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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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October 16th, 2018, 17:26 Posted By: wraggster
It's only been a week since Team-Xecuter made the big announcement of SX OS v2.1 with their 'cheat engine' and now they are back and on a roll with them adding 'Docked USB Drive Support' and many other nice improvements to their 'cheat engine' and a few bug fixes! How do you do, dear SX OS users?
Today we are back once again with a much anticipated new feature as well as various improvements to existing functionality for SX OS. While this is still labelled as BETA we've had some good success with it internally, we're looking forward to your feedback.
Lets jump into the list of changes!- Docked USB drive support!
Yes. You read it right. You can now plug a USB mass storage device into your switch' dock and load XCI or install NSP content from there directly. No longer are you limited by the size of your microSD card when playing the switch from the comfort of your couch, but you can now enjoy TERABYTES of content by using external harddisks and such! The filesystem on the drive needs to be either FAT32 or exFAT, and the directories that are being scanned for content are equal to the ones you'd use on the microSD card.
- Updates to the cheat system
- More accurate progress indication during cheat search
People were reporting "freezes" during cheat searches, often times these were just due to impatience and a suboptimal UI from our end. The progress bars are more honest and update more frequently now!
- Cheat search for exact value requires no initial dump anymore
For 'exact value' searches a big initial dump file on your microSD is not needed, and since this is often the way people start a cheat search we decided to streamline the cheat finder process a bit. You are now prompted with a question whether you want to start an exact value search or arbitrary value search, in case of the former the process will be much faster.
- Automatically apply/disable cheats upon toggle
The interface for "applying" the cheats was a bit counterintuitive, you now no longer have to press the plus (+) button in order to apply cheats. They are automatically applied/disabled once you toggle them. Disabling cheats now properly works as well, so there's no need for having a dummy cheat any more to work around that limitation.
- Ability to add cheats using the UI
Identifying memory locations for cheats using just the console is nice, but previously there was no way of adding an actual cheat-code for a location you found to the cheat code library. This has been addressed, and there is now an interface for doing this directly from our menu.
- Show homebrew NSP icons in TX menu
Some homebrew NSP titles were not displaying their icons properly. This has been investigated and fixed.
- Fix error 2345-0021 when in docked mode opening TX menu
People who play/cheat in docked mode will like this fix. The frequent crashes that happened when opening the TX menu in docked mode are now a thing of the past!
That's it folks. Enjoy this BETA and let us know what you think. We have more tricks up our sleeves, more rabbits in our tophats. And we only have one gear: FORWARD.
https://team-xecuter.com/where-to-buy/
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October 15th, 2018, 17:17 Posted By: wraggster
This might just be the single biggest platform release at launch for a new platform ever for RetroArch! Right from day one, they are starting out of the gates on the Switch with over 44 libretro cores! You can download RetroArch for Switch here. 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 8), 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.
OFFICIAL SOURCE: --> https://www.libretro.com/index.php/r...witch-version/
via https://www.maxconsole.com/threads/f...out-now.48659/
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October 15th, 2018, 17:15 Posted By: wraggster
Find xci2nsp releases here: https://gitlab.com/roothorick/dedbae/tags/This is an XCI to NSP converter that's smarter and faster than 4nxci. - A single, self-contained executable with no dependencies worth mentioning.
- Reads and writes the game exe/assets -- the part that actually takes more than a few seconds -- only once, without decrypting/re-encrypting. No interstitial files. This is as fast as I can make it; the bottleneck is the throughput of your HDD.
- Handles all known XCI/gamecard formats.
- Produces output NSPs with the human-readable game name, title ID, and version ID in hex (much more readable than CDNSP's decimal translation).
- Identifies and extracts embedded updates as a separate NSP.
