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THE LATEST NEWS BELOW
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October 28th, 2018, 13:30 Posted By: wraggster
In a recent interview by 'Sega Ages' and published on 'Famitsu', it seems Sega is infact working on an 'emulator' for running Dreamcast games on the Switch console, instead of using the normal re-mastering process for games using existing 'source code', they are going instead for the 'emulator' route for their Dreamcast library. Horii also explained that, because the developers still have the source code for many of their Dreamcast games, they could theoretically remake or port over certain Dreamcast games altogether. However, for the time being, Sega is leaning more toward simply emulating the games instead. Whether or not Sega will continue to push forward with their "Dreamcast on Switch" development is still a mystery, but at least we are one step closer to the possibility!
Click to expand...
Being an 'emulator' design, it will be interesting to see if and when 'hackers' & 'scene developers' will be able to unbox the emulator and use it to run other Sega DC games unofficially on Switch consoles that are currently exploitable with CFW's and payload/jig injectors.
NEWS SOURCE: Sega close to making Dreamcast games on Switch a reality (via) GoNintendo
via https://www.maxconsole.com/threads/s...reality.48990/
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October 28th, 2018, 13:29 Posted By: wraggster
LibHac is a .NET or .NET Core library for opening, decrypting and extracting common content file formats used by the Nintendo Switch and has been recently updated by @Thealexbarney to version 0.1.3, so check out the changes to this update below: v0.1.3 Changelog:- Add basic save file editing. Any files already in the save file can be written to
- Check validity of save files
- Check validity of PFS files
- Check validity of SwitchFS and SD cards
- Check file hashes in HFS archives
- Partial NSO support
- When keys required to decrypt an NCA are missing, throw an exception with information about the missing keys.
- Add more sanity checks when reading an NCA.
- Read only the NCA header when first opening an NCA. This allows for reading of partial NCAs and slightly improves performance when opening an NCA.
- Fix bug in CombinationStream when reading across boundaries
hactoolnet-specific
- Add option to verify SwitchFS and SD cards
- Add option to export all keys
- Add PFS0 extraction
- Print more information about save files
Breaking changes
- The "Savefile" namespace has been renamed to "Save"
- The value passed to various functions to enable integrity checks is now an enum instead of a bool
- Probably a few other things
Click to expand...
OFFICIAL GITHub Project Page: --> https://github.com/Thealexbarney/LibHac/releases
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October 28th, 2018, 13:28 Posted By: wraggster
@SciresM has just released their 'fourth update': "This adds support for changing the override button/HBL tid at runtime, and modifies the display string in system settings to tell the user what atmosphere revision they're using (see pic below)." Enjoy! 0.7.3 is Atmosphère's fourth official release. The following was changed since the last release: - Loader and fs.mitm now try to reload loader.ini before reading it. This allows for changing the override button combination/HBL title id at runtime.
- Added a MitM between set:sys and qlaunch, used to override the system version string displayed in system settings.
- System settings will now display <Actual version> (AMS <x>.<y>.<z>).
- General system stability improvements to enhance the user's experience.
PLEASE NOTE: fusee-primary.bin was last updated in: 0.7.0.
0.7.2 is Atmosphère's third official release. The following was changed since the last release: - Fixed a bug in fs.mitm's LayeredFS read implementation that caused some games to crash when trying to read files.
- Fixed a bug affecting 1.0.0 that caused games to crash with fatal error 2001-0106 on boot.
- Improved filenames output by the make dist target.
- General system stability improvements to enhance the user's experience.
0.7.1 is Atmosphère's second official release. The following was changed since the last release:
- Fixed a bug preventing consoles on 4.0.0-4.1.0 from going to sleep and waking back up.
- Fixed a bug preventing consoles on < 4.0.0 from booting without specific KIPs on the SD card.
- An API was added to Atmosphère's Service Manager for deferring acquisition of all handles for specific services until after early initialization is completed.
- General system stability improvements to enhance the user's experience.
0.7.0 is Atmosphère's first official release. It supports the following featureset:
- Fusée, a custom bootloader.
- Supports loading/customizing of arbitrary KIPs from the SD card.
- Supports loading a custom kernel from the SD card ("/atmosphere/kernel.bin").
- Supports compile-time defined kernel patches on a per-firmware basis.
- All patches at paths like /atmosphere/kip_patches/<user-defined patch name>/<SHA256 of KIP>.ips will be applied to the relevant KIPs, allowing for easy distribution of patches supporting multiple versions.
