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THE LATEST NEWS BELOW
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May 5th, 2018, 10:55 Posted By: wraggster
More Switch News:
Scene developer @hexkyz recently updated the 'SwitchBrew Wiki', to document the 'TegraRCM' in full, and at the same time dropped a rather useless (but hilarious) 'unpatchable' bug. - That he found in the 'TSEC firmware' for v5.02 that not very useful but still its there:
Package1ldr loads a firmware blob into TSEC early on boot. This piece of code runs on the TSEC in Authenticated Mode and has the sole purpose of generating the per-console TSEC key (see Cryptosystem).
As a way to mitigate attacks, the TSEC firmware blob is split into 3 stages: Stage 0 which is unencrypted and unsigned, Stage 1 which is unencrypted but signed and Stage 2 which is encrypted and signed. Stage 0 loads a static pre-generated signature into the Falcon's CPU crypto registers, loads Stage 1 into the Falcon's CODE region and jumps to it. Execution will proceed into Stage 1 in Authenticated Mode if, and only if, the loaded signature matches the one Falcon calculates internally for Stage 1.
Among various things, Stage 1 will attempt to do a "backwards" security check by calculating a CMAC over Stage 0 and comparing it with a known hash stored in the TSEC firmware's key data (a small buffer stored after Stage 0's code). If the hashes don't match, execution aborts.
Stage 1 stores the calculated Stage 0's CMAC in the stack, but forgets to clear it. Since the stack is located in Falcon's DATA region, loading the TSEC firmware blob and dumping the DATA region afterwards (via MMIO) will reveal the calculated hash. This allows using Stage 1 as an oracle to generate a valid CMAC for arbitrary Stage 0 code. Replacing the CMAC in the TSEC firmware's key data region results in Stage 1 accepting any Stage 0 code, thus rendering this security measure useless.
Additionally, since signed Falcon code can't be revoked without an hardware revision, an attacker can always reuse the flawed Stage 1 code even if a fix is issued.
OFFICIAL SITE: --> http://switchbrew.org/index.php?titl...541&oldid=4515
NEWS SOURCE: @hexkyz (via) Twitter
via http://www.maxconsole.com/threads/switch-bug-found-in-v5-02-tsec-firmware-compromises-itself.46910/
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May 5th, 2018, 10:54 Posted By: wraggster
If your interested in Switch releases, heres another one:
Scene developer @DavidBuchanan314 has put together a nice android app, that can help launch those frozen rocket payloads coming out for the TegraX1 (coldboot) Recovery Mode Exploit, so you can now be more portable if you have an compatible phone handy!
Changelog v0.2:
- Fix APK signatures for installation on pre-7.0 devices.
- Various code quality improvements (thanks @langerhans )
NXLoader (ALPHA - EXPERIMENTAL)
My first Android app: Launch Fusée Gelée payloads from stock Android
Heavily based on Fusée Gelée and ShofEL2. fusee.bin is bundled as a default payload. This app is currently in "Alpha" state, it's my first Android app and there is some rather disgusting code (Potentially blocking tasks on the UI thread ). This will be improved soon™.
HOWTO:
- Launch the app.
- (Optional) go to the Config tab, and select a custom payload file.
- Plug in your Switch. (On my Nexus 5, I use a micro USB OTG cable, and an A-to-C cable)
- Put it into RCM mode. (Note: your switch will power on by itself when plugged in, be sure to hold VOL+).
- Grant permission to the app to access the USB device.
- Enjoy!
Note: The app does not need to be running in order to launch the payload. The phone can even be locked!
FAQ:
- Why use this over a web-based launcher?: No internet required, and can auto-launch even if your phone is locked. Plug and play!
- Can it load Linux?: soon™
- Will it brick my phone/switch?: Hopefully not, but I an certainly not responsible if it does!
- Does it need root?: Nope!
TODO:
- Refactor the code so it's less hacky
- Improve UI/UX
- Implement loader for fail0verflow's Linux
For anyone who wants to look at the exploit source, the magic happens here.
