|
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
|
April 25th, 2019, 23:58 Posted By: Shrygue
via Eurogamer
Nintendo's latest financial figures paint a pretty positive picture, with excellent sales of exclusive games such as Smash Bros. and Pokémon Let's Go, as well as continued strong sales of older titles such as Mario Kart 8 Deluxe.
Super Smash Bros. Ultimate has notched up an impressive 13.8m copies sold since its launch last December - more than the entire userbase of the Wii U. (For comparison, the Wii U's Smash Bros. sold 5.3m copies.)
Pokémon Let's Go Pikachu and Eevee have sold a combined 10.63m copies, while revamped Wii U port New Super Mario Bros. U Deluxe has shifted 3.31m since January.
In total, 23 Nintendo Switch games sold more than a million copies each last year.
Nintendo Switch hardware sales have now hit 34.74m units - almost triple the Wii U's final tally, and a third of Wii's final total. It has overtaken N64, which sold 32.9m.
All of that said, Nintendo had planned to sell slightly more consoles than this. Originally, it had bullishly aimed for 20m over the 12 months ending on 31st March 2019, before revising this to 17m. In reality, it sold 16.95m. Some new Switch hardware revisions may help.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 18:39 Posted By: wraggster
New from Hydr8gon
NoiES for Switch
I present to you my own original NES emulator for the Switch, NoiES! This entire emulator was written from scratch by me. I started this project just to teach myself about how emulators are made so that I can work on larger projects in the future, but it went farther than I originally expected and is now pretty much a full-fledged emulator, apart from some minor inaccuracies and some missing mappers.
But there are already other NES emulators for the Switch, why use this one?
Well, no reason in particular. As I said before, this was more a learning experience for me, but I ported it to the Switch for the homebrew bounty and I might as well release it. I suppose the biggest advantage I can offer is that since I developed the entire emulator core myself I am very familiar with it and can easily dive in to fix bugs and add new features.
Minor inaccuracies?
Yes, well, I've yet to test my CPU timing for cycle accuracy so no promises there. There are also some minor timing issues with the PPU, particularly with the MMC3 IRQ counter, which can be seen in the slight vibration of the status bar in Kirby's Adventure. Another odd bug I found is that I can't seem to navigate the items menu in The Legend of Zelda. Oh, and the audio system is still kind of a work in progress, so you might notice crackles (especially in docked mode!), missing sounds, or things that sound slightly off. (Wow, doing a great job selling it here)
Mappers?
Right. Every ROM has a mapper; it's basically what loads different portions of the ROM memory into the CPU memory for execution. I've implemented mappers 1 through 4, which should cover a large portion of the NES library. If you have any particular games you want to play that aren't supported, tell me the mapper number (the emulator will tell you which one it is if it isn't supported) so I can place higher priority on implementing it.
https://github.com/Hydr8gon/NoiES/
https://www.nintendomax.com/viewtopi...7fc9f76224c13c
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 18:35 Posted By: wraggster
New from romain337
Here is a quick and dirty port of GrafX2 the famous paint editor that we all love.
I just created a Makefile and put all the needs inside, then added a bunch of defined(__SWITCH__) here and here. Just diff the source (included) against the original to see what changed if you ever want to add things on it.
I do not plan to support this project so feel free to take the source and maintain it on github yourself. Maybe in 6 month or more I'll add proper mouse support or something.
Things that don't work:
- on screen keyboard (it appear but nothing can be typed with it)
- no lua scripting
- no tiff support
- 1280*720 resolution. It seem like a bug in SDL2, but really, I don't know.
Things that work:
- drawing \o/
- loading/saving (if you can type into the textbox).
- ...
All credits to the original authors of this program.
http://grafx2.chez.com/
The original project is on gitlab:
https://gitlab.com/GrafX2/grafX2
https://www.nintendomax.com/viewtopi...7fc9f76224c13c
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 18:34 Posted By: wraggster
The classic MS-DOS shooter by Ken Silverman finally running native on a portable platform! This is based off the enhanced SDL port for Windows and Linux with enhanced textures and 60fps rendering.
Includes the complete game and uses Adlib emulation for the music. If there are any bugs or feedback then please let me know. The game is also in the Homebrew AppStore.
Known bugs:
Highscore and game saves can't get a keyboard input for name entry so they default to the name Ken or use the Switch account name if you are signed in. If there's an available on-screen keyboard for this part then let me know!
