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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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January 3rd, 2019, 17:06 Posted By: wraggster
With Nintendo Switch, all of these widely varied and acclaimed games can be played at home on the TV or on the go – that’s what makes playing them on Nintendo Switch so unique.
All of these games (and more!) can be purchased in Nintendo eShop or on Nintendo.com and downloaded directly to your Nintendo Switch system.
Notable indie launches coming in 2019 include Travis Strikes Again: No More Heroes on Jan. 18, Shovel Knight: King of Cards on April 9 and Untitled Goose Game, with many more independent games on the way.
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December 28th, 2018, 11:10 Posted By: wraggster
Nintendulator 0.975 beta (2018/07/24) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.
Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.
http://www.qmtpro.com/~nes/nintendulator/
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December 27th, 2018, 11:42 Posted By: wraggster
A new stable version of @Reisyukaku's Nintendo Switch custom firmware, ReiNX, was released today, bringing it to version 2.0. Various notable features were added, including but not limited to full 6.2.0 support (which was initially featured in a commit made on the 9th of December but was not added to a stable release until now), a recovery chainloader and, most interestingly, a partial implementation of SX OS' services - namely ldr:cht (used for cheats), usbfs (self-explainatory) and tx (general purpose, including licensing and a few rommenu functions). While said services are still in early stages, they can still be considered noteworthy additiom as it's the first time an open source CFW tries to add features only found in TX's offering aside from signature patches.
Thanks to the implementation of these services, it's now possible to boot SX OS' Rommenu and use some, not all its features under ReiNX (source here)
You can find the full changelog below:
•Full 6.2 support
•warmboot w/ sig checks disabled
•partial implemented services tx, ldr:cht, usbfs
•Recovery chainload
•landscape gfx
•all kips active by default (required)
•lots of stability updates (TM)
download https://github.com/Reisyukaku/ReiNX
via https://gbatemp.net/threads/reinx-2-...upport.527009/
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December 27th, 2018, 11:41 Posted By: wraggster
Jumping forwards one year from last time, we end up in February of 1994 with issue 16 of Super Play.
Since this month was rather slow when it comes to UK SNES releases (to put it mildly), we look towards the import scene to get our monthly gaming fix.
Starting of strong with R-Type III in Japan by Irem. Then we look towards Actraiser 2 by Enix for a gorgeous, yet disappointing sequel to the original.
In the UK, we see Zool being ported to the SNES by Gremlin. And over in the USA, we have Paladin's Quest by Asmik Ace and Battletoads & Double Dragon: The Ultimate Team.
Enjoy!
http://www.outofprintarchive.com/cat...perPlay16.html
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December 27th, 2018, 11:39 Posted By: wraggster
Sixteen years ago, AGTP released a translation for Super Robot Wars 3. Today, AGTP releases the immediate followup: Super Robot Wars EX. Lots of progress has been made in those years, and the work done to EX presents a new gold standard for translation hacking to the SNES SRW primary canon. The release is complete and should be issue-free; enjoy!
As an aside, the work on EX has been successfully back-ported to Super Robot Wars 3, and an update to that patch that both fixes the numerous name translation mistakes and improves the technical presentation is in the works. A further update on that is forthcoming. In the meantime, EX works well as a stand-alone game or as a mid-story palette-cleanser for The Elemental Lords.
http://agtp.romhack.net/
http://www.romhacking.net/forum/index.php?topic=27556
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December 27th, 2018, 11:38 Posted By: wraggster
Prepare for a new Picross challenge, which plays homage to gaming history…
Mario’s Picross X is a full hack of Mario’s Picross, with 256 new puzzles to solve.
All of the puzzle solutions in Mario’s Picross X are based on retro gaming sprites and images, containing characters such as Mario, Sonic, Kirby, Link and Jet Set Willy.
http://www.romhacking.net/hacks/4286/
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December 27th, 2018, 11:34 Posted By: wraggster
derrekr has released a new version of the homebrew clone of "Sonic Robo Blast 2" for the nintendo 3DS.
SRB2 3DS
A port of Sonic Robo Blast 2 to the Nintendo New3DS/2DS consoles.
Installing
Download srb2_3ds from the latest release on Github and extract the files to /3ds/srb2_3ds on your SD card.