- No fake tickets, no recrypting with titlekey crypto, no cruft in your ticketdb. Only the update NSPs have tickets, and they're real, official tickets.
via https://www.maxconsole.com/threads/d...nverter.48660/
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October 15th, 2018, 17:14 Posted By: wraggster
Nintendo Co. NTDOY -1.78% plans to release a new version of its Switch videogame console next year to maintain the sales momentum of the device, according to suppliers and others with direct knowledge of the plan.
Sales of the Switch, introduced in March 2017, are still solid but are no longer delivering the favorable surprises that marked the machine’s first year on the market. Nintendo shares, which rose sharply last year, have trailed the broader stock market this year. The move to update the Switch suggests the Kyoto, Japan, company is moving quickly to ensure its flagship product doesn’t lose competitiveness.
Nintendo is still debating what new hardware and software features to include in the upgrade and weighing the cost of the features, people with knowledge of the discussions said.
One option is improving the display, they said. The current Switch uses a lower-end liquid-crystal display without some technologies that are standard in more recent smartphone LCDs.
Updating the display with these technologies would make it brighter, thinner and more energy-efficient. The updated Switch isn’t expected to adopt the organic light-emitting diode or OLED panels used in Apple Inc.’s AAPL 1.22% iPhone X series.
Nintendo is looking to release the new Switch in the latter half of 2019, perhaps as soon as summer, the people said.
A Nintendo spokesman declined to comment.
Between its introduction last year and June 30 of this year, Nintendo sold 19.7 million units of the Switch, a pace that compares favorably with Sony Corp.’s PlayStation 4, the most popular console among the current generation of videogame players. The Switch can be used both as a living-room console and as a portable game machine.
Nintendo has said it wants to sell 20 million units in the year through March 2019, and analysts say they expect sales roughly to match that goal assuming some popular software titles planned for late this year arrive on schedule. Nintendo has said it plans to introduce “Super Smash Bros. Ultimate” on Dec. 7.
Videogame makers generally come out with new consoles every five to six years, and it is common for them to update the devices in the middle of their life cycles to keep the momentum going. Sony introduced the PlayStation 4 in November 2013 and updated it with a less-expensive version in September 2016 and a high-end model two months later.
A new Switch would follow that pattern. Nintendo’s Shigeru Miyamoto, who created many of its top games and now holds the title of creative fellow, said in February he wanted the Switch’s life cycle to be longer than usual, suggesting next year’s update of the hardware may not be the last.
The upgraded Switch would likely share many features with the current version and be compatible with existing Switch game software.
Software makers and others in the industry are watching whether Nintendo will clarify the future of its hand-held 3DS videogame device when it decides on the next Switch.
Nintendo has said it would keep selling 3DS machines because they are a safe and affordable option for children. But new game releases for the platform have been declining and some popular franchises, including Nintendo’s own “Pokémon,” moved to the Switch this year.
An executive at one software maker said the 3DS was increasingly overshadowed by smartphones that are well-suited to portable games. He said he was waiting for a “clear message” from Nintendo about what it would do with the 3DS series when it puts out a new Switch.
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October 15th, 2018, 17:13 Posted By: wraggster
Currently, the existing XCI/NSP tools either need a PC or can only do one or the other, but now scene developer @HiD has released the first version of dOPUS and it can manage both NSP/XCI installs directly on your Switch console itself. You can grab it here! Features:- File browser like interface
- Install or "Install & Delete" NSP, XCI
- Install an extracted NSP or XCI (NCA folder)
- Extract NSP, XCI to a folder
- Convert XCI to NSP
--> Don't forget to place keys.dat to the root of the SDCard to use XCI features! <--
You can generate it using kezplez --> https://github.com/tesnos/kezplez-nx/releases
Keep in mind this is a first alpha release. If people like it and use it, I might add more features!
As always I'm not responsible for any damage caused to your switch or your data.
Cheers!
Click to expand...
