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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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November 28th, 2018, 16:09 Posted By: wraggster
The Thanksgiving weekend marks a frenzied beginning to the holiday sales season in the US, and Nintendo wasted no time in getting into a festive spirit. Nintendo of America today reported that its total revenues for the five-day stretch including Thanksgiving, Black Friday, and Cyber Monday were more than $250 million.
Naturally, the Switch was a main driver of that, as Nintendo's latest console saw hardware sales more than double for the holiday weekend, up 115% year-over-year. That made for the Switch's best-selling week to date, and the strongest performance any Nintendo console has posted over the five-day Thanksgiving-to-Cyber-Monday period, surpassing even the high mark of the Wii. The company said the Switch now has an installed base of more than 8.2 million units in the US.
On the software side, Nintendo reported selling 1 million first-party Switch games over the holiday weekend (physical and digital combined), a 78% jump year-over-year. At the same time, the Pikachu and Eevee versions of Pokémon: Let's Go have combined for total sales of 1.5 million since their debut the week prior, while Super Mario Party passed the 1 million sold milestone in the US. It became the fifth first-party Switch game to hit 1 million sold in the US, joining Zelda: Breath of the Wild, Mario Kart 8 Deluxe, Super Mario Odyssey, and Splatoon 2.
Nintendo's business outside the Switch was not as vibrant, as Nintendo reported total US hardware sales for the holiday weekend up 45% year-over-year. While the company didn't give concrete indicators of their performance over the weekend, the 3DS family of systems reached lifetime US sales of 22 million, while the NES Classic hit 2 million sold overall and the Super NES Classic topped lifetime US sales of 2.5 million.
https://www.gamesindustry.biz/articl...friday-weekend
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November 28th, 2018, 16:09 Posted By: wraggster
Nintendo's share price continues to slide as the Switch looks likely to miss its two-year sales projections.
According to an analysis report from Bloomberg, the Switch is likely to fall short of Nintendo's 38 million sales target set for March by nearly three million units.
Nintendo enjoyed a resoundingly successful first year with the Switch, which became the fastest-selling Nintendo console of all time.
However, concerns that the platform holder would be unable to maintain such momentum after front-loading the console's launch with flagship titles may not have been unfounded.
Nintendo's share price has fallen 33% from roughly $435 to just under $300 since January, as it slides closer and closer to Switch pre-release levels.
Much like the Wii, Nintendo hoped that the Switch would be able to connect with consumers in the wider public, but products like Nintendo Labo have failed to deliver on that front.
Launched in April the Labo saw a brief rise in share price, preceding an accelerated decline.
Speaking with Bloomberg, William O'Neil & Co Inc. analyst Cornelio Ash said: "All great consoles need a great second year, and Nintendo hasn't delivered one for the Switch.
"Investors thought over five years they could sell maybe 90 million units. But after this year, that's looking pretty much impossible."
The strength of Nintendo has always come from its first party line-up, and the platform holder has announced a new Animal Crossing game, new Metroid, and a new core Pokémon RPG.
Additionally, Super Smash Bros. Ultimate has become the best pre-selling game on Switch.
However, none of these titles are likely to appeal to the wider non-gaming audience that Nintendo needs to capture in order to replicate the long-term success of the Wii.
Wedbush Securities analyst Michael Pachter suggested that a 33% price cut would be necessary to spur sales growth.
"I don't see sales growing unless the price is reduced to below $200," he said.
Nintendo has also failed to improve the situation following mixed results from its mobile efforts, with Super Mario Run failing to meet expectations, and Miitomo shutting down after two years.
https://www.gamesindustry.biz/articl...ets-for-switch
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November 27th, 2018, 17:00 Posted By: wraggster
Budford v1.0.118 is released. Cemu is a great emulator. But it currently only has limited support for per game settings. How many times have you turned on multi-core support for Breath of the Wild then forgotten to set it back to single core before playing Mario Kart with your friends. And we all know how frustring it can be when a new release arrives and your favorite game no longer works. Budford is a configuration management tool for Cemu with a familiar interface for those who have used the Dophin emulator. Budford is not a game launcher, it is designed to work with your favorite game launcher.
Budford Features:
* Simple user interface for configuring per game settings.
* Budford can support multiple users each with their own save file for each game.
* Supports multiple concurrent versions of Cemu. Budford will create a symbolic link to your mlc01\usr\title folder.
* Can download the latest version of Cemu , Cemu hook and performs all the required setup for you.
* Can automatically download the latest graphic packs.
* Budford can integrate with your favorite game launcher such as launch box or emulation station, it can even launch straight into the game pad view so you'll never need your keyboard again.
* Global settings for audio volume and your preferred graphic pack resolution. (You can override these in your per game settings)
* Game ratings and view filters to help you find your favorite games.