Download SRB2's game files here or from srb2.org and extract them to /3ds/srb2_3ds as well. You may also copy the files to the root directory, but make sure config.cfg is located in the same directory as the game files.
Make sure you have dumped your DSP firmware and dspfirm.cdc is present.
Building
Building requires 3ds-sdl and 3ds-sdl_mixer to be installed (use devkitPro's pacman).
Known Issues/Limitations
Does NOT run on o3DS devices. The Nintendo New3DS' HW allows higher CPU clock frequencies and adds another layer of cache. On o3DS it's extremely laggy and would probably require modifications to the level design in order to run it at a decent FPS.
No stereoscopic 3D rendering
No support for MIDI music
No netplay
Lower screen isn't really used
Missing walls (general OpenGL mode issue in srb2)
CEZ2 is extremely laggy
Thanks
Thanks to fincs, WinterMute, Monster Iestyn, Sryder, AlamTaz, Steel Titanium for help with development. Thanks to profi200, fincs and WinterMute for testing.
download https://github.com/derrekr/srb2_3ds
via https://www.nintendomax.com/viewtopic.php?f=132&t=16891
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December 27th, 2018, 11:31 Posted By: wraggster
Hydr8gon offers version 0.7.2 of " melonDS ", port of the Nintendo DS emulator of the same name for the nintendo Switch.
Changelog:
-Updated to melonDS 0.7.2
-Removed temporary timing hack
-Optimized menus
-File browser now remembers the last folder you launched to ROM
-Added ability to close / open the lid of the in-game menu
-Added option to adjust audio volume
-Added microphone input (if you have a headset with a microphone connected) or white noise input
Download https://github.com/Hydr8gon/melonDS
via https://www.nintendomax.com/viewtopic.php?f=168&t=16884
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December 27th, 2018, 11:29 Posted By: wraggster
minkcv offers version 0.4.1 of " Vapor Spec ", port of the virtual machine " Vapor Spec " for the nintendo Switch.
Vapor Spec for Nintendo Switch
Vapor Spec for Nintendo Switch Homebrew.
Vapor Spec is a virtual game platform. You can develop games for Windows, Linux, and the Nintendo Switch.
Building the Vapor Spec platform for the Switch
You can skip this and go to the section below.
See the devkitPro Getting Started page.
Install dependencies
pacman -S devkitA64 libnx switch-tools switch-sdl2
then, after cloning this repo,
$ cd vm-switch
$ make
Should produce vm-switch.nro for switch homebrew.
Running Vapor Spec on the Switch
See the Releases Section for download all the necessary files.
Put the vm-switch.nro and the vaporspec folder in your SD card.
The SD card should now look like this:
switch /
vm-switch.nro
vaporspec /
gamelist.txt
pong.bin
(other game files)
You can add other games by adding a line in gamelist.txt with the following items separated by semicolons.
The name of the game
The filename of the game binary
The filename of the game rom (optional)
Example gamelist.txt (note the last semicolon is still required even when no rom is used):
pong; pong.bin ;;
March, mars.bin; mars.rom;
tetris; tetris.bin ;;
I AM NOT RESPONSIBLE FOR DAMAGE OR DATA LOSS ON YOUR NINTENDO SWITCH
Download https://github.com/minkcv/vm-switch
via https://www.nintendomax.com/viewtopic.php?f=168&t=16886
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December 27th, 2018, 11:28 Posted By: wraggster
Cpasjutse has released a new version of the Multimedia Player for the Nintendo Switch:
pPlay
pPlay is a video player for the Nintendo Switch. pPlay support most popular video formats, have subtitles (embedded ass) and http streaming support.
Installation
Copy "pplay" folder to switch sdcard (/switch/pplay)
Usage
Use left/right to switch menu's and windows... select a media and... have fun.
Notes
You should really use an NSP HBL (HomeBrew Loader) or any other way to unleash all switch memory to launch pPlay, else you'll have some memory problems/crashes: https://github.com/switchbrew/nx-hbloader
pPlay should be able to play most media. While 720p should be mostly fine, 1080p support can vary with medias and bit rates. If so (audio de-sync for example), increasing buffering can help in most situation. This can be done in the main menu (left). Please note that increasing the buffer size will have some side effect like longer loading and seeking time, but also to stop a video (buffers needs to be released). This is more visible when using http streams, of course.
pPlay can stream media from an http server with directory listing enabled. To do so, you must edit the pPlay configuration file (pplay.cfg) to add your server address (NETWORK = "http://samples.ffmpeg.org/". Please note that you need a good and stable network connection for this, and you will probably have to set buffering to "VeryHigh" for smoother experience.
pPlay will extract media information in background, but i did spot a very few files which make the device crash. If so, you can disable this in pPlay configuration file (pplay.cfg): CACHE_MEDIA_INFO = 0;
pPlay will push the cpu speed when a 1080p media is played, and restore previous speed when paused or stopped. This is safe but can be disabled in the main option menu (left).