Replacing the data files with the files from Ken's Labyrinth 1.0, the game loads fine but none of the controls work
Change log:
3.2.2: 2019-04-02
* USB keyboard and mouse support for Nintendo Switch
3.2.1: 2019-03-03
* Anisotropic filtering now supported on Switch
3.2.0: 2019-12-18
* New audio device selectable in the setup menu: Adlib random instruments. This will play
the music tracks with randomly selected instruments. If you don't like the instrument settings
you can select it again and it will load a different random set.
* Changing audio settings now no longer requires you to quit the game. All changes are immediate
* Switch - Now dynamically switches to 1080p from 720p when connecting to the dock and vice versa.
The setup menu will also reflect the current mode.
https://github.com/sacredbanana/lab3d-sdl
https://www.nintendomax.com/viewtopi...7fc9f76224c13c
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 18:10 Posted By: wraggster
Swiss r646 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
@emukidid:
Add L/R trigger + L/R D-Pad page skipping support into the file browser
Fix unknown drive variant crash
Tidy up info pages 1 & 2
@Extrems:
Separate out workarounds for GCVideo.
Round screen position for GCVideo.
Add AVE compatibility setting.
Hide incompatible video modes.
Reintroduce 960/1152i, now functional.
Add 540p forcing.
Minimize stack usage.
Fix free space calculation.
Optimize memcpy for bulk uncached-to-unaligned cached.
Implement partial read buffer for IDE-EXI.
Fix Spider-Man 2 and DSI crash dumps.
Find stateBusy.
Add game-specific patch for F-Zero GX.
Place breakpoint on command block state as a loading hint.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2019/03/swiss-r646.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 18:04 Posted By: wraggster
higan v106r132 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 v106r132 release.
byuu says:
- improved waveOut DRC handling to match bsnes v107.1
- removed Famicom::APU::setSample() and replaced with Emulator::Stream
objects
- updated genius, map-analyzer, board-editor to new version of hiro
- updated genius, map-analyzer, board-editor to use nall::Instance
hiro objects
- removed Emulator::Game (failed experiment at code reuse which was
never used consistently)
- resynced Super Famicom/boards.bml to include 1CB5B-01 and 1K1X-10
PCBs
- Super Famicom: hard-forked bsnes; removed ppu-fast and speed hacks
from higan
- UI: removed "Show Hacks" from the settings menu
- Super Famicom: minor cleanups on PPU variable types (nothing
important)
- fix carry flag calculation bug in uPD7725/uPD96050 core
- don't render the screen during overscan area if overscan is
disabled; fixes Top Gear 3000 sprites
- note: I don't know if overscan can be enabled mid-scanline, but
it's somewhat likely ...
- added code to validate all peripheral locations on system load to
remove renamed/deleted peripherals from the tree
- remove FDS disk slot on cartridge disconnect rather than cartridge
unload
- all cores: scheduler.reset() called inside load() rather than
power(); as peripherals often create threads prior to power()
- removed binary=library rules from Makefile; since higan doesn't have
any use for it (it remains an option in bsnes)
- added icarus support for MSX2 and MSX2+
- added higan stubs for future MSX2 and MSX2+ support
- added MSX keyboard skeleton class (need to decide how to name the
keys before implementing the actual key bindings)
https://gitlab.com/higan/higan
http://www.emucr.com/2019/04/higan-v106r132.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 16:46 Posted By: wraggster
Don't let your calendars decieve you: it may not look like so, but today is actually June 15th! @SciresM and the rest of the team have just pushed yet another update to his Switch Custom Firmware, version 0.8.7, aka the fourteenth official release.
A good number of bugs were fixed, some related to the fatal sysmodule, others with the loader causing errors while launching specific games, but there are also new features and improvements too: SHA256 is now hardware accelerated (which should bring a performance improvement whenever it's used), a couple of extensions were implemented in smcGetInfo, additional instructions were added to dmnt:cht doubling the number of values that can be stored, better crash detection and reporting is now possible thanks to usermode exception handlers being enabled in Exosphère and, most importantly for end users, a save redirection feature is now available, allowing users to redirect savegames to the SD instead of the NAND.
