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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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June 10th, 2018, 23:16 Posted By: wraggster
Snes9x one of the major emulation scene emulators is back with a new release:
The full changelog can be seen below.
- Increased the speed of SA1 emulation to match hardware (BearOso)
more closely.
- Fixed negative SA1 division (BearOso, Jonas Quinn)
- Changed the location where we poll input to potentially (Brunnis, BearOso)
reduce lag.
- Fixed the interlace fields being swapped after skipping (BearOso)
frames.
- More updates for BS-X support. (LuigiBlood)
- Updated xBRZ to version 1.6. (zenju, OV2)
- Added a DMA timing hack for rpgone's Koryu no Mimi (OV2)
translation.
- Updated HDMA to not update indirect addresses until after (BearOso)
transfers are completed.
- Improved cheats support. This stores cheats in a human- (BearOso, OV2)
readable and editable format as gamename.cht. Cheats are
converted from the old format on load. They can be added
in many different formats, but they will convert to the
simple address=condition?byte format.
Also, now included is mightymo's cheat database, and the
ability to match a game and automatically load cheats
from it.
- Don't reset a pending NMI on vblank end. Fixes Super (furrykef)
Punch-Out.
- Redo NMI timing. Fixes Secret of Evermore (PAL). (BearOso)
- Test for transparency before dithering on SuperFX. This (RedGuy(yyy))
fixes some graphical artifacts in Star Fox.
- Change some of the SDD1 guesswork mapping. Fixes a Tales (BearOso)
of Phantasia hack.
- Return PPU1 MDR for reads of $2137 instead of CPU MDR. (BearOso)
Fixes Mario's Time Machine graphical glitch.
- Memset less memory for sprite calculations. (Nebuleon)
- Don't spuriously update register 14 when running SuperFX. (BearOso)
Fixes graphical glitches in Doom.
- Added a SuperFX clock modifier variable. (BearOso)
- Write CPU MDR during some DMA and HDMA transfers. Fixes (BearOso)
Speedy Gonzales and Funaki Masakatsu Hybrid Wrestler.
- Calculate next IRQ time in advance instead of continously (BearOso, OV2)
checking for it.
- Added some IRQ timing quirks. Fixes at least Marko's (BearOso, OV2)
Magic Football.
- Fixed wrong tile selection in offset-per-tile mode. (BearOso)
- Advance the VRAM pointer even if VRAM writes at the time (kps501)
are invalid.
- Return 0x80 instead of 0xff in DSP1 simulation. Fixes (kps501)
Powerfest '94 Mario Kart.
- Initialize controllers on reset. Fixes Looney Tunes (kps501)
B-Ball multitap.
- Attached APU instruction tracer and made some additions (BearOso)
to debugging output.
- Fix line doubling in interlaced mode. (kps501)
- Added support for M.A.C.S. rifle peripheral. (kps501)
- Fixed a bug where the MSU1 channels were reversed. (qwertymodo)
- Win32: Added dynamic rate control support for XAudio2 (OV2)
- Win32: Added different volume level configuration for (OV2)
regular and turbo speed.
- Win32: Added option to disable EPX scaling for messages (OV2)
- Win32: Improve multi-rom loading. (OV2)
- Win32: Add libpng and zlib dependencies as submodules for (qwertymodo, OV2)
easier compiling from source.
- Win32: Fixed icon registration. (OV2)
- Win32: Better support for running while unfocused. (OV2)
- Win32: Changed icon. (BearOso)
- Win32: Report hidpi support. (BearOso)
- Win32: Added mute hotkey and hotkeys for saving/loading (OV2)
from file.
- Win32: Disabled hotplugging in favor of a menu option to (OV2)
reconfigure joysticks.
- Win32: Added a reduce input lag option. (BearOso)
- Win32: Added ability to use GLSLP shaders with OpenGL, (OV2)
including a dialog to tweak custom parameters.
- GTK+: Added dynamic rate control support for audio to (BearOso)
reduce buffer overflows and underflows.
