointed, as the game is currently incompatible with it.
If you're interested, you can find the ReadMe below (as well as a download link in the sources):
Quoted from From the ReadMe: About
Feeling bored with basic picture wallpapers? Want to play a quick game while all windows are minimzed? Well why not just run a full gameboy emulator as desktop wallpaper!
Don't want to play? then disable keyboard input & use Macro input, save sequence of moves & automatically play it back; Like an animated gif wallpaper.
Don't worry about performance overhead, it will pause when running fullscreen games or application.
Download
Latest version: v0.1 (Windows 10 Only)
Unzip the file, select Start.exe to get started.
Save files & settings are stored in \Saved Games\GBWallpaper.
Features
- Different layouts styles.
- Emulator will pause when running fullscreen application or games (~0% cpu & gpu usage).
- Sound & keyboard input will get disabled when not on desktop, game will continue to run.
- Audio Visualiser for running games.
- Runs at system startup (optional).
- Macro input, save sequence of moves & automatically play it back; Like an animated gif wallpaper.
- Keyboard input & audio can be disabled.
- Save works for supported games.
What is planned for future release
- Multimonitor system support.
- Currently using unity-gb emulator, might switch it with a better one.
- Better pause algorithm that works in various situations.
- More macro input options.
- Bug fixes.
Issues
- SUPER MARIOLAND crash in menuscreen.
- Keyboard input sustaining if you hold and change window focus.
- Currently disabled on multimonitors systems due to bugs/further testing required.
- Certain applications will interfere with window focus, will require user to click on desktop to give input.
FAQ
Who asked for this?
Saw the suggestion on discord chat, got intrigued; took me longer than expected to make. Is this useless? maybe. Did I waste my time? Possibly. It was a good learning experience & fun to make.
High system usage?
The default style of blurred background is a bit expensive if you don't have dedicated graphics, just use different layout style such as "Simple". Regardless, when fullscreen application or game run it will goto ~0% usage.
Not taking input?
Certain applications can interfere with focus, just click on desktop or taskbar to regain focus.
Where is the source code?
I will update it later after cleanup & final update.
Donation
Support me on Ko-Fi
https://github.com/rocksdanister/GBWallpaper/releases
https://gbatemp.net/threads/gbwallpa...ulator.538836/
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May 21st, 2019, 19:26 Posted By: wraggster
An iconic entry of the beloved Puyo Puyo series has been fully translated into English!
Puyo Puyo!! 20th Anniversary takes place after Puyo Puyo 7. This time, our Puyo 7 protagonist Ringo Ando suddenly finds herself teleported to another dimension! Luckily, it’s the dimension of her world-crossing friends who can help her find her way back home. Featuring 24 individual routes, Puyo Puyo!! 20th Anniversary celebrates the shenanigans of its diverse cast as they Puyo pop their way through each and every challenge!
Puyo Puyo originated as a spinoff of the classic and dramatic dungeon crawler Madou Monogatari, its unique action-puzzle gameplay has both attracted a committed fanbase in Japan and vaulted it into the world of esports. With its recent resurgence in English-speaking territories, now’s the perfect time to pick up Puyo Puyo!! 20th Anniversary and meet its cast!
This patch is for the Nintendo DS version, made possible by the team at Precise Museum along with some additional help from Puyo Nexus.
https://www.precisemuseum.com/
http://www.romhacking.net/forum/index.php?topic=28456
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May 20th, 2019, 22:17 Posted By: wraggster
The live-action Pokémon film Detective Pikachu had the biggest opening weekend of any video game movie in the US, but its performance in China left it lagging behind Warcraft worldwide
According to data published by Variety, Detective Pikachu's single biggest market was the United States, where it earned $58 million in ticket sales from 4,202 screens.
Detective Pikachu earned more in the US than the previous record holder, Lara Croft: Tomb Raider, which grossed almost $48 million (not adjusted for inflation) when it opened in 2001.
https://www.gamesindustry.biz/articl...pening-weekend
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May 10th, 2019, 19:53 Posted By: wraggster
iNES v5.7 is released. iNES is a program that emulates Nintendo Entertainment System (NES) and Famicom videogame consoles on your computer. It plays NES games on PCs, PocketPCs, Macs, Unix boxes, etc.
iNES v5.7 Changelog:
Refactored mapper #4 (MMC3) implementation, fixed multiple bugs.
Gunnac title now shows without garbage.
Fixed sprite rendering at the left edge of screen.
Fixed vibrating sound during replay.
Disabled percussion channel in MIDI recordings (too much noise).