- Both the IPS and IPS32 formats are supported.
- All patches at paths like /atmosphere/kernel_patches/<user-defined patch name>/<SHA256 of Kernel>.ips will be applied to the kernel, allowing for easy distribution of patches supporting multiple versions.
- Both the IPS and IPS32 formats are supported.
- Configurable by editing BCT.ini on the SD card.
- Atmosphère should also be launchable by the alternative hekate bootloader, for those who prefer it.
- Exosphère, a fully-featured custom secure monitor.
- Exosphere is a re-implementation of Nintendo's TrustZone firmware, fully replicating all of its features.
- In addition, it has been extended to provide information on current Atmosphere API version, for homebrew wishing to make use of it.
- Stratosphère, a set of custom system modules. This includes:
- A loader system module.
- Reimplementation of Nintendo's loader, fully replicating all original functionality.
- Configurable by editing /atmosphere/loader.ini
- First class support for the Homebrew Loader.
- An exefs NSP (default "/atmosphere/hbl.nsp") will be used in place of the victim title's exefs.
- By default, HBL will replace the album applet, but any application should also be supported.
- Extended to support arbitrary redirection of executable content to the SD card.
- Files will be preferentially loaded from /atmosphere/titles/<titleid>/exefs/, if present.
- Files present in the original exefs a user wants to mark as not present may be "stubbed" by creating a .stub file on the SD.
- If present, a PFS0 at /atmosphere/titles/<titleid>/exefs.nsp will fully replace the original exefs.
- Redirection is optionally toggleable by holding down certain buttons (by default, holding R disables redirection).
- Full support for patching NSO content is implemented.
- All patches at paths like /atmosphere/exefs_patches/<user-defined patch name>/<Hex Build-ID for NSO to patch>.ips will be applied, allowing for easy distribution of patches supporting multiple firmware versions and/or titles.
- Both the IPS and IPS32 formats are supported.
- Extended to support launching content from loose executable files on the SD card, without requiring any official installation.
- This is done by specifying FsStorageId_None on launch.
- A service manager system module.
- Reimplementation of Nintendo's service manager, fully replicating all original functionality.
- Compile-time support for reintroduction of "smhax", allowing clients to optionally skip service access verification by skipping initialization.
- Extended to allow homebrew to acquire more handles to privileged services than Nintendo natively allows.
- Extended to add a new API for installing Man-In-The-Middle listeners for arbitrary services.
- API can additionally be used to safely detect whether a service has been registered in a non-blocking way with no side-effects.
- Full API documentation to come.
- A process manager system module.
- Reimplementation of Nintendo's process manager, fully replicating all original functionality.
- Extended to allow homebrew to acquire handles to arbitrary processes, and thus read/modify system memory without blocking execution.
- Extended to allow homebrew to retrieve information about system resource limits.
- Extended by embedding a full, extended implementation of Nintendo's boot2 system module.
- Title launch order has been optimized in order to grant access to the SD card faster.
- The error-collection system module is intentionally not launched, preventing many system telemetry error reports from being generated at all.
- Users may place their own custom sysmodules on the SD card and flag them for automatic boot2 launch by creating a /atmosphere/titles/<title ID>/boot2.flag file on their SD card.
- A custom fs.mitm system module.
- Uses Atmosphère's MitM API in order to provide an easy means for users to modify game content.
- Intercepts all FS commands sent by games, with special handling for commands used to mount RomFS/DLC content to enable easy creation and distribution of game/DLC mods.
- fs.mitm will parse the base RomFS image for a game, a RomFS image located at /atmosphere/titles/<title ID>/romfs.bin, and all loose files in /atmosphere/titles/<title ID>/romfs/, and merge them together into a single RomFS image.
- When merging, loose files are preferred to content in the SD card romfs.bin image, and files from the SD card image are preferred to those in the base image.
- Can additionally be used to intercept commands sent by arbitrary system titles (excepting those launched before SD card is active), by creating a /atmosphere/titles/<title ID>/fsmitm.flag file on the SD card.
- Can be forcibly disabled for any title, by creating a /atmosphere/titles/<title ID>/fsmitm_disable.flag file on the SD card.
- Redirection is optionally toggleable by holding down certain buttons (by default, holding R disables redirection).
- A custom crash report system module.