- GTK+: Increased SDL requirement to version 2.0. This (BearOso)
improves joystick compatibility.
- GTK+: Improved GTK+ 3.0 support and made it the default. (BearOso)
- GTK+: Added ability to start from a snapshot on the (julien2512)
command line.
- GTK+: Added automatic input rate handling. (BearOso)
- GTK+: Use 16-bit 5-6-5 pixel format for better colors. (BearOso)
- GTK+: Now disables the compositor in fullscreen mode. (BearOso)
- GTK+: Changed icon. (BearOso)
- GTK+: Require libepoxy for OpenGL support. (BearOso)
- GTK+: Add full compatibility with GLSLP shaders, with a (BearOso)
parameters dialog to configure them.
- Unix: Add xinerama support and window position hints.
download https://github.com/snes9xgit/snes9x/releases/tag/1.56
via https://gbatemp.net/threads/snes9x-v...ut-now.506640/
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June 10th, 2018, 23:13 Posted By: wraggster
Heres some interesting news for owners of the Nvidia Shield:
The similarities between the Nvidia Shield and Nintendo Switch have been pointed out countless times since the console's launch. Especially due to the Tegra X1 chip. When it was revealed that select Nintendo Wii games would be ported to the Shield (for China only), it got people wondering how well they would run, and if its emulation would be passable enough for use on the Nintendo Switch.
Digital Foundry, a team of reporters that are dedicated to finding how well games run thanks to frame-by-frame comparisons, have decided to tackle Super Mario Galaxy for Nvidia Shield, to test how well the game runs. You can see their entire analysis in the video above.
If you'd rather see a written report, the parent company of Digital Foundry--Eurogamer has done an in depth article on it as well.
Based on our tests, Nintendo and Nvidia's emulation work has a lot in common with Xbox One X's enhancement of Xbox 360 games, in that Super Mario Galaxy benefits from a 3x increase in resolution on the X and Y axis, resulting in a 9x boost to pixel count overall. That yields a curious 1920x1404 resolution - a 30 per cent boost over standard 1080p that's downscaled to the display output. It's a curious state of affairs, but almost certainly down to the fact that Wii games usually operate at around 640x480, with the emulator stretching out the horizontal resolution for widescreen support. The emulator effectively works in reverse, running natively on the X axis and downscaling the vertical instead.
There are other aspects of the presentation worthy of comment too. Looking at Xbox 360 titles enhanced for Xbox One X, we often see a mixture of upscaled 2D bitmaps and vector-based fontography that scales up to the emulator's chosen resolution. Super Mario Galaxy has native type and even some native resolution bitmaps that are subtly different to the originals, while other elements are still based on the 480p core art from the Wii release. It's unclear whether this game received a Chinese launch originally, so there may well be new artwork injected here - there's certainly proof here of a clear improvement over the Western code running under the Dolphin emulator.
https://www.eurogamer.net/articles/d...s-wii-emulator
via https://gbatemp.net/threads/digital-...shield.506751/
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June 10th, 2018, 22:34 Posted By: wraggster
The piracy scene is on fire again, after someone 'leaked' an 'Switch Cartridge Dumper', but as @AnalogMan points out below, it does have some limits, like no support for newer (cart2)-type games which have moved the 'logo partition' and only dumps to ExFAT. Well, this got leaked in ReSwitched discord just a bit ago, so might as well share it. This is a cart to XCI dumper. It has some limitations such as: - ExFAT only, it does not split the larger backups
- Cannot dump newest games with a logo partition (cart2)
I did not make this but I have tested and verified that it works. Place the NRO file in your sdmc:/switch/ folder and run with Homebrew Menu. Have fun.
NOTICE: Remember, these dumps contain your PRIVATE certificates for your specific cartridge. Sharing such a thing with others could lead to getting all of your consoles banned. Before you ask, scene releases do not have their certs, they were blanked out with 0xFF's. Other than the blanked out cert, the dumps made by this tool are exactly the same as scene dumps.
PS: WAIN stands for " Without An Interesting Name".