Fixed window title in iNES-Windows when started from command line.
Fixed PulseAudio hangup on exit in iNES-Linux.
http://fms.komkon.org/iNES/
http://www.emucr.com/2019/05/ines-v57.html
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May 10th, 2019, 19:45 Posted By: wraggster
@XorTroll's amiibo MitM and emulation sysmodule for the Switch just received a rather hefty update! With it, we've also got a quick announcement for an upcoming (and related) feature for Goldleaf, so read on if you want to know about both!
First and foremost, emuiibo v0.2 uses a new format to store data on the microSD card. You won't have to worry about incompatibilities, however, as the homebrew will convert any of the old BIN files automatically upon startup. The new format brings several improvements compared to the old one, as every emulated amiibo gets its own directory with separate contents and a JSON file containing metadata inside. This makes editing your dump's data much easier: for example, one can now edit the JSON with a text editor to change an amiibo's name, its first/last write date or swap its associated Mii painlessly! Talking about Miis, emuiibo will also dump their char-info data on startup, so swapping an emulated amiibo's with your own is as easy as copying a single file.
If you play a game which gives you a bonus for every different amiibo you own, then you may be interested in this next function: by adding a "randomizeUuid" field to the JSON file and setting it to true, you can tell emuiibo to randomize a dump's unique ID every time it's loaded. By doing so, you can trick said games into giving you that bonus forever, as they'll think you're reading a different figure each time!
Additionally, emuiibo is now able to emulate and store progress saved in amiibos too. This is used by some games such as Super Smash Bros. Ultimate and the new format is also able to enhance this feature, as a real amiibo will only be able to store just one save, while this will allow you to have many for each figure. Last, but not least, the HOME button will now blink whenever you input a button combination to trigger one of the sysmodule's features (for example, when pressing the right stick + up/down to enable/disable it).
@XorTroll has also announced that Goldleaf's next version will support amiibo dumping using the previously mentioned new format, so you'll be able to store and emulate your own figures with ease! As usual, you can read the full changelog below:
Quoted from Changelog: - Amiibo progress saving support
- Games like SSBU allow saving their progress on amiibos. Now this is supported by redirecting savedata to files inside amiibo's "areas" directory.
- This, in fact, provides another advantage, as real amiibos just allow savedata for one title, while this system allows to have multiple saves.
- Amiibo system changed
- First of all, don't worry. All amiibo BIN files found in emuiibo dir will be auto-converted to the new system.
- The new system has every amiibo in a different directory, which contains the amiibo ("amiibo.bin"), a JSON metadata file ("amiibo.json"), an "areas" directory (see above) and a mii char-info copy ("mii.dat").
- On this system everything can be customized. In order to change miis you would need the char-info data, which is stored inside the console. To help with this, emuiibo will dump all console miis inside "miis" directory in emuiibo dir, named with the index + mii name (example: "0-XorTroll.dat"). To use it, copy to the amiibo dir and name it as "mii.dat".
- An interesting option can be added to the JSON ("randomizeUuid" boolean), which makes emuiibo randomize the amiibo UUID. Having this means special circumstances in certain games, like being recognized as a different amiibo each time in BotW, hence infinite supply.
- IMPORTANT! After using 0.2, since the old system gets changed to the new one, 0.1 won't find any amiibos as they're not on the root dir now. Thus, avoid using 0.1 after using 0.2.
- HOME button LED blink (7.x+, sadly)
- On firmwares on 7.x or higher, performing a combo makes the HOME button blink, which is a simple and nice system to signal that a combo has been performed. Not supported on previous versions for technical limitations.
- nfp:emu service changed, with new commands
Click to expand...
Emuiibo is compatible with both Atmosphère and ReiNX. However, some users have reported crashes at boot with the former: if this happens to you, create an "emuiibo" folder on the root of your microSD card if it doesn't exist and reboot your console.
Source
https://gbatemp.net/threads/emuiibo-...leased.538173/
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May 10th, 2019, 19:44 Posted By: wraggster
Not too long ago, we saw the first release of the Mode 7 HD mod by DerKoun for bsnes, a Super Nintendo emulator. This allowed for SNES games that utilized Mode 7 to be upscaled at up to 4x their original resolution. Byuu, the lead developer behind bsnes, then incorporated DerKoun's code into an official branch of the emulator, to be built upon. After a few tweaks here and there, the 5th beta of the "Mode 7 HD" mod has released, bringing with it some new changes and additions. Firstly, this branch of the emulator has gotten an official name: bsnes-hd. This was done not only for clarity on the title of the project, but also because DerKoun plans to add new upscaling features to more than just Mode 7 related things. Notably, a widescreen mode for non-Mode 7 backgrounds has also been added, though it's buggy and can cause crashes in specific games such as Donkey Kong Country, while F-Zero appears to work fine, and Super Mario World, though it has some issues, it also plays well enough. You can try games out for yourself by grabbing the latest beta of bsnes-hd down below.