This last highlight is completely optional and it needs to be enabled by setting atmosphere!fsmitm_redirect_saves_to_sd to 1 in system_settings.ini. Still, users should be advised that the feature is experimental and should be enabled at their own risk. It's a good idea to back up your saves if you do so!
On a last note, it should be underlined that save redirection is not emunand, but a separate feature that may work alongside it once the latter gets released.
As usual, you can read the full changelog below: The following was changed since the last release:
- A few bugs were fixed that could cause fatal to fail to show an error under certain circumstances.
- A bug was fixed that caused an error when launching certain games (e.g. Hellblade: Senua's Sacrifice).
- Loader had support added in ams-0.8.4 for a new (7.0.0+) flag bit in NPDMs during process creation, but forgot to allow this bit to be set when validating the NPDM.
- dmnt's cheat virtual machine received new instructions.
- These allow for saving, restoring, or clearing registers to a secondary bank, effectively doubling the number of values that can be stored.
- SHA256 code has been swapped from linux code to libnx's new hw-accelerated cryptography API.
- Extensions were added to smcGetInfo:
- A ConfigItem was added to detect whether the current unit has the RCM bug patched.
- A ConfigItem was added to retrieve the current Atmosphère build hash.
- Exosphère now tells the kernel to enable user-mode exception handlers, which should allow for better crash reporting/detection from Atmosphère's modules in the future.
- Opt-in support was added for redirecting game save files to directories on the SD card.
- Please note, this feature is experimental, and may cause problems. Please use at your own risk (and back up your saves before enabling it), as it still needs testing.
- This can be enabled by setting atmosphere!fsmitm_redirect_saves_to_sd to 1 in system_settings.ini.
- General system stability improvements to enhance the user's experience.
For information on the featureset supported by 0.8.0, please see the official release notes.
Click to expand...
Source
https://gbatemp.net/threads/atmosphe...leased.535771/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 12th, 2019, 16:45 Posted By: wraggster
@JK_ 's Switch overclocking app Freebird has just received an update, marking the release of version 0.9.1 (beta). The new version attempts to fix the sleep mode bug, adds a new GUI for its Freeset companion app, includes four new profiles (as well as a Global one which takes priority above all others), gives you the choice to maintain your defined clock speeds when waking up from sleep and also allows you to save your config between reboots.
All of the new features and changes mentioned above can also be found in the official changelog: Freebird 0.9.1 (Beta)
- Attempted sleep mode fix
- Ability to control whether clock speeds are maintained when waking up from sleep
- New GUI
- 4 Different power profiles + Global profile that overrides all.
- Ability to save config for reboots.
Click to expand...
The developer also advises users to post suggestions, issues and ideas on the official GBAtemp thread (linked below). For Atmosphère users, it's highly recommended to update to version 0.8.6 (or later) before installing the homebrew, as it includes a fix for a bug that was present in previous versions which would lead to crashes when overclocking the CPU.
Source
https://gbatemp.net/threads/freebird...leased.535765/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:32 Posted By: wraggster
After a lot of work, I am very happy to share this with all of you.
Currently it only supports "IR JIT" (which is basically a more optimized Interpreter) and "Interpreter", proper JIT (dynarec) support is still in the works.
Audio & Video support works, many core options cause Issues tho.
It is mandatory to "Close Content" after changing any Core option and restarting RetroArch, else it will potentially crash, don't close the RetroArch menu!
Special thanks to hrydgard for everything he has done for the PPSSPP Project.
If you want to support his work, consider buying PPSSPP Gold https://central.ppsspp.org/buygold even if you don't use it!
I will PR it once the libretro port is finished, also implemented half of what's needed for a Standalone port
Source is on my Github, but it's highly WIP and needs a custom RA and a custom ffmpeg, so you should just wait if you want to build it yourself
Libretro Docs (important informations for this core): https://docs.libretro.com/library/ppsspp/
Official Game Compatibility Tracker (your mileage might vary): https://report.ppsspp.org/games
GitHub (WIP Switch): https://github.com/m4xw/ppsspp/
GitHub (Official): https://github.com/hrydgard/ppsspp
Installation Instructions
==========================================
Drag & Drop the "retroarch" folder to the root of your SD, overwriting any file (it will not touch any options).
Assets are bundled, so you don't have to bother with that.
Notes
==========================================
If you are using ANY method of loading RetroArch OTHER than Atmosphere's title redirection feature, DO NOT report issues that you encounter.