Does it work on your device? Report here
OFFICIAL SITE: --> https://github.com/DavidBuchanan314/NXLoader
via http://www.maxconsole.com/threads/nx...anan314.46912/
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May 5th, 2018, 10:53 Posted By: wraggster
Whats this another Switch release:
Currently, there is no way to access the Switch eMMC on the console itself, as its 'disabled' when using the 'fusée gelée' exploit, but thanks to scene developer @rajkosto, whom earlier released a payload called 'biskeydump', you can at least get your console unique BIS keys, and then using his latest release, HacDiskMount and a way to attach the eMMC removed from your Switch, or an NAND backup, you can now access it!
Allows to open Switch eMMC RawNand dumps (and physical devices) and lets you perform operations on the individual partitions within, such as dump/restore from file, or mount them as a drive letter in Windows (with transparent crypto performed provided you have your BIS keys).
Changes:
- 1.0.2.2 - Fix crypto not working correctly at all on CPUs without AES-NI
- 1.0.1.1 - Partial support for dumps on 4K physical sector drives
OFFICIAL SITE: --> https://switchtools.sshnuke.net/
via http://www.maxconsole.com/threads/sw...ajkosto.46894/
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May 5th, 2018, 10:52 Posted By: wraggster
The Switch releases keep on coming:
The original 'fusedump' by scene developer @moriczgergo has been scraped and now been replaced with moonflower which is much more stable payload for use with your frozen rocket experiments on your Nintendo Switch console, so check it out below:
moonflower (License/GPLv2)
A fuse and GPIO dumper for the Switch, to be used with fusée gelée.
NOTE: Your dump may contain sensitive info that you probably don't want to leak.
Usage
- Build moonflower.bin, or grab one from our releases.
- Run fusée gelée with moonflower.bin instead of fusee.bin.
Changes
This section is required by the original license of Atmosphere, GPLv2.
- This originates from ktemkin's fork of Atmosphere (branch: poc_nvidia).
- exosphere has been stripped out, only fusee remains.
- main.c has been modified to print the fuse and GPIO data.
- Makefile has been modified to only build moonflower.
- .gitignore has been modified to apply to the new directory structure.
- README.md has been modified.
- shutdown_using_pmic() (src/main.c) is from rajkosto's biskeydump.
Responsibility: Don't blame me if damage happens to your Switch. (There shouldn't be any damage tho'.)
Credits
- rajkosto, for helping me out with GPIO stuff, and for the PMC shutdown code.
- ktemkin, for making fusee gelee, and releasing a fusee payload POC.
- SciresM, for making Atmosphère.
- Everyone in the ReSwitched Discord. <3
OFFICIAL SITE: --> https://github.com/moriczgergo/moonflower
via http://www.maxconsole.com/threads/sw...czgergo.46895/
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May 5th, 2018, 10:50 Posted By: wraggster
Heres one of the major releases for the Nintendo Switch Scene:
Scene developer @SciresM is back finally with a much needed update to his 'HacTool' that now handles all the newly discovered 'Switch File Formats', and recently released Keys (not supplied with his package, but support is when you 'find them'), so enjoy!
Keydata can be baked in at compile-time, or loaded from an external key file. See README.md and KEYS.md for details. In addition, a secure boot key + TSEC key + boot0 file pair can be passed in with an external key file to derive all keys it is possible to know given the information one has.
New Features:
- Added support for NAX0 (Nintendo Aes Xts File(system), SD Card content)
- Added support for key derivation using EKS (keyblobs) and sbk/tsec key
- Support was added for pre-1.0.0 "NCA2" content.
Bugs fixed:
- BKTR did not support the non-single bucket case, affecting games with huge patches (Splatoon 2, maybe others)
- Too many small ones to count
The following Switch file formats are supported:
- NCA
- XCI
- HFS0
- PFS0
- RomFS
- NPDM
- Package1 (PK11)
- Package2 (PK21)
- INI1
- KIP1
- NAX0 (New)
Compilation is still annoying, so a pre-compiled build is provided for Windows users.
OFFICIAL SITE: --> https://github.com/SciresM/hactool/releases
via http://www.maxconsole.com/threads/sw...sciresm.46914/
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May 5th, 2018, 10:49 Posted By: wraggster
Yet another release for the Nintendo Switch:
For some reason since the 'Switch' scene exploded like a rocket last week, i never been so hungry, maybe because all I am posting recently is things like this release by scene developer @moriczgergo, whom has made a portable setup for those with a RPi handy!