Download (Windows and source):
http://s000.tinyupload.com/index.php...68394989134799
This is, of course, offered as-is.
If anyone could provide binaries for Mac, Linux or anything else it would be much appreciated.
Name change:
The project is now named "bsnes-hd", as "HD Mode 7 mod" was simply too long. Also I have moved beyond just Mode 7 and have plans for more. A repository will be available soon.
New features:
- Widescreen for non-Mode 7 backgrounds. Results of course vary between games and even scenes.
To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer.
The default is always "on" for all 4. Sample values for some games are:
"F-Zero": BG3: "off"
"HyperZone": BG2: ">80"
Please post settings for other games here.
2. Sprites that are partially inside the non-widescreen area are now drawn entirely when possible.
The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. This will however cause significant artifacts in many games. If ROM-hackers want to discuss optimizing games for this, feel free to contact me.
3. more widescreen aspect ratios (16:10, 21:9, ...)
Known issues:
- Setting very high scale factors and a widescreen AR at the same time causes the emulator to terminate. The solution would be increasing the size of the arrays that store the pixels. That, however, causes lower frame rates at any settings. So I won't fix this, until I can do so without impacting performance for everyone. My lack of C++ experience makes this difficult. Maybe someone can help me out here.
- (edit) The logo intro of Donkey Kong Country crashes in widescreen.
Coming next:
Auto detection for perspective correction. I know I wanted to that first, and I have the fundamentals done, but the widescreen additions just got done quicker. I'll keep working on it.
Thanks for all the feedback, and the articles and videos. It's still feels kind of unreal to me.
Source
https://gbatemp.net/threads/new-upda...-games.538178/
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May 10th, 2019, 19:42 Posted By: wraggster
Version 1.15.6c of Cemu, the well-known Wii U emulator for PCs, has just been released publicly!
The new update includes a brand new per-game profile editor, which can be accessed by right-clicking any game on your list, and allows you to change CPU, graphics, miscellaneous and controller settings individually. As you may have anticipated with that last point, you can now assign specific controller profiles for each game as well! The UI has also received some changes, as old and deprecated settings (conventional shaders, the experimental and CPU timer menus) have been removed. Separate shaders can still be used, however, RDTSC will be turned on for all games and the CPU timer will always default to host based. Lastly, Lego/Skylanders USB portals compatibility has been improved, with said games also receiving a small performance bump.
You can read the full chngelog below: # Cemu detailed changelog for 1.15.6c
# Patreon release date: 2019-05-03
# Public release date: 2019-05-10
# New in 1.15.6c (public release):
general: Fixed a bug where default game profile options would be applied even if no game profile existed
GX2: Added a fast path for software texture copies when both the source and destionation texture use tilemode 4 (improves performance in Lego games)
# New in 1.15.6b:
general: Restored compatibility with cemuhook custom timers
general: Fixed broken bicubic and hermite upscaling/downscaling filter
CPU/JIT: Always correctly emulate single-precision operations (fixes softlocks and gameplay bugs)
# New in 1.15.6:
general: Reworked UI and removed deprecated options
Experimental menu is gone and RDTSC is now always on
Removed support for conventional shaders (always use separable shaders)
CPU timer mode is now always 'host based'
general: Added UI to configure game profiles (accessible via right click on an entry in game list)
Includes option to set controller profiles (#17)
general: Added tooltips for some of the settings
nsyshid: Implemented HIDWrite()
nsyshid: Use packet maximum size provided by device instead of a fixed value
nsyshid: Accuracy tweaks in HIDRead()
These changes should improve support and increase stability for Skylanders and Lego USB portals
coreinit: More tweaks to MEM2 heap size to fix Lego games (#48)
Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
Source
https://gbatemp.net/threads/cemu-v1-...leased.538200/
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May 10th, 2019, 19:30 Posted By: wraggster
Time, it seems, is up for Nintendo 3DS.
Although Nintendo expects steady sales from the 3DS family of products during its next financial year -- to the tune of 100,000 console sales and 500,000 software sales -- there are no plans for any further first-party games.