Click to expand...
As NOTED ABOVE, these dumps you make from your original game cartridges are complete including your 'private certs' which is great if you want LESS RISK by going online with your piracy backups, instead of using a NULLed warez release from BigBlueBox, but if you want to be nice and share your 'backup' online with (cough) friends, become a true pirate, with wooden leg and eye patch, you need to use a program like our own MaxConsole XCI Exploder which has options to extract/inject certs., trim/split XCIs.
NEWS SOURCE: XCI Dumper (via) GBATemp
via https://www.maxconsole.com/threads/r...-dumper.47167/
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June 10th, 2018, 22:24 Posted By: wraggster
Heres an updated release for the all in one hack for Nintendo Switch:
Even tho the SX PRO is coming next weekend, there is those that want to do 'Switch Hacking' on their own, or just use SX OS with PC, and if you one of those 'down-to-earth' (bare-bones) modders, then check out this handy-dandy All-In-One package of Switch tools! This windows applications allows you to easily extract premade packages for the microsd card, which goes into the switch. Also this tool has TegraRcmSmash by @rajkosto and the drivers included which allow you to launch payloads from your windows machine.
v1.0.0.3 Changelog: - Add the .stub file needed to make hbl work on 5.1.0 (hekate5x.zip) (thanks @Karthik99999)
- Updated CTCaer v2.2 -> 2.3 (This fixes the sleep bug) (thanks @Karthik99999)
- Updated HacToolGUI to newest version. (thanks @peter17ji)
- Fixed Bug in SDTools -> When "delete" was pressed without anything selected, it crashed
Hopefully you find this program useful. --- Have fun!
Click to expand...
- How to use Follow this image guide: https://imgur.com/a/zljwjZM
- Download You can download either an installer (recommended) or a portable version(extract everything, else it won't work) here
OFFICIAL SITE: --> https://github.com/getraid/SHAIO
via https://www.maxconsole.com/threads/s...1-0-0-3.47179/
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June 6th, 2018, 21:48 Posted By: wraggster
Snes Emulator gets a new release:
bsnes-mcfly v106r04 is released. Some of you may have noticed that Olympian Magic has seen no updates for over 3 weeks. I didn't put it on hiatus just for the sake of taking a break. No, the reason it went on hiatus is this project: bsnes-mcfly. This is a port of the Qt GUI from bsnes v073 to higan v106. In development versions up to v106, it was previously known as “bsnes-classic” in an attempt to replace AWJ's fork also named “bsnes-classic”. However, AWJ has shown that bsnes-classic is still alive, so this project had to be renamed.
Some of you may have noticed that Olympian Magic has seen no updates for over 3 weeks. I didn't put it on hiatus just for the sake of taking a break. No, the reason it went on hiatus is this project: bsnes-mcfly. This is a port of the Qt GUI from bsnes v073 to higan v106. In development versions up to v106, it was previously known as “bsnes-classic” in an attempt to replace AWJ's fork also named “bsnes-classic”. However, AWJ has shown that bsnes-classic is still alive, so this project had to be renamed.
This version of the Qt GUI has the following features:
Compatibility with higan v106, including v106-style gamepaks (cartridge folders)
Low-level emulation of the HG51BS169 (Cx4) and ARM6 (ST018)
Newer MSU1 features such as audio resume
Concatenated firmware in game ROMs, as well as a firmware/ fallback directory.
No cartridge folders are created within the user's home directory. It is all handled in memory.
Database lookup of SNES and Super Famicom cartridges. The database is embedded right into the application along with heuristics for games not in it, so icarus is not required.
Compressed archives: Zip, GZip, BZip2
Support for Zip and GZip provided by nall instead of snesreader
BZip2 support by Rob Landley under the zero-clause BSD license
Copier extensions: SMC, SWC, FIG, UFO, GD3, GD7, DX2, MGD, MGH, 048, 058, 068, 078, BIN, USA, EUR, JPN, AUS
All of these extensions are also available for use with BS Memory and Sufami Turbo slot cartridges.