Ingredients
- A Raspberry Pi Zero (any RPi works, but the Zero tends to run off of any power bank)
- A power bank (for powering the RPi)
- A non-powered USB hub (why?)
- A USB-A to C cable (don't get a no-brand one: it may not have a needed resistor, and it may wreck your Switch or your USB source)
- A USB-A to Micro cable (for RPi power)
- A USB Micro to USB-A Female cable (only for the RPi Zero: for plugging in the USB hub)
SD Setup
- Download a fusee-framboise image.
- Flash it to your RPi's SD card. (If you don't have a flasher software installed, I recommend Etcher.)
Cables!
- Plug the USB Micro to USB-A Female cable into the RPi. (only for RPi Zero)
- Plug in the USB hub into the USB-A Female cable.
- Plug in the USB-A to C cable into the USB hub.
- Plug in the USB-A to Micro cable into the USB hub, and into the RPi.
Usage
You should just be able to plug in your Switch, put it into RCM, and the payload should automatically launch.
Replacing the payload
To replace the payload, you have two methods: (both need sudo)
- Replace fusee.bin in /etc/fusee-launcher/ with another payload. (recommended)
- Copy another payload into /etc/fusee-launcher/, change modchipd.sh to point to it, and restart the fusee-launcher service, or reboot.
Networking
You can change the payload over the air. Here's how to do it: (your RPi needs wireless, and you'll need a mobile/normal hotspot to do this)
- Set a root password with "sudo passwd", and take note of it.
- Change your default pi user's password from "raspberry". (optional, recommended)
- Turn on SSH: it's in Interfacing Options of raspi-confiig.
- Configure your Pi to connect to your phone's network.
- Reboot to connect to it, run ifconfig, and take note of the settings.
- Set a static IP based on your ifconfig data.
- Take note of your static IP. (you should probably take note of it on your phone)
- Use an app that supports SFTP to connect to your RPi with the new root password. (iOS)
OFFICIAL SITE: -->https://github.com/moriczgergo/fusee-framboise
via http://www.maxconsole.com/threads/sw...ée-rig.46916/
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May 5th, 2018, 10:47 Posted By: wraggster
The Nintendo Switch releases keep on coming:
Scene developer @naehrwert has released the very first 'payload' for the Switch that does some very cool things, for one it replaces 'bootloader/package1', so it can load 'custom firmwares', but that only works on v2.0.0 or lower (for now), and second it can display all your console-unique fuses/key info, and in the tools section it can so far 'backup' your eMMC o the inserted FAT32-formatted SD Card, but it currently only does the main system-unique partitions found within 32gb NAND, it skips over your 'user/game' 26gb section, but still its useful enough to generate future 'emunand' setups and explore your eMMC and make changes with the current released tools, all at of course at your own risk, as well you could just brick something, but if you love living on the leading edge of the scene, try it!
- So it has come to this. Presenting 'hekate_ipl' (grab it here https://my.mixtape.moe/rugfcr ), our PoC bootloader/package1 replacement - run it with your favourite shofEL2/FG launcher. Example config here https://gist.github.com/nwert/9cff14...522d2cf7d53253 … (place it on the root of your SD card).
- you probably want to create a backup of your eMMC before trying out any shenanigans with patched kernels/etc., that's why we've included a dumper for you, currently it skips the USER partition, all other partitions take ~5mins to dump.
- oh and sleep mode is broken right now because configuring the MC config in PMC is hard and we're really good at procrastinating - we'll fix it sometime soon
- almost forgot, firmware launching is limited to 1.X and 2.X for now, support for later versions is being worked on
- sure, sometime later this week - just a bit hesitant bc the last source I've shared (hwinit) is now widely being used without zero attribution
- https://github.com/nwert/hekate - I'm outta here
The above is all the recent tweets by the author since this announcement set the Switch scene on fire yesterday, and now last tweet came earlier today and is finally a link to his 'magic dust' (source code) behind his amazing frozen rocket payload, and already people having started to fork it in as you can see in our latest post here.