Please note that there is a (big?) delay when switching video/audio/subtitles streams to see the change. This is worked on but in the meantime, be patient
v1.2 :
player: disable screen dimming and auto sleep when playing
player: fix pcm* audio format (unable to initialize audio resampler error)
player: fix "unsupported sutbtitle format" error (subtitle will be disabled)
pplay: add ftp support (ftp://userassword@iport/), WIP (very slow loading time..)
pplay: fix media information caching of long path/filename
pplay: force loading of media information on load if not cached
Download https://github.com/Cpasjuste/pplay
via https://www.nintendomax.com/viewtopic.php?f=168&t=16888
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December 27th, 2018, 11:25 Posted By: wraggster
dborth offers version 4.4.0 of " Snes9x GX ", port of the Super Nintendo emulator " Snes9x " originally made by Tantric for the Nintendo Gamecube.
[4.4.0 - December 23, 2018]
* Updated core to 1.58
* Improved WiiFlow integration
* Added Wii U GamePad support (thanks to Fix94!)
* Added setting to change sound interpolation
* Fixed mangled image when switching between HQ2x and scanlines filters
* Added BS-X BIOS loading
* Fixed Tengai Mekyou Zero black screen
* Fixed Chou Aniki black screen
* APU Hacks for 1.58 core to fix Earthworm Jim 2
* Adjusted SA1 settings to fix Super Mario RPG slowdown with 1.58 core
Download https://github.com/dborth/snes9xgx
via https://www.nintendomax.com/viewtopic.php?f=6&t=16892
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December 27th, 2018, 11:22 Posted By: wraggster
dborth offers version 4.4.0 of " Snes9x GX ", port of the Super Nintendo emulator " Snes9x " originally made by Tantric for the Nintendo Wii.
[4.4.0 - December 23, 2018]
* Updated core to 1.58
* Improved WiiFlow integration
* Added Wii U GamePad support (thanks to Fix94!)
* Added setting to change sound interpolation
* Fixed mangled image when switching between HQ2x and scanlines filters
* Added BS-X BIOS loading
* Fixed Tengai Mekyou Zero black screen
* Fixed Chou Aniki black screen
* APU Hacks for 1.58 core to fix Earthworm Jim 2
* Adjusted SA1 settings to fix Super Mario RPG slowdown with 1.58 core
Download https://github.com/dborth/snes9xgx
via https://www.nintendomax.com/viewtopic.php?f=54&t=16893
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December 27th, 2018, 11:21 Posted By: wraggster
MrHuu offers a new version of " OpenTitus 3DS ", port of the game engine " OpenTitus " for the nintendo 2DS / 3DS.
OpenTitus is the port of the game engine used in the DOS version of Titus the Fox: To Marrakech and Back (1992) and The Adventures of Moktar - Vol 1: The Zoubida (1991) released on Amiga, Amstrad CPC, Atari ST and MS -BACK.
OpenTitus is able to play:
Titus the Fox: To Marrakesh and Back (1992)
Lagaf ': The Adventures of Moktar - Vol 1: The Zoubida (1991)
You will need a New3DS and a copy of' Titus the Fox 'to use this build.
.cia builds and support for 'Moktar' will follow soon. There's other things to do first.
Changelog
27-12-2018
- Low frequency audio for old3DS
25-12-2018
- .cia builds
23-12-2018
- GitHub release
- Support for 'Moktar'
25-6-2018
- Fixed password input
23-12-2017
- Updated to 0.8.1 including:
- Fixed sprite issues
- Added Amiga Skylines
18-12-2017
- Initial release
Todo
-
Install
-Place the 'OpenTitus' folder from the archive in: 'sd: / 3ds /'
-Copy gamefiles from 'Titus the Fox - To Marrakesh and Back' into: 'sd: / 3ds / OpenTitus / titus'
Controls
D -pad - Movement
A - Throw / Pickup
B -
Y Jump - Show health bar
Start - Show status screen / Pause
Select -
ZR Exit - Audio On / Off
ZL - Show Debug stats
Download https://www.nintendomax.com/viewtopic.php?f=132&t=16894
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December 27th, 2018, 11:15 Posted By: wraggster
rsn8887 has ported version 1.81 of "Uae4All2", the Commodore Amiga emulator for the nintendo Switch.