NEWS SOURCE: dOPUS 0.6 - NSP/XCI file installer and manager (via) GBATemp
via https://www.maxconsole.com/threads/s...manager.48672/
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October 15th, 2018, 17:12 Posted By: wraggster
Developer @SimonMKWii is back with yet another handy-dandy utility for having fun with your XCI/NSP packages, like 'datamining' and many other neat things as listed below, and this being a 'work-in-progress' project, we will see some cool updates! Features:- Makes datamining extremely easy.
- BFSTM playback.
- Extract individual folders, files, the ExeFS or the entire thing.
- Automatically finds the main nca within an XCI or NSP and opens it.
- Update support.
- You can open XCIs, NSPs and NCAs directly from explorer and load it into the program.
Usage:
- Ensure you have your prod.keys file and title.keys file in <Home Folder>/.switch/*
- Open an NCA, XCI or NSP...
- ???
- Profit!
Tips:
- Organise the title.keys file like so: <Rights ID> = <Titlekey>
- Organise the prod.keys file like so: <Formal name> = <Key>
Click to expand...
OFFICIAL SOURCE: --> https://github.com/simonmkwii/SwitchExplorer/releases
via https://www.maxconsole.com/threads/s...nd-xcis.48679/
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October 15th, 2018, 17:01 Posted By: wraggster
Available at a suggested retail price of $299.99, the Nintendo Switch: Fortnite – Double Helix Bundle includes the Nintendo Switch system, the Fortnite game (which is free to download) and $45 worth of unique Fortnite goodies, including: - 1x unique Double Helix Outfit
- 1x unique Telemetry Back Bling
- 1x unique Pinpoint Pickaxe
- 1x unique Rotor Glider
- 1,000 V-Bucks (in-game Fortnite currency)
The 1,000 V-Bucks can be used to purchase other in-game items, and are enough to trade in for a newly released Season 6 Battle Pass, which will grant you access to even more cool in-game stuff like new outfits, new challenges and pets.
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October 15th, 2018, 16:57 Posted By: wraggster
Nintendo Scene Developer @zoogie has done some amazing new DSiWare magic, by now designing 'Frogminer' removing the need to have an purchased 'DSiWare' title on your Nintendo handheld to do the 'mining' operation, read all about this new magic trick below: In the past, installing B9S using DSiWare always required buying a game: either on a second, already hacked 3DS which would install the hacked save, then do a system transfer to the console you wished to hack (buying the game was necessary or it wouldn't transfer to the other console). Or, through seedminer, where you would bruteforce your moveable.sed so that you could buy the game on the console you wished to hack, and be able to inject the hacked save without need of a second, already hacked console. Now, it is possible to inject a copy of the vulnerable Japanese version of Flipnote Studio into a DSiWare title that is already present on every console: DS Download Play. This means CFW can now be installed for free, even on the latest firmware!
Click to expand...
Why a 'frog', you are asking now, well that is because the logo of 'Flipnote Studio' is well basically a pixelated frog, and to learn how to use him follow this wonderful guide.
NEWS SOURCE: Frogminer (Discussion & Support) (via) GBATemp
via https://www.maxconsole.com/threads/f...irmware.48698/
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October 15th, 2018, 16:51 Posted By: wraggster
One problem the switch has is that exFAT is buggy as hell on the Switch console, and causes your MicroSD to corrupt over usage, as such its better to be using FAT32, and even tho XCI has been supported in 'split' format for a while, when it comes to NSP it was not, but that has started to change and Nintendo Scene Developer @AnalogMan has recently released his splitNSP v1.01 for all to enjoy! As some have become aware, it's been found out that the official Nintendo SDK contains a PowerShell script for splitting NSP files into 4GiB chunks so that they can be installed from FAT32 filesystems. Seeing as the official script cannot be shared, I re-wrote it in Python3 (which makes it useable on more than just Windows) as well as added in an additional feature.
To run it you'll need Python3 installed. Once installed, call the script from Terminal or Command Prompt with the following:
Code:
python3 splitNSP.py filename.nsp
By default this will make a copy of the NSP and split it up into parts. Once created, you'll need to open the folder's properties and check the Archive flag. This is easily done on Windows, I'm still working on a way to do it for macOS since file flags aren't saved when copying to FAT32.