Optional FuSoYa header (512 bytes at the beginning of the ROM)
WASAPI and ASIO audio drivers
Exclusive mode for Direct3D and WASAPI
Separate directories for save RAM, save states, and other mutable game files
Turbo buttons
asciiPad (more advanced turbo switches with Off, Turbo, and Auto settings)
Simultaneous up/down and left/right (must be enabled in the settings file)
I needed to use a really evil compilation trick to enable this feature without modifying higan directly.
IPS, UPS, and BPS soft-patching
IPS and UPS patches are applied before removing the FuSoYa header, and BPS patches are applied after.
Movie recording and playback
Cheats
Pro Action Replay (AAAAAAD, AAAAAADD, AAAAAA/DD)
Can omit the address/data separator or use a colon, when higan v106 mandates the use of an equals sign or a slash.
Game Genie (GGGG-GGGG)
Cheat search (works only on WRAM at 7e-7f:0000-ffff)
Software filters
2xSaI, Super 2xSaI, Super Eagle
HQ2x, LQ2x, Scale2x
Pixellate2x
blargg's snes_ntsc
Phosphor3x (was included in some bsnes v08x versions)
OpenGL shaders
Curvature and Edge Detection from higan v092
HQ2x, Pixellate, Scale2x
HDR-TV, Watercolor (these were marked “Archive” in bsnes v083 and not restored when bsnes v085 went back to XML from BML)
Sepia (converted from Direct3D)
Only 1 copy of nall for the overall project instead of a separate copy each for bsnes, snesfilter, and snesreader
Features missing from bsnes v073
Compressed archives: Z (compress), 7z, RAR, JMA
Most of these have restrictive licenses. Need to think carefully on how to implement them...
Selecting one of multiple files in a single Zip archive
snes_ntsc configuration dialog
Because the palette size was increased from 32768 to 524288, changing a setting causes bsnes to freeze while it recreates the palette. This dialog had to go.
Binding the Pause/Break key to an input
Direct3D shaders
As consolation, the Sepia shader was converted to OpenGL
download https://board.byuu.org/viewtopic.php?f=4&t=2061
via http://www.emucr.com/2018/06/bsnes-mcfly-v106r04.html
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June 6th, 2018, 21:06 Posted By: wraggster
DCEmu Coder Jayenkai is back with a new game for the Nintendo Switch:
Another week, another game!
Time for some "Blockman Gets" action.
A simple enough premise, and one you've no doubt seen plenty of times before. Guide Blockman through the maze of pills, and gobble up everything you can find.
But you can't go back!!
This game takes the classic dot-muncher game and twists it into a Puzzle mechanic that'll keep you munching for hours.
download https://agameaweek.com/?Game=426
via https://www.nintendomax.com/viewtopi...11fe5e0fab1ebc
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June 6th, 2018, 21:04 Posted By: wraggster
STJr and carstene1ns have ported the homebrew Sonic game to the Nintendo Switch:
Hoi, I have ported SRB2 to Nintendo Switch!
This is no proper release yet, but mainly a test build. Button configuration is not final yet (MINUS is mapped to ESC for now)
and also the startup time needs to be improved (currently it seems to wait for a network timeout for about a minute :unsure.
via https://www.nintendomax.com/viewtopi...11fe5e0fab1ebc
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June 6th, 2018, 21:02 Posted By: wraggster
Heres a new release of the gameboy advance emulator for the Nintendo Switch:
A VBA-M port for Nintendo Switch. It's based of the libretro port(the actual emulator) and 3DSGBA(the GUI, although heavily refactored).
After porting 3DSGBA(which often crashed probably because of a huge amount of memory leaks), I tried porting mGBA which ran not so well. That's why I decided to experiment with a lighter less accurate emulator, which lead to this port.
Needs libnx and devkitPro to build. Just run make.
