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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 6th, 2018, 20:28 Posted By: wraggster
news via http://www.emulation64.com/view/2913/RxNES-3021/
RxNES has updated to v3.021. This release is an important update, and fixes the issue of generating gigs of data, due to constantly making new textures, where as now it now replaces existing textures, so should be reduced to a more manageable 500meg of ram.
This release also fixes issues to general emulation script RxEnhance.cs, which was getting confused in some rom emulation.
Also a call out to anyone who'd like to help with this project:
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As you should know the main Enhancement script RxEnhance.cs is editable in a text/c# editor, and hopefully a user can optimize / improve it further and share with everyone else.
The sprites are rendered on their own layers, 1 layer for each of 4 screen palettes.
they are then cropped out for dumping.
This is the wrong approach, and sprites should be read from the cartridge and not from the screen; (but I spent weeks coding it this way). Problems arise when 2 sprites overlap each other and they dump combined and overlapping (Only if they use the same of 4 palettes).
Some sprites dumped are duplicates yet have different file names, cropping is over-cropped.
I dunno, I did my best effort on everything but I was really hoping for help from the community.
Lots of good things! The emu has tons going for it!
I just wanted to mention the bugs I would like to see fixed by users as I don't have a current interest in fixing them ('cause it doesn't run full speed).
Important to remember is that replacement graphics can be bigger than their original screen space, so the over-cropping issue shouldn't even matter if ppl are replacing the graphics with new ones anyway. The issue that remains is the corrupt sprites, if a sprite dumps at the same time as the nes is rendering it, it will be half and half of a frame and the frame before. This would cause the replacement sprite not to be used and the corrupted / incomplete sprite to flicker on.
Also, a good point, is that any .png can be replaced with a .obj 3d model. (For sprites and BG Tiles) Just make the .png trasparent and name the .obj the same hash fliename as the .png. The exact way it works is in the code and i'm just still waking up this morning.
I guess this is a call out to Unity3d coders to have a look at the RxEnhance.cs script and see if they can improve it. If you could with the release of this version, write up a call to coders to have a look and fix up the main script. (It compiles at Runtime )
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You can download directly here.
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November 6th, 2018, 20:27 Posted By: wraggster
Heres a new magazine release from Outofprint archive:
This week we jump back nearly 24 years in time to January of 1994 with issue 15 of Super Play.
We start of with the review of an all-time classic by Squaresoft: Secret of Mana. Then look at a brilliant little shoot em up that never got released outside of Japan: Macross Scrambled Valkyrie by Winkysoft. After this, we take a look at Capcom's version of Aladdin, and move on to one of the many classic Konami franchises with Legend of the Mystical Ninja. Finally, we finish our preview articles with a game known in Japan as Human Grand Prix: F1 Pole Position by Human Entertainment.
http://www.outofprintarchive.com/cat...perPlay15.html
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November 6th, 2018, 20:23 Posted By: wraggster
LiquidFenrir has released a Connect 4 game for the Nintendo Switch:
Connect Four Dual Edition
Game
This is a normal game of Connect 4, for 2 players on Nintendo Switch (hold the joy-cons sideways!) but with a twist!
Start a game with L3/R3 or press L/R (depending on who starts) to toggle between normal and pop-out mode, where you remove the bottom piece of a column and make all the ones above fall one rank!
This should add another layer of strategy to the game, making it ten times more fun! No more ties, once the grid is full, carefully drop down columns and try to win!
Use the dpad/abxy buttons to select the column to drop your piece, and L3/R3 to validate your action, starting the other player's turn.
download https://github.com/LiquidFenrir/Connect-4-Dual-Edition
via https://www.nintendomax.com/viewtopi...8aa07500bc3af0
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November 6th, 2018, 20:18 Posted By: wraggster
K3yn has released a new version of the Simple Simon game for the Nintendo Switch:
Simon is an electronic game of memory skill invented by Ralph H. Baer and Howard J. Morrison, with software programming by Lenny Cope. The device creates a series of tones and lights and requires a user to repeat the sequence. If the user succeeds, the series becomes progressively longer and more complex. Once the user fails or the time limit runs out, the game is over. The original version was manufactured and distributed by Milton Bradley and later by Hasbro after it took over Milton Bradley. Much of the assembly language was written by Charles Kapps[citation needed], who taught computer science at Temple University and also wrote one of the first books on the theory of computer programming. Simon was launched in 1978 at Studio 54 in New York City and was an immediate success, becoming a pop culture symbol of the 1970s and 1980s.