- Serves as a drop-in replacement for Nintendo's own creport system module.
- Generates detailed, human-readable reports on system crashes, saving to /atmosphere/crash_reports/<timestamp>_<title ID>.log.
- Because reports are not sent to the erpt sysmodule, this disables all crash report related telemetry.
- General system stability improvements to enhance the user's experience.
Click to expand...
OFFICIAL GITHub Project Page: --> https://github.com/Atmosphere-NX/Atmosphere/releases
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October 28th, 2018, 13:08 Posted By: wraggster
Nintendo has announced it has partnered with the non-profit Institute of Play to bring Nintendo Labo systems to, arguably, the best place for such systems. The new program will see Labo curriculums integrated into around 100 US classrooms throughout the current school year.
Students in grades 2-4 will build various Labo projects in small teams, focusing on building basic concepts of STEAM, communication, creativity, critical thinking, and problem solving.
Teachers and administrators can apply to join the program through the Institute of Play's website. Those classrooms selected will receive guidance from Nintendo and the Institute, incuding a companion teacher guide developed by professional curriculum creators that will also be made available for free to anyone later this year.
The Institute of Play aims to select a diverse group of schools across the US for the program across urban, suburban, and rural areas. It also may prioritize schools that already have a focus on STEAM education.
https://www.gamesindustry.biz/articl...ads-to-schools
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October 17th, 2018, 21:49 Posted By: wraggster
Switchbrew has released a major update to nx-hbloader, a host process for loading NRO files for Switch homebrew applications. This new version makes some improvements such as now allowing for applications to run with the full amount of 3.2GB RAM, as opposed to the past, where it could only use ~400MB of RAM. Library applets are still usable, and older homebrew NRO files will still work, but they are limited to using 442MB of RAM max, this also counts when running it through the album app. Other changes were made, including making the program less prone to issues by disabling core3 access, and more. You can grab the .nsp at the GitHub for the project, and see the full changelog below.
- Now supports running as an application with access to the full ~3.2GB of RAM reserved for applications, while being backwards compatible with older NRO homebrew. Running as a library applet is still supported, although it only has access to 442MB of RAM.
- Granted access to all FS permissions.
- Granted user/host access to all services.
- Granted access to debugging SVCs.
- Disabled access to core3 in order to solve stability problems when using preemptively multithreaded threads & load balancing.
- Added support for RandomSeed homebrew ABI key, which allows NRO homebrew to use the libnx randomGet* functions without always getting back the same results throughout a single session of nx-hbloader.
- Custom NPDM built from source.
- Default kernel caps application type set to applet (2). Atmosphère users aren't affected by this change, since its native support for nx-hbloader automatically sets the appropriate application type.
The provided binary is an ExeFS PFS0 .nsp, which can be placed at /atmosphere/hbl.nsp, or loaded through some other ExeFS replacement method.
Click to expand...
nx-hbloader 2.0.0 GitHub
via https://gbatemp.net/threads/nx-hbloa...to-ram.521091/
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October 17th, 2018, 18:15 Posted By: wraggster
MVG has released version 2.1 of"MAME-NX", a port of the arcade emulator MAME 0.72 for the nintendo Switch.
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October 17th, 2018, 18:13 Posted By: wraggster
spacemeowx2 has started a new 'work-in-progress' project called switch-lan-play and with his current v0.0.4 release, you can already try it out by connecting to: Public Relay Server(s): 35.236.10.223:11451, and start enjoying playing Switch games remotely with your friends like you were in in-home LAN setup. Compatible Games (tested):- ✓ Mario Kart 8 Deluxe
- ✓ Splatoon 2
- ✓ Pokkén Tournament
- ✓ ARMS
- ✓ Titan Quest
- ✓ RetroArch (Retrogaming {Hombrew})
- ✓ Mario Tennis Aces
How to enable LAN mode ingame:
- SPLATOON 2: Press [L] + [R] + [Left Analog] at the local play option > Hold down until the lan mode is activated.
- MARIO KART 8: Press [L] + [R] + [Left Analog] on the main menu screen.
- ARMS: Press [L] + [R] + [Left Analog] on the main menu screen.
- MARIO TENNIS Select Free Play from the Main Menu Press [Left Analog (hold down)] and press [L] + [R]
- POKKEN TOURNAMENT DX From the main screen select a game Press [X] + [Dpad-Down] and press [L] + [R]
GBATemp tutorial on how to set it up HERE.