* Track statistics such as the number of times you have played each game or how long since you last played it.
* Easy access short cuts to important Cemu folders such as Shader Cache, Save Folders and Game files. No more searching through log files to find folder names.
https://github.com/SteveLeafo/Budford
via http://www.emucr.com/2018/11/budford-v10118.html
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November 27th, 2018, 16:35 Posted By: wraggster
A short while ago, word spread that some Pokemon Let’s Go Pikachu dump managed to mess up your Nintendo Switch’s NAND and this resulted in a brick. However, this was only a soft brick because you could revive your Nintendo Switch IF you had previously done a NAND backup which is something that all people hacking their Switch should do!
Now, yet another dump that soft bricks your console is out in the wild and this time, it’s for Super Smash Bros Ultimate which is a game that’s been leaked ahead of its December 7 release date. As a result, it is important to avoid downloading a SSBU dump from unverified sources even if you can’t resist the urge of getting it legally when it’s publicly released (even though you shouldn’t pirate it to begin with).
[h=3]Conclusion[/h]Hopefully, this news article brings to light two important things which some people still need to learn. The first is that of not installing firmware updates before word is released on whether they’re hackable or not EVEN if your console is hacked at the hardware level. The other is that of NOT getting dumps from unconfirmed sources if you go down the illegitimate gaming route because similar things also happened in the PSVita scene.
via http://wololo.net/2018/11/25/nintend...e-precautions/
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November 27th, 2018, 16:34 Posted By: wraggster
As with any Nintendo major update, we need some time to complete this process.
We can't confirm any date yet, but be sure we are doing our best to bring this update as soon as possible.
Meanwhile, do NOT update to 6.2 until we have released our own update that supports it.
–< Team-Xecuter – Rocking the Switch in 2018 and beyond! >–
https://team-xecuter.com/
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November 26th, 2018, 17:44 Posted By: wraggster
Heres some nice Virtual Boy News:
Superstar VB homebrewer Martin Kujaczynski has just launched an indiegogo crowdfunding campaign in order to be able to spend the rest of the year finishing up his VB Music Tracker, the respective sound player code, as well as new game called "Bombenleger", that bears a striking resemblence to Bomberman.
Most homebrew games and demos for the Virtual Boy have inferior sound and music due to the lack of proper sound tools. To change that fact I started the development of a music tracker that will allow developers and composers to create high quality music for the Virtual Boy. At the moment the tool is half-finished. If the funding campaign is successful, I will spend the next few weeks working full time on the project to complete it till the end of December.
To raise interest in the campaign I decided to pair it with the development of a small but fun game for the VB. It's similar to a well know game, where you have to make your way through a labyrinth by placing bombs to destroy walls and defeat enemies.
The campaign will run for a week only two weeks and requires €1,200 to be raised. Let's make is a success!
See all the info here.
via https://www.planetvb.com/modules/new...hp?storyid=456
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November 26th, 2018, 17:41 Posted By: wraggster
Nintendo recently updated their old original Wii firmware, and they also more recently announced they shutting-down the 'Internet' on the old outdated Wii's, as such some of current exploits will stop working so there is need for new easy 'entry point' @Fullmetal5 has detailed out his idea of attack plan using the fact that with the recent firmware update Nintendo added a nice 'spot' for us. Alright, so with Nintendo shutting down the E-Shop there won't be a way of getting the Internet Channel anymore which means no more FlashHax. So we need another exploit that works without sd cards and now only works with whatever default channels are installed on the Wii. So what's the attack surface for the default channels?
Well luckily for us Nintendo decided to have their EULA for the Wii be updatable, and they decided to do this by making the EULA view actually just be Opera pointed at the page " http://cfh.wapp.wii.com/eula/XXX/YY.html". Where XXX is the country code and YY is the language. And since they get the page over http that means if we change the dns servers then we can switch the page out for whatever we want.
The actual vulnerability being exploited here will be posted soon when the write up for it is done but the name of this exploit should give you a pretty good idea. (For anyone looking for a fun exercise try figuring this exploit out yourself.)
How to setup str2hax:- Go to the Wii's settings the under Internet select Connection Settings and choose your currently active connection.
- Select Change settings and scroll to the right until you get to Auto-Obtain DNS
- Select No then select Advanced Settings.
- Change the Primary DNS to 216.69.185.14 and the Secondary DNS to 173.201.71.14.
- Select Confirm and then Save, you will be told you must run a connection test. (Select No to the system update prompt)
If the connection test doesn't work try running it one more time and if it still fails leave a post about it. (Please make sure you have a working internet connection in the first place.)
- Back out to the Internet panel and choose User Agreements. Select Yes to the question about the Wii Shop Channel/WiiConnect24.
- You will be taken to a screen telling you to review the User Agreements for the Wii. Select Next.