You can also activate quick mode with this command:
Code:
python3 splitNSP.py -q filename.nsp
This will not make a copy of the NSP and instead will split the original. This is useful if you're running low on space as it only requires that you have 4GiB of temporary space to run it. It's also much faster.
Once the folder is made and the archive flag is set copy it to your SD card (sdmc:/tinfoil/nsp/ if using tinfoil) and install it like any other NSP.
If you have any issues feel free to submit an issue and I'll try my best to work it o
Click to expand...
OFFICIAL SOURCE: --> https://github.com/AnalogMan151/splitNSP/releases
via https://www.maxconsole.com/threads/s...alogman.48747/
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October 15th, 2018, 16:50 Posted By: wraggster
After the success of portages such as Quake 1 to 3, here are now the adaptations of Doom on Nintendo Switch, through the Doom 3 and Doom64. Several options are available to you, or you choose to go on Doom 3, you will have to have the original game with including files pak000.pk4 pak008.pk4 files for Doom3 and 1.3.1 update, and for Doom64EX you must have the Nintendo 64 Rom to have the DOOM64.WAD and DOOMSND.SF2.
Be aware that Dhewm3, the port of the source engine of Doom 3 is very unstable, so it is better to settle for Doom64EX, which is a reimplementation of Doom 64 Samuel "Kaiser" Villarreal. It is based on Doom3D, although it has been rewritten for OpenGL instead of DirectX.
Installing Domm64EX:- Have a Doom64 Rom
- Extract the wadgen folder from doom64ex_nx_v010.zip somewhere on your PC.
- Run it wadgen / WadGen.exe and point it to your Doom 64 ROM. This should generate the 2 files DOOM64.WAD and DOOMSND.SF2.
- Extract the folder doom64ex_nx_v010.zip at the root of your SD card.
- Copy DOOM64.WAD and DOOMSND.SF2 to / switch / doom64ex / SD card.
- Now you can enjoy via the hbmenu.
Click to expand...
OFFICIAL GITs: --> https://github.com/fgsfdsfgs/dhewm3/ (and) https://github.com/fgsfdsfgs/Doom64EX/
NEWS SOURCE: Dhewm3 et Doom64EX s'invitent sur Switch (via) Logic-SunRise
via https://www.maxconsole.com/threads/r...-switch.48748/
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October 15th, 2018, 16:50 Posted By: wraggster
Heres a new toolkit released for the Nintendo Switch:
We at the NX++ team are happy to announce our new software dubbed the NXToolkit++!
We are working to improve this software every week with a new update to add more features! We currently have AutoRcm, Shutdown, Restart, Dump nand!
What we are working on:- TITLE MANAGER
- Install NSP
- Install Gamecart
To install the software please visit the appstorenx to download the latest build of NXToolkit++ if you would like to download offline download it from our Releases page and drag it to the "Switch" folder and enjoy the great features of NXToolkit++!
Click to expand...
OFFICIAL SOURCE: --> https://github.com/LordApple/NXToolkitPlusPlus/releases
via https://www.maxconsole.com/threads/s...nx-team.48749/
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October 15th, 2018, 16:44 Posted By: wraggster
Hackers have again been prodding at the Nintendo Switch:
Thanks to the hard work of scene developer @bodyXY you can now easy 'inject' whatever NES backup dumps of 'retro games' you want to play using the NES Online Classic Library interface that Nintendo so nicely added with v6.0.0 and make it so simple to mod, and now with v3.5 just released recently by @bodyXY it is even simpler and easier to get all the NES retro games you enjoy playing added. NES ONLINE Game Autoinjector- You need the NvnTexpkg.package (attached below)
- Extract NvnTexpkg.package into the same folder like NES-Online-Game-Autoinjector (v3.5, attached below)
- You have to create two TGA images in 32bit, once witch a size of 400x300 and another in the size of 355x512 (use Photoshop or whatever you want)
- Also, you need your "lclassics.titlesdb" file
Legend:
- Sort Title = "Sort of the game"
- Publisher = "Publisher of the game"
- Game Code = "unique 5 letters combination between AAAAA and ZZZZZ (like "ABCDE")
- Copyright = "Copyright holder of the game"
- Game Title = "Title of the Game"
- Overscan = "only 1 number between 0 and 9 per box"
- Simultanus ="true or false"
- Fade In = "only 1 number between 0 and 9 per box"
- Volume = "a number between 0 and 99"
Output folder: (NES-Online-Game-Autoinjector).path/NES_ONLINE_MOD
Click to expand...