Indeed, Nintendo's portable teams all appear to be working on Nintendo Switch games, with new titles in the Pokémon, Animal Crossing, Luigi's Mansion and Fire Emblem franchises, plus an isometric Zelda adventure. These are all titles that have performed strongly, critically and commercially, on 3DS during the last generation.
Furthermore, rumours persist of a new, cheaper Switch model designed to be Nintendo's new entry-level gaming device, which is a role the 3DS has held since the Switch launched in 2017."It's worth evaluating just how well the 3DS performed, because the numbers don't represent the full picture"
So with its era coming to an end, it's worth evaluating just how well the 3DS performed. Because, in this case, the numbers don't really represent the full picture.
The 3DS will end its life as the worst performing Nintendo handheld; its 75 million lifetime sales place it behind the Game Boy Advance, which managed 81.5 million units over nine years. The 3DS did manage to sell slightly more software (378 million units) than the Game Boy Advance (377 million units), but the GBA was also only on the market for just over three years before Nintendo launched the DS, which quickly became the platform holder's focus.
More significantly, the 3DS will have sold less than half the number of units that its predecessor, the DS, managed. The figures suggest that not only was the 3DS a misstep for Nintendo, but -- coupled with the terrible sales of PS Vita -- evidence of a handheld market in serious decline.
However, context is king. Comparing figures from different eras might be important to shareholders and analysts, but it can also be misleading. I'd argue that not only was the 3DS a success, but it also proved the viability of dedicated handheld game devices.
The first thing to consider is that although 75 million console sales puts it at the bottom of the Nintendo handheld league table, when factoring in the wider dedicated games console business, it actually fares quite well. It sits just outside the top ten best-selling consoles of all time, ahead of the NES, SNES and Sega Genesis/Mega Drive, and within touching distance of PSP and GBA.
It also had to recover from one of the most calamitous launches in Nintendo's history -- beaten only, perhaps, by Wii U.
The initial launch looked good on paper, with 3.61 million consoles sold during its first month, one of the fastest selling consoles in history. However, Nintendo had actually expected to sell four million minimum during that first month, and during the next financial quarter sales ground to a halt.
https://www.gamesindustry.biz/articl...f-nintendo-3ds
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May 8th, 2019, 17:42 Posted By: wraggster
Badda has released VICE C64 emulator for the 3DS
This is a port of the VICE C64 emulator to 3DS.
VICE - the Versatile Commodore Emulator - http://vice-emu.sourceforge.net/
@spinal_cord made a C64 emulator (Breadbox) but it does not work anymore with recent firmwares and he is not updating it anymore, so I gave it a shot to port the Vice C64 emulator to the 3DS. Vice does support SDL1 but porting was not quite as easy as "just compile": A new sounddriver for the 3DS needed to be written, devkitpro libraries do not support all functionality required by full fledged Vice - so I had to strip them in quite some places. And last but not least, Vice source code really is a complete mess - one can tell that dozens of developers have been fiddling with this software now for more than 25 years.
Anyways - this is the first early alpha release of Vice3DS. The emulator already runs pretty stable (all games that I tested worked great) but a lot of things are still to do.
Download here: https://github.com/badda71/vice3ds/releases
Installation
Extract the archive to the root of your SD card and run vice3ds in HBL.
Usage
Preconfigured button functions:
Select: open Vice menu
Start: quit emulator
The Circle Pad and A-Button are mapped to Joystick Port 1
The Directional Pad and X-Button are mapped to Joystick Port 2 (Keyset 1)
The C-Stick is per default mapped to the cursor buttons. It can be mapped to any joystick in Vice menu using Keyset 2
The ZR/ZL-buttons are mapped to autofire at joyport 1/2
This (and a lot of other things) can be changed in the Vice menu (Machine settings -> Joystick settings)
Vice3DS can only run on a N3DS because it needs the extra CPU power (runs on 804MHz).
Current version is v1.0
First major release of vice3DS.
Installation: If you're updating from a previous version, make sure to delete /3ds/vice3ds/config/sdl_sym.vkm before starting the emulator. Otherwise new key mappings will not be updated and the new keyboard will not work correctly.
Changes to last release are:
Autofire support (configurable in VICE menu under "Machine settings" -> "Joystick settings")
New keyboard layout
Bugfixes
https://github.com/badda71/vice3ds
https://www.nintendomax.com/viewtopic.php?f=132&t=16991
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May 8th, 2019, 17:39 Posted By: wraggster
Extrems offers a new version of " Not64 ", Nintendo 64 emulator for the Nintendo GameCube.
Picture
New options from Wii64: Skips
SkipMenu
menu when loading to ROM file.