NEWS SOURCE: @naehrwert (via) Twitter
via http://www.maxconsole.com/threads/switch-release-hekate_ipl-by-naehrwert-source-code-released.46915/
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May 5th, 2018, 10:45 Posted By: wraggster
Now heres a major release, a Custom Firmware for the Nintendo DSI, how awesome is that, heres the release details:
The Nintendo DSi scene was set on 'fire' again after long-time scene developer @no$cash dropped the world's first 'coldboot' exploit for now retro DSi handheld onto the world called 'ULaunch' and now scene developer @Robz8 has released the world' first DSi 'CFW'.
Here it is, the first DSi CFW!
Video by Alex S (with SRLoader installed) and Video by @Apache Thunder (When RocketLauncher was planned for a release. With WarioWare Touched (DSiWare version) installed.)
Robz8 said:With this CFW, you can run custom DSiWare, alongside region free and 3DS-exclusive DSiWare (WarioWare Touched), on your SD card, via NAND to SD redirection! You can also run blocked flashcards (such as R4 Ultra).
Full guide (from stock to HiyaCFW)
Credits
- @Apache Thunder, @nocash123, StuckPixel, @shutterbug2000, and @Gericom.
- @Drenn: .bmp loading code from GameYob, for custom splash screens.
- me: Logo graphic, and settings screen.
- WinterMute/devkitPro: For the majority of the base code like nds-bootloader which this loader uses.
FAQs
Q: Can I use a custom splash for HiyaCFW?
A: Yes you can, but only top splashes work for now. Place it at "sd:/hiya/" and name it splashtop.bmp. Make sure it's actually saved as a .bmp file, with the size of 256x192, with no color space info, and is 16-bit (A1 R5 G5 B5).
OFFICIAL SITE: --> https://github.com/Robz8/hiyaCFW/releases
OFFICIAL GUIDE: --> https://dsi.cfw.guide/
via http://www.maxconsole.com/threads/hi...dsi-cfw.46922/
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May 5th, 2018, 10:43 Posted By: wraggster
Another awesome release for Nintendo Switch:
@DarkXPSX informs us via twitter earlier today, that TegraRcmSmash has now been released for usage on Windows boxes by scene developer @rajkosto, allowing you to launch Fusée Gelée from Windows, so no more need for using Linux boxes to launch the payloads for Switch'es in recovery mode!
Driver setup
- Get your Switch into RCM mode and plug it into your Windows PC. It should show up somewhere (like Device manager) as "APX"
- Download and run Zadig driver installer from https://zadig.akeo.ie/
- From the device list, choose APX (if it's not showing up in the list, go to Options menu and check List All Devices)
- For the driver type, cycle the arrows until you see libusbK (v3.0.7.0) in the text box (IMPORTANT!)
- Click the big Install Driver button. Device manager should now show "APX" under libusbK USB Devices tree item.
Usage
- TegraRcmSmash.exe [-V 0x0955] [-P 0x7321] [--relocator=intermezzo.bin] [-w] inputFilename.bin ([PARAM:VALUE]|[0xADDR:filename])*
- If your Switch is ready and waiting in RCM mode, you can also just drag and drop the payload right onto TegraRcmSmash.exe
- An example cmdline for launching linux using coreboot is something like this (the empty relocator is important): TegraRcmSmash.exe -w --relocator= "coreboot/cbfs.bin" "CBFS:coreboot/coreboot.rom"
- After that, you can use imx_load as you would on Linux (Windows binaries available at https://github.com/rajkosto/imx_usb_loader/releases)
- Alternatively, setup your u-boot cmdline to just load everything from microSD to not bother with imx_load
Compilation
- Download the binary package for libUSBK from https://sourceforge.net/projects/libusbk/ (by pressing the big green Download button)
- Run the installer exe and make note of where it installed to (default is C:\libusbK-dev-kit)
- Open your Advanced system settings and set the environment variable LIBUSBK_DIR to the path you noted
- Open TegraRcmSmash.sln with Visual Studio 2017 and build the Release or Debug configuration!
ResponsibilityI am not responsible for anything, including dead switches, blown up PCs, loss of life, or total nuclear annihilation.