Click to expand...
Official GITHub Project Page: --> https://github.com/spacemeowx2/switch-lan-play
via https://www.maxconsole.com/threads/w...emeowx2.48860/
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October 17th, 2018, 18:12 Posted By: wraggster
@Aida-Enna has throw together a quick app for creating HTML files and converting files to Switch compatible formats.
He knows the GUI still sucks and his code needs to be optimized, but for now he has released an version we can enjoy as 'PoC', and he will be working on polishing it up to give us more options, so we can finally enjoy watching anything we want on our Switch consoles. Features- Generates customized HTML from a folder of switch-compatible video files (using https://gbatemp.net/threads/html-vid...ate-nx.520956/)
- Converts video files to Switch-compatible format with optional resizing. (requires ffmpeg pre-installed)
- Autocreates episode preview snapshots
- Automatically sets up directories, HTML/CSS/JS files. Just drop your videos into the vids folder!
Issues
- Video files containing subs will lose subtitles upon Conversion. This will be fixed in an update soon.
- Videos will not be resized yet. This will also come in a new version as I work on my ffmpeg-fu.
Usage
Follow each step, then hit "Generate project". It'll open the output directory when it's complete. Copy the videos you selected in Step 2 into the "vids" folder, then build the entire output folder (the stuff in the folder, not the folder itself!) with the Homebrew Web Framework.
Click to expand...
OFFICIAL GITHub Project Page: --> https://github.com/Aida-Enna/VideoSetupNX/releases
via https://www.maxconsole.com/threads/v...-switch.48861/
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October 16th, 2018, 20:46 Posted By: wraggster
team Libretro have released a new port of the multi system emulator for the Nintendo Wii:
General changelog
– CAMERA: Fix Video4Linux2 driver that broke years ago.
– CONFIG: Add ‘Reset To Defaults’ setting in Configurations. This will reset your config file to defaults.
– CHEATS: Add support for Rumble when increase or decrease by the rumble value.
– CHEATS: Add cheat variables to allow for updating large portions of memory.
– CHEEVOS: Prevent loading states before achievements are fully loaded.
– CRT: New porches and interlaced bug fix.
– CRT: New functionality, ability to switch between 15KHz and 31KHz, etc.
– COMMON: Support for “OEM-102” key (usually ‘\’ on Euro keyboards).
– DISCORD: Add ‘Ask To Join’ Feature.
– EMSCRIPTEN: Add stb_font support.
– INPUT: Add new menu toggle combos ‘L3 + R’ and ‘L + R’ (useful for Switch).
– IOS: Use safe area to account for notch for iPhone X and adjust main view.
– LOCALIZATION: Update Portuguese / Brazilian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Polish translation.
– LOCALIZATION: Update Spanish translation.
– MENU: Add dropdown lists for many settings.
– MENU: Fix crash that could happen when changing core’s options on Android.
– MENU/QT/WIMP: Add option to rename playlists.
– MENU/QT/WIMP: Add option to filter extensions inside archives when adding to a playlist.
– MENU/QT/WIMP: Rename playlist entries with 2 single clicks.
– MENU/QT/WIMP: Fix shader parameter checkboxes not working
– METAL: Add screenshot support.
– NETPLAY: Save lobby details received back from server after first announcement.
– OPENGL/GLX: Implement Adaptive VSync – GLX_EXT_swap_control_tear.
– OPENGL/WGL: Implement Adaptive VSync – WGL_EXT_swap_control_tear.
– RUNAHEAD: Fix performance degradation that could happen over time (after approx. 30 mins). Fixed input IDs outside of range 0-35 causing slow performance in runahead.
– SWITCH: Add stb_font support.
– SWITCH: Add Retro Achievements support.
– SWITCH: Add networking support.
– SWITCH: Add touchscreen support.
– SWITCH: Add OpenGL support.
– SWITCH: Merging of RetroNX Nintendo Switch port, based on libnx SDK.
– VULKAN: Fix race condition in threaded mailbox emulation.
– VULKAN: Maintenance fixes.
– WIIU: Fix menu lag when built with DevKitPro r32.
download https://www.libretro.com/index.php/r...-7-5-released/
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October 16th, 2018, 20:40 Posted By: wraggster
team Libretrohave ported the multi system emulator to the Nintendo 2ds/3ds:
General changelog
– CAMERA: Fix Video4Linux2 driver that broke years ago.