Features :
- U can use differents accounts for play.
- Highscores
- Tactil
Controls : - Double Touch or D-pad + A : Menu Selection - Short Touch or Short A : enable color - - : Back to menu - : Restart game - Plus : Exit game
Changelog :
simon-nx0.2
added 2 levels
playable touch and only with joy in dock mode
v0.1 - Initial Release
download https://github.com/K3yn/simon-nx
via https://www.nintendomax.com/viewtopi...8aa07500bc3af0
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November 6th, 2018, 18:55 Posted By: wraggster
joel16 has released a new version of his Nintendo Switch app that tells you all about the system:
SwitchIdent 0.2 :
Built using the latest version of DKA64 toolchain and libnx.
Properly display system region.
Displays battery percentage and charging status.
Displays battery charger type.
Displays if battery charging is enabled.
Displays if ample power is supplied.
Displays Wireless RSSI signals and quality in percentage.
GUI:
Now uses SDL2 with GPU hardware acceleration.
Now uses shared font.
Minor UI changes. (Displays versions and icons for each field)
Console:
Values that change in real time are now properly refreshed. (Battery percentage, charging state, dock state, etc).
download https://github.com/joel16/SwitchIdent
via https://www.nintendomax.com/viewtopi...8aa07500bc3af0
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November 6th, 2018, 18:51 Posted By: wraggster
After exceeding 5 million sold units in Japan last month, the handheld-home console hybrid has achieved a new milestone with 22.86 million units sold, officially surpassing the GameCube's 21.74 million units during its lifetime and nearly doubling that of the WiiU.
The news come from the Big N's latest financial data on dedicated video game sales units. You can compare the data with other systems' lifetime sales with the image attached below.
Sitting on the throne is the Nintendo DS with a whooping 154.02 million units shipped while at the bottom of the ladder is the WiiU with a mere 13.56 million units sold. Given the current trend, the Switch is in line to overtake the Nintendo 64, which sold 32.93 million units.
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November 6th, 2018, 18:50 Posted By: wraggster
Not much is known about Switch-UP yet from 'Collective Minds', but the company has good track history of producing devices like 'DriveHub' and selling 'CronusMax' which allows for different controllers on different consoles, but now they are entering the new Nintendo Switch accessory world, but what makes this product unique is that they are claiming it has 'mods inside' it, not only allowing you to use your favorite gaming controller of choice on the Switch, but also 'enhancing' your game experience with Odyssey & Zelda. Rupee and Arrow Generation as well as enhanced weapon modes in Zelda take the grind away and devastate enemies. BEAT the Bosses in Super Mario Odyssey get you past any frustration and with Easy Mario Combos and the use of UNLIMITED Coin and Moon generation get the 100% you have been striving for. - Use your current controller on your Switch.
- XB1, PS4, even x360 and PS3 Controllers can be used.
- Operate your controller wired or wirelessly with built in Bluetooth.
- Built in Mods for Super Mario Odyssey™
- Auto Boss Battle
- Auto Coin/Moon Generation
- Easy Combos and more
- Built in Mods for Zelda: Breath of the Wild
- Rupee/Arrow Generation
- Enhanced Weapon Modes
- Horse Mods and more
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November 6th, 2018, 18:48 Posted By: wraggster
yellows8 is back with another great update to his 'Homebrew Menu' app for the Switch consoles. Extract this archive (attached below)to the root of the microSD card. See Switchbrew for details on the new features. Changelog since v2.0.0:
Features- Added message boxes. The envGetLastLoadResult() output is now displayed during startup if needed (error returned by the application which ran last).
- Added nxlink support (netloader).
- The Switch IP address can automatically be determined via UDP broadcast.
- Netloader is handled on a seperate thread with non-blocking sockets. UI drawing is not blocked during the transfer.
- The transfer can be aborted via 'Back' input.
- If the transfer stopped without finishing, the file is deleted.
- When returning to the main-menu from netloader, the menu is reloaded since the netloader NRO may have been deleted due to the transfer stopping.