OFFICIAL SITE: --> https://github.com/bodyXY/NES-ONLINE...ector/releasesUpdate 3.5
- Add PNG / JPG Support (auto-convert PNG/JPG to TGA)
- Bug fixes
Update 3.0
Update 2.8.1
Update 2.8.0
- Add Details-Picture to EU/US Version
- Add false/true radio-button
- Add new Game Code outset
- Textbox jump is fixed
- Input methods revised for error minimization
- More background checks for error minimization
- Bug fixes
Update 2.5.0
- Add FAMICOM-Support (NES ONLINE JP Version)
Update 2.0.1
Update 2.0
- Add ToolTip
- Add Game code verification
- Bug fixes
- and more background stuff
Click to expand...
NEWS SOURCE: NES ONLINE Game Injector (via) GBATemp
via https://www.maxconsole.com/threads/s...-bodyxy.48662/
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October 1st, 2018, 21:01 Posted By: wraggster
Martin Korth has updated his nintendo DS and Game Boy Advance emulator for Windows and DOS.
No$gba v2.9b Changelog:
- web: created no$project patreon page, https://www.patreon.com/martin_korth
- dsi/emu: allows 8bit vram writes on dsi (if enabled in SCFG_EXT9.bit13)
- dsi/help: added note on dsi debug blowfish key used when SCFG_OP nonzero
- carthdr/help: added carthdr[0B0h] "DoNotZeroFillMem"=unlaunch fastboot ID
- dma/help: added note on dma-fill via 40000Exh being slower than stmia/ndma
- dsi/help: added note on broken cameras being more common than unknown cameras
- dsi/tsc/iomap: shows tsc page 0,1,3 registers (page 3 is hidden in aes tab)
- dsi/tsc/emu: basic emulation for reading/writing tsc page 0,1,3 registers
- dsi/startdirect: initializes GPIO registers (sound,powerbutt,wifimode)
- a22i: throws error message on forward references within .pack blocks
- nds/cart: supports flashcarts with arm9 code below offset 4000h (ievolution)
- nds/bugfix: resurrected BG0CNT/BG1CNT.bit13 (unlike GBA) (thanks chocoreep)
- dsi/help: info about ST NAND02G AH0LZC5 emmc chips (thanks barawer+trade girl)
- dsi/emmc: emulates different eMMC CSD's (matched to four known eMMC CID's)
download http://problemkaputt.de/gba.htm
via https://www.nintendomax.com/viewtopic.php?f=19&t=16832
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October 1st, 2018, 20:59 Posted By: wraggster
endrift has updated his Game Boy Advance emulator for the nintendo Wii.