– CONFIG: Add ‘Reset To Defaults’ setting in Configurations. This will reset your config file to defaults.
– CHEATS: Add support for Rumble when increase or decrease by the rumble value.
– CHEATS: Add cheat variables to allow for updating large portions of memory.
– CHEEVOS: Prevent loading states before achievements are fully loaded.
– CRT: New porches and interlaced bug fix.
– CRT: New functionality, ability to switch between 15KHz and 31KHz, etc.
– COMMON: Support for “OEM-102” key (usually ‘\’ on Euro keyboards).
– DISCORD: Add ‘Ask To Join’ Feature.
– EMSCRIPTEN: Add stb_font support.
– INPUT: Add new menu toggle combos ‘L3 + R’ and ‘L + R’ (useful for Switch).
– IOS: Use safe area to account for notch for iPhone X and adjust main view.
– LOCALIZATION: Update Portuguese / Brazilian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Polish translation.
– LOCALIZATION: Update Spanish translation.
– MENU: Add dropdown lists for many settings.
– MENU: Fix crash that could happen when changing core’s options on Android.
– MENU/QT/WIMP: Add option to rename playlists.
– MENU/QT/WIMP: Add option to filter extensions inside archives when adding to a playlist.
– MENU/QT/WIMP: Rename playlist entries with 2 single clicks.
– MENU/QT/WIMP: Fix shader parameter checkboxes not working
– METAL: Add screenshot support.
– NETPLAY: Save lobby details received back from server after first announcement.
– OPENGL/GLX: Implement Adaptive VSync – GLX_EXT_swap_control_tear.
– OPENGL/WGL: Implement Adaptive VSync – WGL_EXT_swap_control_tear.
– RUNAHEAD: Fix performance degradation that could happen over time (after approx. 30 mins). Fixed input IDs outside of range 0-35 causing slow performance in runahead.
– SWITCH: Add stb_font support.
– SWITCH: Add Retro Achievements support.
– SWITCH: Add networking support.
– SWITCH: Add touchscreen support.
– SWITCH: Add OpenGL support.
– SWITCH: Merging of RetroNX Nintendo Switch port, based on libnx SDK.
– VULKAN: Fix race condition in threaded mailbox emulation.
– VULKAN: Maintenance fixes.
– WIIU: Fix menu lag when built with DevKitPro r32.
download https://www.libretro.com/index.php/r...-7-5-released/
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October 16th, 2018, 20:35 Posted By: wraggster
team Libretro have released a new version of the multi system emulator for the Nintendo Switch:
Thanks to the hard work of the RetroNX devs (natinusala and m4xw), we now have an official RetroArch release for Switch!
You can download RetroArch for Switch here.
Installation instructions
You will need a Nintendo Switch capable of running homebrew for this to work.
Download the RetroArch 7z file for Switch (download link above).
Extract its contents and just drag and drop retroarch and the switch folder onto the root of the SD card.
Open Hbmenu, and start RetroArch.
IMPORTANT: Please start RetroArch Switch with a fresh install (in case you already had RetroNX installed before)
and migrate savegames from /retroarch/cores/save{files, states} to the same folder on the new installation.
Features
OpenGL support
Thanks to Mesa/Nouveau support, this Switch version comes with full-blown OpenGL support (thanks to fincsdev). This means that all of the advanced features available on the PC should be available on Switch as well! GLSL shaders should be supported, overlays are supported, and thanks to OpenGL support, we can use hardware-accelerated menus such as XMB/MaterialUI (with full thumbnail support, theming, etc). In addition to all this, it allows us to port libretro cores that require the use of OpenGL later in the future, such as Parallel N64, OpenLara, and potentially more like Reicast/PPSSPP/etc!
Touchscreen support (for MaterialUI/etc)
natinusala saw to it that this initial version received touchscreen support. Right now the DPI (Dots Per Inch) is kinda hardcoded for portable and not really meant for dock mode. This will be improved in the near future.
Full networking support.
Online multiplayer (with peer-to-peer and MITM matchmaking) should be available from Day One. Take note that performance of the core heavily matters in terms of the kind of quality you get out of your online experience, since the netplay implementation is rollback-based. Aside from multiplayer, you can also download cores, update assets, and all the features you would expect on the PC version.
RetroAchievements support
By registering an account at Retro Achievements and inputting your account details into RetroArch, you can obtain achievements for your games.