If you see a pony on screen telling you to wait then you have done everything correctly. The exploit takes 1-2 minutes (1:25 is usually how long mine takes), if it takes longer than 2 minutes then it probably failed. Just turn off your Wii and start again from step 6.
After a minute or two you should be booted into the HackMii Installer. If the Wii freezes on a with a bunch of white text on it please take a LEGIBLE picture of the screen. I can't help you if I can't read it.
Click to expand...
If you got some use out of this and want to throw @Fullmetal5 some money you can do so here. (His College is expensive, so is IDA)
NEWS SOURCE: A channel-less, sd-less entry point: str2hax (via) GBATemp
via https://www.maxconsole.com/threads/w...str2hax.49732/
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November 26th, 2018, 17:39 Posted By: wraggster
Currently, to transfer files back and forth to your Nintendo Switch, you either have to remove/insert your MicroSD between your console and PC, or you have to enable WiFi and use an FTP server to transfer files, but now scene developer @ischeinkman has started working on NX-USB which allows to you access your Switch on your PC with just a simple handy-dandy USB cable connected between your Switch and PC, and bang you can start transferring files back & forth. NX-USB is composed of 2 parts: a "server" component that runs on the switch, called nxusb_server.nro, and a "client" component that runs each command on the computer.
Setup- Grab a copy of nxusb_server.nro. This can either be done by building it yourself, or just by downloading it from the Releases page.
- Make sure that you have gotten nxusb_server.nro on to your Switch somewhere where it can be ran from.
- Find a valid client, which at this point is only possible by downloading Rust and building it yourself via cargo build -p client. At the moment, the client executable is just called client, so that is what we will be using to refer to it here, but this may change in the future.
Running
- Connect the Switch to the computer via USB.
- Run nxusb_server.nro on the Switch.
- Use the client to transfer files between the computer and the switch:
- To "push" a file TO the Switch FROM the computer, use ./client --push [NEW PATH ON SWITCH] [EXISTING FILE ON COMPUTER].
- To "pull" a file FROM the Switch TO the computer, use ./client --pull [EXISTING FILE ON SWITCH] [NEW PATH ON COMPUTER]`
Click to expand...
OFFICIAL GITHub Project Page: --> https://github.com/ischeinkman/Nx-Usb/releases
via https://www.maxconsole.com/threads/w...einkman.49733/
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November 26th, 2018, 16:48 Posted By: wraggster
@SciresM has been a busy beaver documenting all the changes big 'N' made to their v6.2.0 TSEC Firmware, that is now in control of decryption, which basically has put a 'stop to the current-generation' of Custom Firmwares out there for your exploitable Switch console, but if you are one of lucky few that have been given the new set of 'master keys' and 'pk11' keys for v6.2.0 which were found with new undisclosed exploit, then you can place them in the 'atmosphere/prod.keys' file, and enjoy having the first v6.2.0 CFW! Pushed some 6.2.0 support code to atmosphere-master -- for now stuff requires you to bring your own keys externally, but if you do...
Click to expand...
Now with this update out on the official GITHub Project Page linked below, it means the battle is on, with whom will leak the 'keys' and whom will copy the work by @SciresM to produce a complete CFW package that does not need any external dumping tools or secrets!
NEWS SOURCE: @SciresM (via) Twitter
via https://www.maxconsole.com/threads/w...support.49932/
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November 26th, 2018, 16:08 Posted By: wraggster
The selling power of Pikachu and pals continues unabated as the launch of Pokémon Let's Go on Switch sets new records.
Combining the Pikachu and Eevee editions, more than three million copies of the latest monster-catching outing have been sold worldwide, according to the official Twitter feed.
The tweet also reported this is the best-selling first week for any Switch title since the console launched last year, placing Pokémon Let's Go ahead of best-sellers such as Super Mario Odyssey and launch title The Legend of Zelda: Breath of the Wild.
https://www.gamesindustry.biz/articl...nits-worldwide
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November 15th, 2018, 18:38 Posted By: wraggster
devkitPPC release 33 and libogc 1.8.21 are now available via pacman. Use sudo (dkp-)pacman -Syu to update or sudo (dkp-)pacman -S devkitPPC libogc to install.
devkitPPC release 33
- Updated binutils to 2.31.1
- Updated gcc to 8.2.0
- Updated gdb to 8.2
Some of you will also be very glad to learn that we found a clean way to get newlib to use int based types for (u)int32_t rather than long types.
libogc 1.8.21
- Fix gettod_r tv_usec
- Fix time functions on wii
- Use newlib sleep functions with hook
- fix GX_ReadClksPerVtx() shift
- fix warnings with devkitPPC r33
As always
- Further improvements to overall system stability and other minor adjustments to enhance the user experience.