Installation
Switch:
Download and unzip uae4all2_switch.zip
Copy the resulting folder uae4all2 to /switch/ onto your SDCard, ensure none of the "archive" flags is set.
You should now have the executable /switch/uae4all2/uae4all2.nro and a folder /switch/uae4all2/data/ with the keyboard icons and other data files on your SDCard.
Obtain and copy BIOS files kick13.rom (Amiga 500), and kick31.rom (Amiga 1200) to your SDCard into /switch/uae4all2/kickstarts/.
Optional: copy over additional BIOS files kick12.rom, kick20.rom, kickcustom.rom (for e.g. version 3.1.4 or any other user-supplied BIOS) to the same folder.
Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2
MD5 of verified working kickstart rom files, you can test yours at onlinemd5:
kick12.rom (256 kB): (MD5) 85AD74194E87C08904327DE1A9443B7A
kick13.rom (256 kB): (MD5) 82A21C1890CAE844B3DF741F2762D48D
kick20.rom (512 kB): (MD5) FA4ACC75B49E880679FE02716AF24D71
kick31.rom (512 kB): (MD5) 646773759326FBAC3B2311FD8C8793EE
Other files might work, too.
You can purchase legal bios roms from Amiga Forever. They work. But since they are encrypted, you have to copy over your .key file along with the roms.
CHANGELOG
1.81
allow higher CPU speed hack (for Alien Breed 3D)
allow optional custom kickstart named kickcustom.rom (for 3.1.4 etc.)
buttons can now be mapped to quickload/quicksave for fast savestates
a button can be mapped to "fast mouse", hold it down to speed up mouse
"slow mouse" or "fast mouse" buttons now also affect touch and real mice
populate custom controls with sensible defaults instead of all blank
1.80
improve keyboard input (fixes Celtic Legends)
on Switch, improve single/dual joycon mode switching
Download https://github.com/rsn8887/uae4all2
via https://www.nintendomax.com/viewtopi...3fc8dabc42965c
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December 22nd, 2018, 21:17 Posted By: wraggster
Mednafen v1.22.0 is released. Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).
Mednafen v1.22.0 Changelog:
December 11, 2018:
SS: Added support for directly loading <= 1MiB bootable cart ROM images, with the expected file extension being "ss", for debugging and testing purposes. December 2, 2018: SS: Added "Fighting Vipers" to the internal database of games to use the data cache read bypass kludge with, to fix the problem of the computer-controlled opponent sometimes losing the will to not be a statue. December 1, 2018: PSX: Memory cards are now backed up on startup(maximum number of backup copies kept for each memory card is 5). November 30, 2018: PCE: Increased CD read startup delay per tip from dshadoff. Fixes ADPCM voice playback issues in "Downtown Nekketsu Monogatari" when text speed is set to fast. MD: Fixed a few errors in the internal automatic multitap database, per tip from clobber. SS: Added setting "ss.cart.auto_default". NES: Removed apparently erroneous iNES header correction database entry for "Dragon Quest II" that was breaking the game. November 6, 2018: VB: Added the ability to toggle the state of the low battery sensor bit; configure the device on virtual input port 2(e.g. ALT+SHIFT+2) to assign a key/button to this function. November 4, 2018: PSX: Added a pseudorandom component to Pause command timing to address loading-related hangs in "Colony Wars - Vengeance (Europe)" and "Army Men - Air Attack (Europe)". PSX: Generate a seek error if the tray is opened while the CD drive is not stopped; fixes broken disc switching in "Arc the Lad III". November 3, 2018: PSX: Improved emulation of the behavior of CDC command 0x0A per tests on a PS1; fixes hang in "Goryuujin Electro". November 2, 2018: PSX: Don't set the autopause track test value unless autopause is enabled; fixes missing music in "Pitball". PSX: Delay first CD-DA report after playback begins, per tests on a PS1; fixes missing music in "Roswell Conspiracies - Aliens, Myths & Legends". October 31, 2018: PSX: Improved timing of CDC command 0x0A per tests on a PS1; fixes missing music and hangs in "Grind Session". PSX: Altered seek and pause timing and behavior per tests on a PS1; fixes hangs in "Incredible Crisis", "Ballerburg - Castle Chaos", "Transformers - Beast Wars Transmetals", and "Simple 1500 Series Vol. 057 - The Maze". October 28, 2018: The settings management code will now throw an exception if a floating-point setting is NaN. Fixed a crash that occurred when "debugger.autostepmode" was