Features
Quite high compability(haven't tried many games)
Save games and save states
Frameskip
Problems
In rare occasions the audio has problems
Video and Input not frame accurate(see Speed hack)
Speed hack
Before implementing this "speed hack" the emulator had regular slowdowns. Although I found out about these things by myself, these things might be common knowledge to emulator devs. These were the things which apparently slowed the emulator down:
The thread/core it's running on
The VSync
The first problem was solved by running the whole emulator in a second thread with a very high priority pinned to a core not used by the system.
Omitting the wait for vertical synchronisation lead naturally to artefacts. So I decided on only running the emulator inside the second thread, locked using sleep thread to 60 Hz. At the same time the main thread is locked by the vsync and only receives the framebuffer while sending the input. I left the audio in the emulator thread.
This leads of course to the problem that both threads, although locked to 60 Hz, may not run in sync, so the input or the graphics of a frame may be skipped or out of sync sometimes.
Changelog:
Complete UI overhaul. Now it looks almost native!
Setting to offset the real time clock
Again thanks to @dene-, who's responsible for the UI improvements and @jakibaki who's our expert for RTC and saving.
download https://github.com/RSDuck/vba-next-switch
via https://www.nintendomax.com/viewtopi...11fe5e0fab1ebc
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June 6th, 2018, 20:57 Posted By: wraggster
Heres a great exploit for the Nintendo DSI:
This is an exploit for FlipNote that will allow running homebrew on your Nintendo DSi. Lovingly hand crafted by fincs and WinterMute, inspired by “ugoopwn” US region “leak” by Shutterbug.
Simply copy the contents of the archive to the root of your SD card, open FlipNote and follow the steps in the video above. Make sure that you’ve switched off “Start on Calendar” or the exploit won’t work.
The archive also contains dslink which can be used to transfer code over wifi but only with a WEP or open connection currently. DSiWareHax will install all the DSiWare savesploits for vulnerable DSiWare you have installed and fwTool will allow you to back up your NAND with included no$ footer for emulation.
Please note: fwTool currently has no NAND restore options for the simple reason that it’s horrifically dangerous atm. I have some things in progress that will be safer but, for now, please don’t use any of the forks that add dubious NAND writing options. They can and will brick your console.
Click to expand...
Source & Download: --> https://davejmurphy.com/͡-͜ʖ-͡/
via https://www.maxconsole.com/threads/d...eleased.47145/
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June 6th, 2018, 20:56 Posted By: wraggster
The Nintendo Switch scene is the hottest of the hacking scenes at the moment and heres some more awesome news:
Team REBUG tweeted out a picture of there first prototype testing model that has arrived, and @evilsperm is going to install it later on tonight and get to work on the next stage, as they work on a simple 4/5 wire internal modchip for the Nintendo Switch console, which has only been 2 week since they first announced the SwitchME project and asked for few testers with professional tiny soldering skills.
It has to be noted, this still in very early design stages, first internal tests have to be done by team members before even the selected testers can get a chance and also the final design will be shrunk more and alot smaller over half the size pictured above, so please remember don't bug the team too much right now, and stay tuned for more news updates here in this thread!
NEWS SOURCE: @Aboshi2011 (via) Twitter
via https://www.maxconsole.com/threads/t...hme-omg.47042/
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June 6th, 2018, 20:55 Posted By: wraggster
Team Xecuter provide more info on the Modchip for the Nintendo Switch
Its only been a couple of days, since the exclusive pics of TX factory, and now we have a brand-new demo video from the SX team! Welcome to one of the last Team Xecuter announcement before we let the reviewers take over!
As promised, here is a new video of our latest SX OS running games and homebrew under 5.1.0. This is pretty close to what you will have in the V1.0 of SX OS. But we are still working...
As a quick fact update, during our latest tweaking before launch, we now have 10 (instead of original 5) successive boots without the opportunity to auto recharge. Standby time remains the same (approximately 1 week) and battery drainage has been dropped from 25mA to 13mA while console is awake and dongle plugged in. - Q: Can I play my Switch running SX OS while being docked?
A: Absolutely. You just need to have it undocked when you power up your Switch to load SX OS. Once done, dock it and play for as long as you don't completely power it off again.