These issues can skew testing and could very well be caused by loading through an unsupported method.
Video slowdowns are related to missing hardware accelerated decoding (nvdec), it's not a libretro/PPSSPP Issue.
FMV cut-scenes will be fine.
Download Link: https://m4xw.net/nextcloud/index.php/s/eS4dA7fZt9P6amy
via https://gbatemp.net/threads/ppsspp-s...elease.535468/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:30 Posted By: wraggster
When it comes to emulating the Nintendo GameCube or Wii, the Dolphin emulator reigns supreme. With features like upscaling, netplay, and so much more, it's a shining example of the sorts of peaks that emulation can reach. Netplay is especially one of those magical features, allowing online players from around the world to sync up and play local games as if they were together in the same room. Through the many years of development, Dolphin's netplay function has improved, though it has always required an extra bit of effort on the user's part to make sure everything worked right. For all those users that have struggled with tinkering around through multiple settings menus, the Dolphin team has introduced a brand new feature in their latest update, which makes it leagues easier to start up and join online netplay matches.
Thanks to the new Netplay Server Browser, players can create private or public lobbies for specific games, removing the need to find your IP and copy and paste it to everyone involved. You can also sort by region, which helps for those that care about their ping, or by the specific title, and can see at a glance how many players are in a room before joining. If you're interested, all you need to do is update your Dolphin to any version that is 5.0-9908 or later, and select "browse netplay sessions" from the tools menu.
Source
via https://gbatemp.net/threads/latest-d...easier.535606/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:29 Posted By: wraggster
reNXpack is a tool for repacking Nintendo Switch nsps to work on lower firmwares
Features:
- Repack games, updates and dlcs with lowest encryption keys
- Convert titlekey encrypted ncas to standard encrypted ncas
- Patch required firmware version and required application version to zero
- Support nsps containing multiple games, updates and dlcs
Some nsps may not work on lower firmwares due to lack of required IPCs
Usage:
You should load your keyset file with -k or --keyset option followed by a path to it or place your keyset file with "keys.dat" filename in the same folder as reNXpack
By default, Created nsp files are located in the same folder as reNXpack with 'titleid_reNXpack.nsp' filename
You can change output directory with -o, --outdir option
reNXpack creates "renxpack_extracted_nsp" folder as a temp directory, It deletes the directory content before and after conversion
If you use -t, --tempdir option to choose a temporary directory, Make sure it's an empty directory and it's not the same as output directory otherwise reNXpack deletes it
Code:
*nix: ./renxpack [options...] <path_to_file.nsp>
Windows: .\renxpack.exe [options...] <path_to_file.nsp>
Options:
-k, --keyset Set keyset filepath, default filepath is ./keys.dat
-h, --help Display usage
-t, --tempdir Set temporary directory path
-o, --outdir Set output directory path
Current version: v1.01
https://github.com/The-4n/reNXpack/
https://github.com/The-4n/reNXpack/releases/
Changelog:
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:23 Posted By: wraggster
GLideN64 is a new generation, open-source graphics plugin for N64 emulators
GLideN64 Public Release v4.0 Changelog:
|
Today is time to set new Release tag to master branch.
Previous Release 3.0 was a revolutionary one because of massive changes in plugin's architecture and new possibilities opened by these changes. This release is rather evolutionary. It continues tendencies started in the previous version. Of course, new features had been developed too. Lets see:
Solution for HLE problems
The main theme of the new release is solution of HLE-related problems. It started with long long awaited HLE implementation of BOSS ZSort microcode made by Gilles Siberlin.
Then olivieryuyu and me completed our "Mission Impossible 2" : HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo".That was a huge and incredibly hard work. Successful completion of that task ultimately closed "HLE not supported" issue. All N64 games now can be run in HLE mode. olivieryuyu wrote an article about this microcode: "The masterpiece graphic microcode behind the Nintendo 64 version of Indiana Jones and the Infernal Machine and Star Wars Episode I: Battle for Naboo". I highly recommend to read it.
Next step was to fix issues caused by incomplete or incorrect implementation of some HLE commands, which caused HLE-only glitches. We started with re-implementation of S2DEX microcode, which is designed to draw such 2D objects as sprites and backgrounds. olivieryuyu decoded that huge and tangled microcode and we made new HLE implementation of it, trying to reproduce original algorithms as close as possible. That work took us circa six month.