set to "1" and a game was loaded for a system for which debugger functionality was not implemented. NativeVFS, FileStream, and GZFileStream methods taking a path will now throw an error when the path contains a null character. October 23, 2018: SNES-Faust: Added recognition of files with "fig" and "swc" file extensions as SNES ROM images. October 9, 2018: Altered the variants of MDFN_rtrim(), MDFN_ltrim(), MDFN_trim(), MDFN_zapctrlchars(), MDFN_strazlower(), MDFN_strazupper(), and UTF8_sanitize() that operate on a mutable std::string to take a pointer to the std::string instead of a non-const reference, and added variants that take a const std::string reference and return a std::string result. October 8, 2018: Dropped support for "game set" hashes used to change the naming of save state and save game files. The feature was mostly broken by changes made years ago, and is redundant now with M3U support. Save game files for multi-disc PC-FX games created in previous versions of Mednafen will need to be renamed to be seen by this and newer versions of Mednafen. Other files, including save states, should generally be unaffected, unless the user has changed filesys.fname_* settings to use the %F specifier where they wouldn't by default. Removed usage of the deprecated "register" keyword in some old code. October 7, 2018: Adjusted placement of MDFN_FASTCALL and NO_INLINE to fix some compilation errors with MSVC. In addition to nonvolatile memory backup files as before, any missing directories in the file path for input-recording movies, save states, screen snapshots, and nonvolatile memory files are now created as necessary, to increase the versatility of the filesys.fname_* settings. October 6, 2018: Implemented partial virtual filesystem support via classes VirtualFS, NativeVFS, and ZIPReader. Emulation modules' loading of files referenced from the main file being loaded is now done through its associated VFS. This does create a small backwards-compatibility issue with PSF-family(PSF, SSF, GSF, etc.) files, in that previously a ZIP'd PSF-family file that referenced a library file would have the referenced file loaded from the directory containing the ZIP file, but now will have it loaded from within the same ZIP file. October 4, 2018: NGP: Replaced min/max macros with usage of std::min/std::max. September 30, 2018: Modified usage of std::swap in OwlResampler.cpp to not explicitly(and unnecessarily) specify the template argument, to fix a compilation error on MSVC. Reworked FileStream.cpp to fix some issues causing errors on MSVC. GBA: Fixed a regression introduced in 0.9.47 that partially broke compatibility with save states created in previous versions(< 0.9.47), while preserving compatibility for save states created in versions between and including 0.9.47 and 1.21.3. September 29, 2018: SNES-Faust: Added RAM cheat support(main WRAM only for now). SNES-Faust: Added emulation of PPU-area open bus/bus read latches; fixes missing sprites in the water stage of "Mario's Time Machine". SNES-Faust: Corrected H/V latch reading to use two separate high/low byte toggles. September 24, 2018: SNES-Faust: Made minor changes to the CPU emulation core to not require computed goto support in the compiler. September 23, 2018: Added "blend" and "blend_rg" deinterlacers. Moved multithreading management code into the core. Encapsulated most(ish) core Mednafen code in the "Mednafen" namespace. Slightly improved the quality of audio output by SwiftResampler when running at the higher quality settings. September 22, 2018: Moved NES audio resampler so it can be used by any emulation module, and renamed it to "SwiftResampler". Added an SSE intrinsics-utilizing MAC loop to OwlResampler as a fallback(for the inline assembly) when compiling with MSVC. Added an SSE2 intrinsics-utilizing MAC loop to SwiftResampler as a fallback(for the inline assembly) when compiling with MSVC. September 21, 2018: Wrote new Kaiser-windowed sinc generation code, and modified OwlResampler and the NES resampler to use it. It shouldn't have any particularly noticeable end-user effects, other than slightly different startup performance(assuming no mistakes were made ). September 11, 2018: SS: Emulated input devices' internal states were not being reset on virtual power toggle; fixed. September 5, 2018: SS: Reorganized SCSP DSP emulation code to make the lifetime