0.7.0: (Future)
Features:
- ELF support
- Game Boy Camera support
- Qt: Set default Game Boy colors
- Game Boy Printer support
- Super Game Boy support
- Customizable autofire speed
- Ability to set default Game Boy model
- Map viewer
- Automatic cheat loading and saving
- GameShark and Action Replay button support
- AGBPrint support
- Debugger: Conditional breakpoints and watchpoints
- Ability to select GB/GBC/SGB BIOS on console ports
- Optional automatic state saving/loading
- Access to ur0 and uma0 partitions on the Vita
- Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
- GBA: ARMIPS/A22i-style and ELF symbol table support
- Initial Switch port
Bugfixes:
- GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
- GB Serialize: Fix audio state loading
- GB Video: Fix dot clock timing being slightly wrong
- Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
- ARM: Fix MSR when T bit is set
- GB Serialize: Fix game title check
- GB: Revamp IRQ handling based on new information
- GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
- GB Video: Fix loading states while in mode 3
- GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
- GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
- GB Timer: Minor accuracy improvements
- GB Audio: Clock frame events on DIV
- GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
- GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
- GBA Savedata: Fix savedata modified time updating when read-only
- GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
- GBA Video: Start timing mid-scanline when skipping BIOS
- Core: Fix audio sync breaking when interrupted
- Qt: Improve FPS timer stability
- GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
- GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
- GBA BIOS: Fix BitUnPack final byte
- GB I/O: DMA register is R/W
- GB Video: Fix SCX timing
- GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
- GB, GBA Savedata: Fix savestate loading overwriting saves on reset
- GBA Video: Make layer disabling work consistently
- GB: Fix IRQ disabling on the same T-cycle as an assert
- Core: Fix ordering events when scheduling during events
- GBA: Reset WAITCNT properly
- GBA Serialize: Fix loading states in Hblank
- PSP2: Fix more issues causing poor audio
- GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
- GB, GBA Savedata: Fix unmasking savedata crash
- GBA DMA: Fix temporal sorting of DMAs of different priorities
- FFmpeg: Fix encoding audio/video queue issues
- GB Serialize: Fix IRQ pending/EI pending confusion
- GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
- GB Audio: Fix channel 3 reset value
- GB Audio: Fix channel 4 initial LFSR
- GB, GBA Video: Don't call finishFrame twice in thread proxy
- GB Audio: Fix channel 1, 2 and 4 reset timing
- Util: Fix wrapping edge cases in RingFIFO
Misc:
- GBA Timer: Use global cycles for timers
- GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
- All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
- Qt: Redo GameController into multiple classes
- Test: Restructure test suite into multiple executables
- Python: Integrate tests from cinema test suite
- Util: Don't build crc32 if the function already exists
- GBA: Implement display start DMAs
- Qt: Prevent window from being created off-screen
- Qt: Add option to disable FPS display
- GBA: Improve multiboot image detection
- GB MBC: Remove erroneous bank 0 wrapping
- GBA Cheats: Allow multiple ROM patches in the same slot
- GB: Skip BIOS option now works
- Libretro: Add frameskip option
- GBA Memory: 64 MiB GBA Video cartridge support
- PSP2: Use system enter key by default
- 3DS: Remove deprecated CSND interface
- Qt: Options to mess around with layer placement
- GBA Savedata: Remove ability to disable realistic timing
- Qt: Add load alternate save option
- GB Audio: Improved audio quality
- GB, GBA Audio: Increase max audio volume
- GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
- GB Video: Darken colors in GBA mode
- FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
- FFmpeg: Support lossless h.264 encoding
- Feature: Added loading savestates from command line
- Qt: Allow pausing game at load (fixes mgba.io/i/1129)
- Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
- Qt: Clean up FPS target UI (fixes mgba.io/i/436)
- Core: Remove broken option for whether rewinding restores save games
- FFmpeg: Support lossless VP9 encoding
- mGUI: Add fast forward toggle
download https://mgba.io/downloads.html
via https://www.nintendomax.com/viewtopic.php?f=54&t=16822
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October 1st, 2018, 20:50 Posted By: wraggster
endrift has updated the Game Boy Advance Emulator for the Nintendo 2DS/3DS:
0.7.0: (Future)
Features:
- ELF support
- Game Boy Camera support
- Qt: Set default Game Boy colors
- Game Boy Printer support
- Super Game Boy support
- Customizable autofire speed
- Ability to set default Game Boy model
- Map viewer
- Automatic cheat loading and saving
- GameShark and Action Replay button support
- AGBPrint support
- Debugger: Conditional breakpoints and watchpoints
- Ability to select GB/GBC/SGB BIOS on console ports
- Optional automatic state saving/loading
- Access to ur0 and uma0 partitions on the Vita
- Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
- GBA: ARMIPS/A22i-style and ELF symbol table support
- Initial Switch port
Bugfixes:
- GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
- GB Serialize: Fix audio state loading
- GB Video: Fix dot clock timing being slightly wrong
- Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
- ARM: Fix MSR when T bit is set
- GB Serialize: Fix game title check
- GB: Revamp IRQ handling based on new information
- GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
- GB Video: Fix loading states while in mode 3
- GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
- GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
- GB Timer: Minor accuracy improvements
- GB Audio: Clock frame events on DIV
- GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
- GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
- GBA Savedata: Fix savedata modified time updating when read-only
- GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
- GBA Video: Start timing mid-scanline when skipping BIOS
- Core: Fix audio sync breaking when interrupted
- Qt: Improve FPS timer stability
- GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
- GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
- GBA BIOS: Fix BitUnPack final byte
- GB I/O: DMA register is R/W
- GB Video: Fix SCX timing
- GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
- GB, GBA Savedata: Fix savestate loading overwriting saves on reset
- GBA Video: Make layer disabling work consistently
- GB: Fix IRQ disabling on the same T-cycle as an assert
- Core: Fix ordering events when scheduling during events
- GBA: Reset WAITCNT properly
- GBA Serialize: Fix loading states in Hblank
- PSP2: Fix more issues causing poor audio
- GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
- GB, GBA Savedata: Fix unmasking savedata crash
- GBA DMA: Fix temporal sorting of DMAs of different priorities
- FFmpeg: Fix encoding audio/video queue issues
- GB Serialize: Fix IRQ pending/EI pending confusion
- GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
- GB Audio: Fix channel 3 reset value
- GB Audio: Fix channel 4 initial LFSR
- GB, GBA Video: Don't call finishFrame twice in thread proxy
- GB Audio: Fix channel 1, 2 and 4 reset timing
- Util: Fix wrapping edge cases in RingFIFO
Misc:
- GBA Timer: Use global cycles for timers
- GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
- All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
- Qt: Redo GameController into multiple classes
- Test: Restructure test suite into multiple executables
- Python: Integrate tests from cinema test suite
- Util: Don't build crc32 if the function already exists
- GBA: Implement display start DMAs
- Qt: Prevent window from being created off-screen
- Qt: Add option to disable FPS display
- GBA: Improve multiboot image detection
- GB MBC: Remove erroneous bank 0 wrapping
- GBA Cheats: Allow multiple ROM patches in the same slot
- GB: Skip BIOS option now works
- Libretro: Add frameskip option
- GBA Memory: 64 MiB GBA Video cartridge support
- PSP2: Use system enter key by default
- 3DS: Remove deprecated CSND interface
- Qt: Options to mess around with layer placement
- GBA Savedata: Remove ability to disable realistic timing
- Qt: Add load alternate save option
- GB Audio: Improved audio quality
- GB, GBA Audio: Increase max audio volume
- GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
- GB Video: Darken colors in GBA mode
- FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
- FFmpeg: Support lossless h.264 encoding
- Feature: Added loading savestates from command line
- Qt: Allow pausing game at load (fixes mgba.io/i/1129)
- Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
- Qt: Clean up FPS target UI (fixes mgba.io/i/436)
- Core: Remove broken option for whether rewinding restores save games
- FFmpeg: Support lossless VP9 encoding
- mGUI: Add fast forward toggle
download https://mgba.io/downloads.html
via https://www.nintendomax.com/viewtopic.php?f=132&t=16823
To read more of the post and Download, click here!
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