- Netloader status is displayed in a message-box while netloader is active. This include transfer progress and a progress-bar.
- Fixed buffer overflow vuln with netloader args introduced with the original netloader commit (nothing useful which could cause a crash can be overwritten with an unmodifed nxlink). Fixed unrelated bounds check in launchAddArg() which broke once nxlink_host support was added.
- Use system shared-font. Note that the system language is still not used.
- Added touch-controls.
- Added support for themes loaded from SD. If the system theme is not recognized, the used theme will default to the dark theme.
- Added Theme Menu for selecting the used theme, including the default theme.
- Enabled time display, which uses local-time.
- The battery/charging status is now displayed.
- Added support for file-associations.
Other
- Replaced nanojpeg with libjpeg-turbo. See README regarding this.
- The switch/ directory is created if it doesn't exist. Config dirs on SD are now automatically created during startup if needed.
- Display an error screen with print-console instead of using fatalSimple, for errors during startup. Display a message-box in launchFile() for app-launching when an error occurs instead of using fatalSimple.
- Use applet exit-locking.
- Assets are now loaded from a .zip in RomFS instead of embedding it in data/.
- Built with libnx stable v1.5.0.
- Further improvements to overall system stability and other minor adjustments to enhance the user experience.
Click to expand...
OFFICIAL SITE: --> https://github.com/switchbrew/nx-hbm...ses/tag/v3.0.0
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November 6th, 2018, 18:44 Posted By: wraggster
During Nintendo's financial results briefing, president Shuntaro Furukawa stated both Classic consoles' success suggested there might be "even greater demand during the holiday season." Furukawa did not discuss either unit's future during the briefing, and did not remark whether this success might justify the creation of additional Classic consoles--for Nintendo 64 or GameCube, for example--or the addition of more NES games on Switch Online.
Nintendo has also released the updated list of the company's global game sales data for both Switch and 3DS. The biggest change in the Switch list is Mario Tennis Aces, which shot up to the number six spot with 2.16 million copies sold, after being number 10 during the last update. The big four--Super Mario Odyssey, Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, and Splatoon 2--remain in the top, while the rest of the list has shuffled around a bit. With Nintendo adopting a pay to play online model for the Switch, it will be interesting to see if Splatoon 2 can continue to remain in the top four, or if it will be knocked out by another game in the coming months.
The full list of the top 10 games on both Switch and 3DS are listed below.
Click to expand...
Nintendo Switch Global Game Sales Data- Super Mario Odyssey -- 12.17 million
- Mario Kart 8 Deluxe -- 11.71 million
- The Legend of Zelda: Breath of the Wild -- 10.28 million
- Splatoon 2 -- 7.47 million
- 1-2-Switch -- 2.64 million
- Mario Tennis Aces -- 2.16 million
- Arms -- 2.10 million
- Kirby Star Allies -- 2.10 million
- Donkey Kong: Tropical Freeze -- 1.67 million
- Xenoblade Chronicles 2 -- 1.53 million
Nintendo 3DS Global Game Sales Data- Mario Kart 7 -- 17.04 million
- Pokemon X/Y -- 16.29 million
- Pokemon Sun/Moon -- 16.10 million
- Pokemon Omega Ruby/Alpha Sapphire -- 14.06 million
- New Super Mario Bros. 2 -- 12.61 million
- Super Mario 3D Land -- 11.96 million
- Animal Crossing: New Leaf -- 11.69 million
- Super Smash Bros. for 3DS -- 9.24 million
- Pokemon Ultra Sun/Ultra Moon -- 7.51 million
- Tomodachi Life -- 6.20 million
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November 6th, 2018, 18:39 Posted By: wraggster
Never say Never, when it comes to finding great new undiscovered exploits/hacks/mods on the Nintendo DS handheld, after years and years of trying, the impossible has been done, mainly in part because well big 'N' ****-up a big way when it comes to SSL handling! Building on the work of many talented hackers in the Nintendo homebrew community. Kaeru Team are proud to bring an all-new way to play that's easier than ever. No hacks, patches, nor flashcards are required - simply register with our server and adjust your console's DNS settings, then you're good to go.