of variables clearer, for a possible x86_64 dynarec in the future. August 30, 2018: Modified SHA-256 hashing code to allow for piecemeal hashing of data, instead of requiring the hash to be generated from one contiguous chunk of memory. August 8, 2018: PSX: Fixed a startup crash that could occur with a malformed or corrupted SYSTEM.CNF file. July 31, 2018: Replaced MD5 hashing code with newly-written code. July 29, 2018: Replaced SDL threading code with new code that uses pthreads directly. July 28, 2018: Replaced Q subchannel CRC16 calculation code from cdrdao with newly-written code. July 24, 2018: gzip-compressed ROM/disk image files are now recognized by file extension instead of header magic. June 13, 2018: SS: Fixed an emulation inaccuracy with the handling of the SH-2 "mac.l" instruction when saturation is enabled, per tests on a SS. Download: Mednafen v1.22.0 x86
http://forum.fobby.net/index.php?t=msg&th=1250&start=0&
http://www.emucr.com/2018/12/mednafen-v1220.html
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December 22nd, 2018, 21:15 Posted By: wraggster
higan v106r68 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 v106r68 release.
byuu says:
Changelog:
- nall: converted range, iterator, vector to 64-bit
- added (very poor) ColecoVision emulation (including Coleco Adam
expansion)
- added MSX skeleton
- added Neo Geo Pocket skeleton
- moved audio,video,resource folders into emulator folder
- SFC heuristics: BS-X Town cart is "ZBSJ" [hex_usr]
The nall change is for future work on things like BPA: I need to be able
to handle files larger than 4GB. It is extremely possible that there are
still some truncations to 32-bit lurking around, and even more
disastrously, possibly some -1s lurking that won't sign-extend to
`(uint64_t)0-1`. There's a lot more classes left to do: `string`,
`array_view`, `array_span`, etc.
https://gitlab.com/higan/higan
http://www.emucr.com/2018/12/higan-v106r68.html
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December 22nd, 2018, 21:10 Posted By: wraggster
Your friends from Team Xecuter are back with a fresh release of your beloved SX OS. This new v2.5 beta release introduces two exciting new functionalities that you all have been requesting.
Let's waste no time on chit-chat, and see what's new in this release:- Fixed sleepmode in case of fuse mismatch
Sleep/standby mode would break when your emuNAND was on a different firmware version than your actual system NAND. This has been resolved now. So from now on you can run the latest and greatest firmware in emuNAND while at the same time keeping a lower firmware on your original system's NAND. Nifty!
- Added initial support for "Internet Local Wireless Play"
Many of you have been requesting for us to add support for "local wireless play" tunneling over the internet. We have integrated this functionality into SX OS for you. This currently requires you to use a bit of software, LAN-Play on a computer to facilitate the tunneling. This software can be downloaded from the LAN-Play website: www.LAN-PLAY.com. Check out their project, they are are doing an amazing job. To enable "Internet Local Wireless Play" simply head into the SX Menu and head over to the "options" page. There's a toggle for enabling and disabling this functionality at will now.
That's all for today. This marks the half-way point of SX OS 2. This year has been amazing and we want to thank the loyal and ever growing TX Switch user community, you guys are the reason this is all possible!
Our resident hard- and software wizards are hard at work at bringing you even more groundbreaking functionality and products. Keep an eye on us!
—< Team-Xecuter - Rocking the Switch in late 2018 and beyond! >—
https://team-xecuter.com/sx-os-v2-5-beta-announcement/
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December 22nd, 2018, 21:09 Posted By: wraggster
This time it is SX Dumper which goes to v1.0.3 with a new function to dump cert only.
1.0.3 Change log:- Add option for cert only dumping output:
Selected folder/certificates/gamename [cert crc32].cert
- Various stability fixes and lib upgrades
(As usual, please remember all our latest releases & apps, can be found on our sx.xecuter.com portal website)—< Team-Xecuter – Rocking the Switch in late 2018 and beyond! >—
https://team-xecuter.com/sx-dumper-v1-0-3-released/
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