With thanks to Extrems, endrift and Tilka for their contributions to these releases.
https://devkitpro.org/viewtopic.php?f=13&t=8805
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November 15th, 2018, 18:33 Posted By: wraggster
Heres some Virtual Boy News:
Jorge and me are delighted to finally be able to announce that we have teamed up with Rubén Garcerá Soto earlier this year to revive his beautiful Virtual Boy homebrew game "Capitan Sevilla 2", which won 2nd prize in PVB Coding Competition 2010.
Under the new name "Capitan Sevilla 3D", we have been rebuilding the game from the ground up in VUEngine, based on the foundation of our Platformer Demo. Since the original game demo was 2D-only, we are remastering all the environments in 3D. So far, the first three (out of four) areas are done and fully playable from start to finish, as is everything else from Splash Screens to Introduction to Credits Screen, etc.
We'll release a demo once we converted all of the original content, probably early 2019, before moving on to extend it with new areas, improving animations, etc. However, a playable demo of the current state (as seen in the video below) will be made available for "Beta Tester" (and above) tier backers of our Patreon campaign today, in a separate post. You select few, please play the demo on a real Virtual Boy to experience it in all its stereoscopic glory! :-)
https://www.planetvb.com/modules/new...hp?storyid=455
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November 14th, 2018, 21:47 Posted By: wraggster
Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
Snes9x changelog:
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- Various seta010 emulation fixes. (kps501)
- Pass blargg OAM tests with proper write behavior. (BearOso)
- Prevent interlacing in BG modes 1-4. (BearOso)
- Corrected IRQ and NMI emulation to allow more games to
work properly. (BearOso, OV2)
- Use 1 instead of 0 for initial PPU left window coordinate,
fixing garbage in left column of pixels in some games. (turhope)
- Added interpolation option hack for DSP. (kps501, mudlord,
BearOso)
- Added sprite-tile limit disabling hack. (Tatsuya79)
- Added libretro's fast snapshot support. (OV2)
- Add overclocking hack that increases IPC (retrotalker)
- Fix controller initialization issues preventing some games
from using multitap. (retrotalker)
- Proper write behavior for register $2122. (BearOso)
- Fix transparency issue with Star Fox asteroids. (redguy, BearOso)
- Increase SuperFX speed to more accurately represent
hardware, and fix bugs with Stunt Race FX and Yoshi's
Island. (BearOso)
- Resize viewport on state load. (retrotalker)
- Many fixes to variables not saved or saved incorrectly in
save states. (Dwedit)
- Pass decimal tests in blargg's math test ROMs. (BearOso)
- Remove memory leak in loadzip.cpp. (bonimy)
- Fix screen size not reverting when overscan is turned on
then off mid-frame. (BearOso)
Win32:
- Include DirectDraw libraries and compile with DirectDraw
support by default. (OV2)
- Add a link to DirectX installer in error message displayed
when the needed DirectX libraries can't be found. (OV2)
- Save window position when exiting via menu (OV2)
- Make custom ROM dialog resizable. (OV2)
- Fix various cheat dialog issues. (OV2)
- Remove d3d9x DLL dependency by using DirectXMath. (OV2)
- Remove rarely-used HLSL shader option. (OV2)
- Add InitialSnapshotFilename support. (BearOso)
- Disable BG toggle keys by default. (BearOso)
- Proper centering and cropping for overscanned and
regular height modes. (OV2)
- Remove ability to disable the SNES's hires modes. (OV2)
- Added a Super Famicom-style icon resource to the EXE. (BearOso)
MacOS:
- Partial support for new cheats format. (OV2)
- Fix MacOS build. (marconett)
- Set default for new config options. (tmkk)
- Fix compilation on Mac OS Mojave (meepingsnesroms)
libretro:
- Massive update of libretro code to latest downstream. (fr500, kps501,
OV2, twinaphex,
BearOso,
hiddenasbestos,
m4xw, kxyxz,
claudiuslollarius)
GTK+:
- Use datarootdir instead of datadir on install. (orbea)
- Fix --with-system-zip configure flag. (BearOso)
- Draw interlaced fields when ready. (BearOso)
- Initial Wayland support. (remicalixte)
- Allow XV only in X11. (BearOso)
- Add Wayland support via EGL. (BearOso)
- Significant rewrite of OpenGL driver to support newer
standards. This won't work on cards < OpenGL ~1.5. (BearOso) - Changed frameskip option to speed throttling option with simpler, but more relevant methods of speed control. (BearOso) - Add support for relative-style save slots. (ichigo-0, BearOso) - Remove XML config file format in favor of one more like Win32. Make joystick bindings and more options human- readable and editable. (BearOso) - Try more device nodes when initializing OSS. (BearOso) |
http://www.s9x-w32.de/dl/
via http://www.emulation64.com/view/2916...v157-released/
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