Game scanning
Scanning of your games should fully work, except for perhaps PS1 images right now.
Split Joy-Con support
If you go to Settings -> Input and enable Split Joy-Con (1 to , you can use a full Joy-Con as two separate controllers!
Core downloader
From Day One, it should be possible to download and update new cores as they arrive on a daily basis without even having to wait for the next RetroArch stable!
Runahead support
RetroArch Switch comes with runahead support from Day One! This is our game-changing feature that allows you to beat latency and even go beyond the fast response times of the original hardware. Performance of this feature is heavily dependent on the ‘performance’ level of the core and the Switch’s relative power. Try experimenting with cores, and don’t forget to turn it of for more demanding cores that balk under the pressure. Because RetroArch offers such a wide array of cores even for the same system, it’s entirely possible that one specific SNES or Genesis core is fast enough for the kind of runahead at x frames configuration that you are looking for.
44 Cores at Launch!
download https://www.libretro.com/index.php/r...witch-version/
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October 16th, 2018, 20:29 Posted By: wraggster
vgmoose has released a new version of his app store for the Nintendo Switch:
Changelog:
New Features:
Search functionality with on screen keyboard
Allow sorting of app list by: most recently updated, download count, alphabetically, download size, and randomly
Add new "Advanced" category including some system/hekate modules
Redesigned "App Details" screen to show much more information about each app such as long scrollable description, download count, download size, and last updated date
Added feedback reporting for any app to collect data about what works and doesn't work. This feedback will be passed along to the app's author if appropriate
Enhancements:
All touch and controller controls refactored and more responsive to input (highlights, buttons, etc)
Add four-column "wide" view activated by pressing L or ZL in the app listing
New offline screen when internet connection isn't detected instead of empty progress bar
List other apps by the same author from the details page
Bug fixes:
Switched to curl instead of old hacky HTTP downloading curl
Empty folders are now removed upon uninstallation of a package
Corrupt cached icons should no longer freeze loading
Uses romfs for storing images instead of an external folder
Some settings for cleaning up any empty folders leftover by the old app and wiping the icon cache
download https://github.com/vgmoose/appstorenx
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October 16th, 2018, 20:27 Posted By: wraggster
fgsdfgs has ported Doom 64 over to the Nintendo Switch:
I ported Doom 64 EX to the Switch.
Doom 64 EX is a reverse-engineering project aimed to recreate Doom64 as close as possible with additional modding features.
Features:
hardware accelerated rendering;
sound and music;
analog controls;
all other features of Doom 64 EX probably work (except network games).
To install and run the game, follow these steps:
Obtain a Doom 64 ROM in either n64, z64 or v64 format. I think region and version do not matter, as long as the ROM is unmodified.
Extract the wadgen folder from doom64ex_nx_v010.zip to somewhere on your PC.
Run wadgen/WadGen.exe and point it to your Doom 64 ROM. This should generate two files inside the wadgen folder: DOOM64.WAD and DOOMSND.SF2.
Extract the switch folder from doom64ex_nx_v010.zip to the root of your SD card.
Copy DOOM64.WAD and DOOMSND.SF2 you got in step 3 to /switch/doom64ex/ on your SD card.
If you already have Doom 64 EX installed on your PC or something, you can just do steps 4 and 5 right away, using the files from your existing installation.
download https://github.com/fgsfdsfgs/Doom64EX
via https://www.nintendomax.com/viewtopi...097b76c#p40352
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October 16th, 2018, 18:39 Posted By: wraggster
Sixtyforce the Nintendo 64 emulator for the Mac. It does this by dynamically translating the code that a Nintendo 64 uses into something your Mac understands. Nearly every part of a Nintendo 64 has been painstakingly recreated entirely out of software to pull off such an amazing feat.
Application:
- Support for Intel 64 bits.
- The code is signed for Mountain Lion.
- Update to use APIs modern as possible.
- The USB controllers can now be connected and disconnected when Sistyforce is running.
- Added default settings for multiple controllers.
- Improved reliability sauvgardes state.
- Fixed a bug that caused the left and right audio channels were reversed.
- Various fixes.
Emulation:
- Generating code 64-bit addressing.
- Fixed bugs in the kernel emulation.
- Fixed bugs with interrupts unmasked.
- Updated to use modern memory protection.
- Improved startup.
Graphics:
- Conversion faster textures.
- Improved restoration and registration status.