- Q: I know I'm asking too much and it's early, (sorry) would it be possible to get Bluetooth audio (or even Bluetooth controller) support within the CFW.
I know a lot of people would dig that on other forums (including a clean internet browser that has YouTube unblocked) if this is possible?
A: If it is doable, we will try. Please read text below about such requests, you are fully entitled to request anything, we will do our best in order of user's most wanted features.
We receive hundreds of email daily with hundreds of request/suggestions. We thank you for them. We do not reply to everyone, although most people do receive a reply, but rest assure we read them all. And we take note. We have requests for emunand, Nand back up, themable SX OS, soldered version... the list goes on!
SX OS and its affiliated products (first one being SX Pro) are a work in progress. You paid not only for a device but also for support. And we will bring it to you. Most on demand or important features will be added first, some are already being worked on as you read this, and we will take it step by step.
Thank you for the trust you placed in us, we will deliver!
via
https://www.maxconsole.com/threads/t...-switch.46981/
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June 4th, 2018, 20:51 Posted By: wraggster
The former BSNES emulator has had a new update:
higan v106r36 is released. higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan Changelog:
* Update to v106r36 release.
byuu says:
Changelog:
- nall: renamed array to adaptive_array; marked it as deprecated
- nall: created new array class; which is properly static (ala
std::array) with optional bounds-checking
- sfc/ppu-fast: converted unmanaged arrays to use nall/array (no speed
penalty)
- bsnes: rewrote the cheat code editor to a new design
- nall: string class can stringify pointer types directly now, so
pointer() was removed
- nall: added array_view and pointer types (still unsure if/how I'll
use pointer)
download https://gitlab.com/higan/higan
via http://www.emucr.com/2018/06/higan-v106r36.html
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June 4th, 2018, 20:31 Posted By: wraggster
Heres a nice bit of NES News:
Babel Blox is a new NES game by Sly Dog Studios. A demo is now ready to download – the game itself might be commercial once done. In the land of Shinar, the people are building a tower to elevate themselves to the level of God. Take on the role of God, and scramble the language of the people and scatter them on the earth! Use twitch-style skills to recognize different languages and stop blocks from being added to the construction of the tower. Choose from a variety of languages to use, and get the people separated!
via https://pdroms.de/nintendoentertainm...-demo-nes-game
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June 3rd, 2018, 20:28 Posted By: wraggster
BernardoGiordano has released a save game manager for the Nintendo Switch
Switch
Added: touch-less backup and restore by using L and R.
Fixed: occasional crashes on various firmware versions are now fixed.
Fixed: now the user interface uses the Shared Font: this means you're now allowed to see the correct name for games with non-ascii characters in their name.
Fixed: now you can backup a save using the default backup name (datetime + username) if you have accented characters in your username.
Fixed: control speed is now slower.
Refactoring and tons of small fixes to enhance the user experience.
download https://www.nintendomax.com/viewtopic.php?f=168&t=16623
via https://www.nintendomax.com/viewtopic.php?f=168&t=16623
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June 3rd, 2018, 20:26 Posted By: wraggster
BernardoGiordano has released a save game manager for the 3DS:
3DS
Added: custom configurations. This means you can now:
Hide arbitrary titles by passing their title ID inside of the configuration file.
Backup system titles savedata.
Add more custom folders to look for saves and extdata throughout the entire SD Card, for each title.
For more informations about how to setup your custom config.json file, check out the README.
Added: touch-less backup and restore by using L and R.
Added: fast scroll in the UI by holding the arrows.
Fixed: some graphic elements overlapped in the wrong way because of bad depth value.
Fixed: page count is now fixed when the UI has specific amounts of titles.
Fixed: cursor now wraps properly in the UI when scrolling the title list with the directional arrows.
Refactoring and tons of small fixes to enhance the user experience.
download https://github.com/BernardoGiordano/Checkpoint
via https://www.nintendomax.com/viewtopic.php?f=132&t=16622
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