ScalePitch
Changes audio pitch according to emulation speed.
VideoFormat
0: NTSC - 1: PAL - 2: PAL - M
VideoMode
0: Auto - 1: 480i60 - 2: 480sf30 - 3: 240p60 - 4: 480p60 - 5: 576i50 - 6: 576sf25 - 7: 288p50 - 8: 576p50
VideoWidth
0: 640 - 1: 704 - 2: 720 - 3: 1280 - 4: 1408 - 5: 1440
PixelClock
0: Auto - 1: 13.5 MHz - 2: 27 MHz
TrapFilter
Composite video effects , similar to the GameCube 's output.
Recommended for lower-end CRT TVs.
CountPerOp
Sets clock cycles per instruction.
PollRate
smbusername, smbpassword, smbsharename, smbipaddr
rompath
Automatically load a ROM file on startup.
Recommended settings:
Conker's Bad Fur Day
Video> FB Textures: Yes
Audio> Speed Limit: DL (prevents hanging)
http://www.gc-forever.com/forums/vie...php?f=9&t=2723
https://www.nintendomax.com/viewtopic.php?f=6&t=16996
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May 8th, 2019, 17:38 Posted By: wraggster
Extrems released a new version of " Not64 ", a Nintendo 64 emulator for the Nintendo Wii.
Picture
New options from Wii64: Skips
SkipMenu
menu when loading to ROM file.
ScalePitch
Changes audio pitch according to emulation speed.
VideoFormat
0: NTSC - 1: PAL - 2: PAL - M
VideoMode
0: Auto - 1: 480i60 - 2: 480sf30 - 3: 240p60 - 4: 480p60 - 5: 576i50 - 6: 576sf25 - 7: 288p50 - 8: 576p50
VideoWidth
0: 640 - 1: 704 - 2: 720 - 3: 1280 - 4: 1408 - 5: 1440
PixelClock
0: Auto - 1: 13.5 MHz - 2: 27 MHz
TrapFilter
Composite video effects , similar to the GameCube 's output.
Recommended for lower-end CRT TVs.
CountPerOp
Sets clock cycles per instruction.
PollRate
smbusername, smbpassword, smbsharename, smbipaddr
rompath
Automatically load a ROM file on startup.
Recommended settings:
Conker's Bad Fur Day
Video> FB Textures: Yes
Audio> Speed Limit: DL (prevents hanging)
http://www.gc-forever.com/forums/vie...php?f=9&t=2723
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May 8th, 2019, 17:38 Posted By: wraggster
carstene1ns has updated the port of Cave story for the nintendo switch
Installation
Copy the executable from the zip archive to your "sdmc:/switch" folder, best is to use a "nxengine-evo" subdirectory, as it will save settings and savegames there.
Default Controls:
Hat - Movement
A - Fire
B - Jump
X - Map
Y - Enter
L/R - Change Weapons
Minus - Pause/Menu
Plus - Inventory
The engine lets you reconfigure the buttons used.
Changelog:
Tons of gameplay/weapons/ai fixes and optimizations (yes, boost jumping works now)
Animated portraits
Strafing, configurable OK/Cancel.
Support for custom soundtracks and playlists.
Configurable SFX/Music volume.
Vita port
Switch port
Out-of-bounds tiles support to make maps look better on high/widescreen resolutions
Dynamic title backgrounds based on 260.rec
New improved and accurate Organya/Pixtone player and overall refactored soundmanager.
Refactored and cleaned up renderer (should make porting to libretro/whatever easier)
Initial mod support (couple of mods are coming later)
https://github.com/carstene1ns/nxeng...ee/switch-port
https://www.nintendomax.com/viewtopic.php?f=168&t=16998
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May 8th, 2019, 17:34 Posted By: wraggster
ant512 features the 20190415 version of " Professor Sinister and his Marauding Mechanicals ", a colorful remake of the Chuckie_Egg Platform Game for Game Boy Advance.
Changes:
Added ladder mount / dismount to make it easier to use ladders.
Added cheat codes for skip, invulnerability and slow motion mode.
Added raster effect on title screen.
Added high score table with persistent scores.
Fixed robot position when they collect power packs.
Fixed memory leaks.
Fixed crashes.
Fixed graphical glitches when switching between scenes.
Levels reset correctly when the game loops around.
Game loops through correct set of levels.
Updated title screen scrolling text.
Optimizations.
http://simianzombie.com/posts/2019/0...-updated-again
https://www.nintendomax.com/viewtopic.php?f=27&t=17001
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