- Fixed problems of color combiner.
- Fixed clipping issues.
- Fixed the sky in GoldenEye.
- Support basic Conker's Bad Fur Day.
- Start the implementation of the buffer in real time.
- Remove obsolete preferences.
Sixtyforce v1.0.3 Changelog:
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What's new in this version of sixtyforce:
* Added macOS Mojave dark mode.
* Added a rendering optimization.
* Integrated the SFGL plugin into the sixtyforce app.
* Updated the dynamic recompiler for the macOS Mojave hardened runtime.
Bug fixes:
* Fixed minor interface bugs on macOS Mojave.
* Fixed a cpu core exception that wasn't triggering in the delay slot.
* Fixed a rare cpu core bug that could write the wrong value to a register.
* Fixed a memory leak with sprite based backgrounds.
* Fixed two OpenGL thread safety issues that could cause crashes. |
http://sixtyforce.com
via http://www.emulation64.com/view/2899...v103-released/
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October 16th, 2018, 17:31 Posted By: wraggster
Since the NES EarthBound Zero prototype was leaked two decades ago, many gamers have been frustrated by the game’s tedious pacing. EarthBound Zero (known as Mother in Japan), the famed prequel to EarthBound for the Super NES, is an old school RPG known for it’s high random encounter rate and for requiring large amounts of grinding to level up and purchase equipment, which has discouraged many potential fans from completing the game.
This problem was fixed in the fan translation of the GBA version of Mother, which added an item called the “Easy Ring.” Now, you can enjoy the benefits of the Easy Ring while playing the original NES version of EarthBound Zero. Q’s Gameplay Balance hack—which is included in his EarthBound Zero Tweaks collection—quadruples earned experience, doubles earned money, and significantly reduces random encounter rates, just like the Easy Ring mod.
If you enjoyed EarthBound for the SNES and Mother 3 for the GBA but could never get into the first game, then apply this patch, and give it another chance.
https://www.romhacking.net/hacks/4161/
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October 16th, 2018, 17:30 Posted By: wraggster
Nearly 25 years ago, Donkey Kong Country was released to the world, and it quickly won over gamers with its pre-rendered CGI graphics, became one of the best-selling Super NES games of all time, and spawned numerous sequels. And while its graphics might not have the wow factor they had in 1994, Donkey Kong Country’s gameplay holds up to this day.
While Donkey Kong Country is known for being difficult, many people have mastered it. Are you one of them? Donkey Kong Country - Expert Edition will put your platforming skills to the test. It removes the DK Barrels (which give you your characters back if you lose them) and Star Barrels (which act as checkpoints), so you can only take two hits in each stage before losing a life and being forced to start over from the beginning.
Additionally, all the Warp Barrels have been removed. If you think you’re just going to skip over Mine Cart Carnage, Stop & Go Station, or any other stage in the game, think again.
https://www.romhacking.net/hacks/4152/
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October 16th, 2018, 17:28 Posted By: wraggster
Rejoice once more! News has come from Nightcrawler’s Translation Corporation! The Song of the Angel English translation has been released! This is a milestone in the fan translation community as it is the first introduction of the Tenshi No Uta series to English audiences. Fans of Tales of Phantasia and Star Ocean will be happy to know the game shares many of the same developers known as the ‘Wolf Team’, as well as sharing the main musical composer too! As a result, Song of the Angel is a very charming game with a great soundtrack. The atmosphere will certainly feel familiar.
Nightcrawler made every effort to ensure the hacking work is amongst the best seen on the SNES platform. Nearly everything was expanded and proportional font deployed throughout all dialog and menus. The result ensures the dialog was uncompromised, and menus are up to standards set on future generation consoles. As an added bonus, a number of original game bugs were fixed too! Liana of Metal Max Returns fame did the translation work. So, you can expect to experience a well written translation to convey the aforementioned charm of the original game.
For those not familiar with the game, Song of the Angel is a love story at its core. It blends together a tale of love, angels, demons, and even Satan himself! Gameplay is typical 1994 RPG fare with the addition of a Parley negotiation system. You’ll meet a wide cast of characters including old friends, new friends, a tyrannical count, a soothsayer, and more. You will walk, teleport, sail, and fly by the time your adventure concludes.
Some further details are available in the readme file for those of you interested in more about the project and game. For the rest of you in a hurry to get things done, go start playing!
https://transcorp.romhacking.net/
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