We also fixed several small HLE issues, where glitch was caused by an issue in some command. Such fixes also required microcode analysis. Thanks to olivieryuyu's efforts we fixed:
missing transition effect in Dark Rift menu
Coin Block Blitz mini game in Mario Party
Conker's Bad Fur Day lighting fix
Missing graphics in Sim City 64
Regressions fixes. |
The second big topic of this new release is fixing of regressions.
Unfortunately, each big release is brings not only new features and fixes, but also new bugs. Complete testing is very hard and tedious process. Fortunately, users are founding and reporting us about issues. One of my goals for this release was to fix all known regressions. I combed project's bug tracker for such bugs. To my surprise, many reported issues were actually old and very old regressions. I even found regressions, which were made before the very first public release. I fixed all these issues and I hope that this release will not bring many new ones.
New features.
1. As you know, GLideN64 has special mode for precise emulation of N64 depth compare. This mode helps to fix many minor and some major issues with depth compare, but it has some limitations:
serious performance drop in some games
incompatibility with Multi-Sample Anti Aliasing (MSAA)
Logan McNaughton aka loganmc10 found OpenGL extensions, which helped us to weaken the performance issue greatly. Now you can use N64 depth compare freely if your hardware supports required extensions. This mode is still incompatible with MSAA, but now we have a solution. I implemented Fast Approximate Anti Aliasing (FXAA) , which you can enable along with N64 depth compare.
2. Ultimate solution for "remove these darn annoying black boarders" issue: Overscan feature. Now you may crop output image as much as you want.
3. User profiles. You may create profiles with different settings and switch between them. For example, you may create a profile with 2D fixes enabled to play 2D games, or create a profile with N64 depth compare + FXAA enabled.
New supported games
I already mentioned implementation of new microcodes, which finally made it possible to run any game with HLE. However, there are still games, which can't run properly because they do something weird what GLideN64 does not expect and can't emulate yet. Example of such game is Super Bowling 64. The way that game programmed makes it hard to emulate on PC hardware. Finally I found a way how it can be done. That fix then helped me to solve split screen issue in NASCAR 2000. Another example of hard to emulate issue is multiplayer mode in GoldenEye 007 and Perfect Dark with 3 or 4 players. It was fixed too.
Other
It is impossible to list all solved issues. We closed more than 175 issues during this release cycle .
You may read my change-logs on Patreon for details.
Acknowledgements:
Thanks to all backers of "Indiana Jones and the Infernal Machine" crowdfunding campaign on Indiegogo. We hardly would take that task without your support.
Thanks to all my patrons on www.patreon.com/Gliden64 I very appreciate your support.
Thanks to all users of https://github.com/gonetz/GLideN64. Your bug reports and feedback greatly help us to improve quality of the program.
Very special thanks to olivieryuyu, the author of incredible microcode decoding
works.
https://github.com/gonetz/GLideN64/releases
via http://www.emulation64.com/view/2964...-v40-released/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:16 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 v1.15.4b Changelog:
# New in 1.15.4b:
general: Fixed memory searcher tool not displaying some values
general: When certificates for online mode are missing or corrupted Cemu will now print a warning to log.txt when they are accessed
H264: Stability improvements
GX2: Fixed crash when R10_G10_B10_A2_SNORM texture format is used
GX2: GX2ConvertDepthBufferToTextureSurface() will now reset global depth clear to 0.0 as a side effect since Dragon Quest X relies on this behavior
nlibcurl: Fixed crash bug in free() wrapper
nlibcurl: Implemented curl_multi_fdset()
nlibcurl: Added support for CURLINFO_CONTENT_TYPE and CURLINFO_REDIRECT_URL
nn_boss: Fixed crash when running unregistered task
nsysnet: Stability improvements
# New in 1.15.4:
general: GamePad view now works with OSScreen API (used by some homebrew)
debugger: Various stability improvements and bug fixes
H264: Added full h264.rpl module implementation (#25)
CPU/JIT: Implemented PSQ_L type 9 (single U16 load) (#30)
GX2: Fixed a bug when determining vertex winding order for primitive RECTS with non-standard vertex shader attribute mapping
GX2: Fixed a bug in texture copy operations with non-zero mip levels (#19)
GX2: Added support for texture formats X24_G8_UINT and D32_FLOAT_S8_UINT (#9)
GX2: Minor optimizations
nlibcurl: Several crash bugs fixed
input: Added support for hot plugging configured controllers while a game is running
nn_boss: SpotPass files are now cached across Cemu sessions and only redownloaded if they are outdated
nn_boss: Added support for RawDlTaskSetting API in tasks and file handling (#31)
nn_boss: Fixed incorrect http headers in web requests
nn_boss: Fixed a bug in task.StopScheduling()
nsysnet: Improved robustness
Note:
(#xx) refers to bug tracker issues fixed by this change. See
http://cemu.info/
via http://www.emulation64.com/view/2967...154b-released/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:15 Posted By: wraggster
bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
bsnes v107.1 Changelog:
|
GUI: added high DPI support
GUI: fixed the state manager image preview
Windows: added a new waveOut driver with support for dynamic rate control
Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
Windows: fixed XInput controller support on Windows 10
SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4 coprocessors
SFC: fixed a slight rendering glitch in the intro to Megalomania |
https://byuu.org
news via http://www.emulation64.com/view/2968...1071-released/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 19:13 Posted By: wraggster
This week we return to N64 Magazine from exactly 21 years ago, with issue 13 from March of 1998, which coincided with the first birthday for the Nintendo 64.