How it works
A recently-discovered fatal flaw in Nintendo's SSL implementation in the Nintendo DS and DSi SDKs, found by shutterbug2000 in October 2018 after years of attempts throughout the community to find holes in Nintendo's code, allows us to generate SSL server certificates that Nintendo SDK-based software will consider valid, invaluable for the operation of custom game servers as they have otherwise been impossible to use until now without patching ROM files of games and loading them onto a flashcard.
Click to expand...
OFFICIAL SITES: --> http://wfc.kaeru.world/ (and) https://github.com/KaeruTeam/nds-constraint
via https://www.maxconsole.com/threads/k...and-dsi.49374/
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November 6th, 2018, 18:36 Posted By: wraggster
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is @rsn8887 mod of this great Amiga emulator that was originally ported to the Vita by @Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version. Switch Installation- 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 (size: 262,144 bytes), kick20.rom (size: 524,288 bytes) and kick31.rom (size: 524,288 bytes) to your SDCard into /switch/uae4all2/kickstarts/
- Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2
Vita/Switch-exclusive Features
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to "slow mouse" in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
Switch-exclusive Features
- On the Switch, there's no shader support yet. But the Switch resolution is high enough for perfect integer scaling with factor 3x if displayed lines is not larger than 240 and width is not larger than 426. Filtering can be set to "Bilinear" or "None". When "Bilinear" is selected, the screen is scaled to fill the Vita display, keeping aspect ratio. No black bars on top and bottom appear. The image can be quickly zoomed using "R+Start+left/right" and vertically adjusted using "R+Start+up/down" to center it. When "None" is selected, only a perfect integer scaling is applied. Depending on the chosen Amiga screenmode, the integer scaling will be a 1x, 2x, 3x, or in principle even 4x, depending on whether the scaled Amiga screen fits. In most cases, this results in black bars on top and bottom as well as left and right.
THANKS:
- Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.
- Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.
- Thanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.
- Thanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and Sean Ritzo.
Click to expand...
OFFICIAL SITE: --> https://github.com/rsn8887/uae4all2/...tag/1.72switch
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November 6th, 2018, 18:33 Posted By: wraggster
This new release by @JRoad called NSC_Buiilder takes the mantle of Nut Cleaner and serves as an implementation of his new modded hacbuild, check out the awesomeness this app does in ease in assembling all-in-one XCI packages you can enjoy on the Switch! NSC_Builder is based in the awesome function "REMOVE_TITLE_RIGHTS" from nut by blawar this function let's you erase the titlerights encryption from nsp files. Tinfoil and SX installer will install the ticket either way so for it to not stay in your system you need to erase the ticket and cert from the nsp, this batch will take care of that.
Current version of the program allow you to make multi-content xci or nsp files.
The batch has 2 modes: - auto mode: you drag nsp files individually or folders with several files over the batch to enter in auto mode.
- manual mode: you double click the batch and you can build a list of files to process.
Current version of the program allow you to make multi-content xci or nsp files.
The batch has 2 modes:
- auto mode: you drag nsp/xci files to enter in automode.
- manual mode: you double click the batch to enter in manual mode.
The behavior of these modes can be controlled by editing ztools\NSCB_options.cmd
Note: To edit the config file I recommend https://notepad-plus-plus.org/download/v7.5.9.html
Current limitation for "multi-game"-xci files is 8 games in the xci. It seems Horizon Based, probably because of the number of icons loading at the same time, I don't know if qlauncher mods can get rid of the limitation. Also content bigger than 32gb in the same file can fail. I don't have a flag set for 64gb in hacbuild yet, and didn't test yet with something that big. It's one of the things I need to test.
Click to expand...
For instructions go to github's page: https://github.com/julesontheroad/NSC_BUILDER
For my modded hacbuild go to: https://github.com/julesontheroad/hacbuild
via https://www.maxconsole.com/threads/n...builder.49460/
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November 5th, 2018, 20:36 Posted By: wraggster
Epic's Fortnite Battle Royale has been downloaded by around half of all Nintendo Switch owners, Nintendo president Shuntaro Furukawa told investors yesterday.
Nintendo has now sold more than 22 million units of its hybrid console, suggesting that Fortnite has been downloaded around 10 million times by Switch owners. Epic revealed the Switch version of Fortnite at E3 in June, and a branded console bundle that included 1,000 V-bucks was announced in Septmeber.