We start of with an Interview with the GoldenEye Team at Rare. Then we take a Future Look at 1080° Snowboarding. After this we look at the review for the Japanese only release of Sim City 64. And to finish things off, we look at the review for Tetrisphere.
Enjoy!
http://www.outofprintarchive.com/cat...agazine13.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 11th, 2019, 18:32 Posted By: wraggster
The Competition and Markets Authority has launched an investigation into multiple business practices of Microsoft, Sony, and Nintendo.
Responsible for preventing anti-competitive business activities in the UK, the CMA announced today that is has written to PlayStation, Xbox, and Nintendo requesting information about online gaming contracts.
The CMA intends to examine whether the contract terms are fair, how easy it is to cancel a pre-order or obtain a refund, and how the auto-renewal process is regarding things like regular reminders and default settings. It is also calling on consumers to get in touch and share their experiences.
Currently the CMA has no view on whether the companies are in violation of consumer protection law, though enforcement action could be taken if the "practices are misleading or their terms are unfair."
https://www.gamesindustry.biz/articl...ghts-violation
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 2nd, 2019, 18:35 Posted By: wraggster
New from Badda
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
Shoulder left: Open virtual keyboard
Start: quit emulator
The Circle Pad and X-Button are mapped to Joystick Port 1
The Directional Pad and A-Button are mapped to Joystick Port 2
This (and a lot of other things) can be changed in the Vice menu (Machine settings -> Joystick settings -> Swap joystick ports)
Vice3DS can only run on a N3DS because it needs the extra CPU power (runs on 804MHz).
TODOs:
- Strip Vice menu of entries not relevant (or causing a crash) on 3DS
- Permanent soft keyboard on bottom screen
- Nicer UI, move Vice menu to bottom screen
- Make CIA
- Strip code to only include parts relevant for emulation of C64 on 3DS (this will be the most difficult, I believe)
If anybody wants to help with these TODOs, you are welcome to help me with a pull request on github
https://www.nintendomax.com/viewtopic.php?f=132&t=16983
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 2nd, 2019, 18:33 Posted By: wraggster
Cpasjuste offers version 3.4 of " pNES ", port of the Nestopia emulator for the nintendo Switch.
pNES offers an excellent user interface with screenshots and information on roms, based on that of pFBA .
pNES 3.4
pfba: add spectrum hardware roms filter
pfba: fix spectrum rpm not detected / handled correctly
pfb: fix crash on some rs (Forgotten Worlds cps1, gaiapols ...)
pfba: remove now unnecessary force 50hz option
pfba: update fba to latest git (2019-03-28)
psnes: update to latest git snes9x (2019-03-28)
psnes: fix save states loading
psnes: use bigger font size for menus
psnes: fix crash in Some games (cool world ...)
psnes / pnes: fix uppercase roms not detected
pemu: menu: add main / roms options
delimit pemu: menu: make options values
pemu: fix a inputs changing with roms inputs change
https://github.com/Cpasjuste/pemu/
https://www.nintendomax.com/viewtopic.php?f=168&t=16979
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
next » |
|
|