"Many people continue to play the game, boosting the overall utilization ratio of Nintendo Switch," Furukawa said. "Nintendo Switch is unique in that people can bring their consoles with them so they can communicate while playing at a friend's house or elsewhere."
Fortnite is almost certainly the most popular game on the Switch eShop in terms of downloads, but it is just one of a rapidly expanding catalogue of games. In a presentation for Nintendo's investors, Furukawa also revealed that more than 1,300 games from 500 publishers are available through the storefront across the world.
cles/2018-11-01-fortnite-has-been-downloaded-by-half-of-all-nintendo-switch-owners
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November 5th, 2018, 20:33 Posted By: wraggster
Super Mario Party has sold over 1.5 million units since launching in early October, Nintendo revealed this week.
Released worldwide on October 5, Super Mario Party reportedly had "an extremely strong start compared to other instalments in the series".
High sales of the game are also driving an increase in Joy-Con sell-through, and Nintendo says the accessibility of the game also has potential to drive hardware sales.
https://www.gamesindustry.biz/articl...-release-month
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October 29th, 2018, 18:00 Posted By: wraggster
BernardoGiordano has released a new version of the Savegame manager for the Nintendo 3DS
3DS: What's new
Added option to set a title as Favorite. You can now edit your configuration file to set a title id to be a favorite title, so this will always appear at the top of the title list.
Key behaviour changed. ( thanks @IBNobody )
You can now select rows in the backup list, creating backups and restoring a backup just with the button A.
Pressing Y will select the current title but deactivate/reset the backup list. It will also enable the backup touch button only. Creating a backup will then disable the backup touch button. This makes it more clear to the user what buttons / UI elements are relevant to multi-backup.
Checkpoint is now compiled using C++17.
download https://github.com/BernardoGiordano/Checkpoint
via https://www.nintendomax.com/viewtopi...9e6f7089eefbaa
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October 29th, 2018, 17:59 Posted By: wraggster
BernardoGiordano has released a new version of the Savegame manager for the Nintendo Switch:
Switch: What's new
Added support for Hardware Acceleration. Checkpoint now relies on the GPU to render graphics and text, removing load from the CPU.
The interface now relies on SDL2 to render images and text.
Text rendering is optimized by using a customized version of SDL_FontCache which caches glyphs in memory rather than creating textures every frame. This also allows to use the system font already available in the console.
Checkpoint caches from PlSharedFontType_Standard and PlSharedFontType_NintendoExt fonts, so both regular characters and symbols are now supported to be rendered on screen.
Added option to set a title as Favorite. You can now edit your configuration file to set a title id to be a favorite title, so this will always appear at the top of the title list.
Fixed crashes caused by too many file descriptors opened.
Key behaviour changed. ( thanks @IBNobody )
You can now select rows in the backup list, creating backups and restoring a backup just with the button A.
Pressing Y will select the current title but deactivate/reset the backup list. It will also enable the backup touch button only. Creating a backup will then disable the backup touch button. This makes it more clear to the user what buttons / UI elements are relevant to multi-backup.
Fixed occasional crashes while changing account.
Checkpoint now uses latest libnx 1.5.0, which supports timezone and fixes wrong default backup names if your console never connected to internet.
Checkpoint is now compiled using C++17.
download https://github.com/BernardoGiordano/Checkpoint
via https://www.nintendomax.com/viewtopi...9e6f7089eefbaa
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October 29th, 2018, 17:58 Posted By: wraggster
thomasnet has released a new version of the savegame editor for the Nintendo Switch:
Mostly a bug fix release.
##Full changelog
Compiled with libnx 1.5.0 which fixes timestamps being 31121969_235959 when the switch hasn't been connected to the internet before and the timestamps being in UTC
Fixed visual glitch when pressing the L button while selecting an account
Fixed some more of the menu lag
Prevented useInstead from creating an infinite loop and freezing EdiZon
Added a warning message for SX OS users since it still causes issues
Cleaned up the code base and removed some more unnecessary debug prints
Added all the lastest configs and scripts
download https://github.com/thomasnet-mc/EdiZon
via https://www.nintendomax.com/viewtopi...9e6f7089eefbaa
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