Binary releases Available at https://switchtools.sshnuke.net
OFFICIAL SITE: --> https://github.com/rajkosto/TegraRcmSmash
via http://www.maxconsole.com/threads/sw...ajkosto.46901/
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May 5th, 2018, 10:42 Posted By: wraggster
Nintendo Switch hacking news is massive at this time, heres more:
biskeydump continues to be updated by scene developer @rajkosto, which is a 'payload' designed to dump all your Switch BIS keys for usage with later on with eMMC contents decryption on your desktop or laptop, and his latest version 6 build which will now outputs the dumped keys text to the RCM host (your PC) if you use TegraRcmSmash 1.1.0 or newer with an additional argument (see README).
biskeydump v6 (License/GPLv2)
Dumps all your Switch BIS keys for eMMC contents decryption, to be used with fusée gelée.
With all your BIS keys and your RawNand.bin (or the physical eMMC attached via microSD reader or using a mass storage gadget mode in u-boot/linux) you can explore/modify your eMMC partitions using my HacDiskMount tool (if running Windows) from https://switchtools.sshnuke.net
Usage
- Build biskeydump.bin using make from the repository root directory, or download a binary release from https://switchtools.sshnuke.net
- Send the biskeydump.bin to your Switch running in RCM mode via a fusee-launcher (sudo ./fusee-launcher.py biskeydump.bin or just drag and drop it onto TegraRcmSmash.exe on Windows)
- Either read out and note down the text printed on your Switch's screen, or scan the generated QR code with your phone to have a copy of all your device-specific keys
- Alternatively, use TegraRcmSmash 1.1.0 or newer with a dummy argument so it keeps listening for usb comms, and you will get all the keys inside the console window, sample cmdline: TegraRcmSmash.exe -w out/biskeydump.bin BOOT:0x0
Changes
This section is required by the original license of Atmosphere, GPLv2.
- This originates from https://github.com/Atmosphere-NX/Atmosphere
- everything except fusee-primary and key_derivation/masterkey/exocfg from fusee-secondary has been removed
- tsec.c has been slightly modified (to not try and copy fw from static array)
- sdmmc.c has been modified to have simple switch to boot0 function and only output debug info under an ifdef (default disabled)
- miniz (from https://github.com/richgel999/miniz) has been included to facilitate crc32 used in tsec.c
- qrcodegen (from https://github.com/nayuki/QR-Code-generator) has been included so that a QR code image of the dumped data can be displayed
- main.c has been modified to get tsec fw, query for tsec key then call key_derivation.c functions using that key, then dump device and bis keys
- key_derivation.c has been modified to use passed-in tsec key and not use any keyblob data (via #ifdef guards)
Responsibility:I am not responsible for anything, including dead switches, loss of life, or total nuclear annihilation.
OFFICIAL SITE: --> https://github.com/rajkosto/biskeydump
via http://www.maxconsole.com/threads/sw...ajkosto.46893/
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May 5th, 2018, 10:40 Posted By: wraggster
Some more Nintendo Switch Hacking news:
The original author of 'Hekate' designed his payload 'backup function' to only backup the main system partitions of the eMMC module on the Switch, one of reasons for that is Switch on lower firmwares only supports smaller SDCards formatted as FAT32, which can't of course store one large 32gb backup file, as such three different developers have now forked the source code release of 'Hekate' to allow backing up the nand completely using the old-school chunks system, check them out below and pick the one that you like the best to use for now on your Switch, and remember there is no way to 'write to nand yet', plus no 'custom firmware' either!
rajkosto said:UPDATED: --> v3: do not split dumps if writing to exFAT, add RawNand dump option
hekate_ipl fork that lets you dump all the possible partitions (USER and BOOTx are separate menu options)
(also updated my hekate dumped parts to single RawNand.bin script here: https://pastebin.com/vdCqxrci)
Unrelated: formatting your sdcard partition as exFAT with 128KB cluster size seems to make dumping way faster. My latest fork binary release is at https://github.com/rajkosto/hekate/releases/tag/rel_v3 and seems to be the most reliable of the bunch.
NEWS SOURCE #1: Hekate Ipl | Page 9 (via) GBATemp
CTCaer said:CTCaer mod v1.1 - Automatic RAW eMMC partial dumping
The only difference with the official hekate -ipl for this payload is support for automatic partial dumping for your Switch's eMMC. Additionally, there are some other quality of life small changes. It automatically starts partial dumping (even in exFAT formatted SD Cards), based on the available free space and it supports FAT32 and exFAT.
Before proceeding, read the release description in the following link: Download v1.1
There's also a windows script provided, that joins these 15 files into one. You can then use rajkosto's biskeydump and HacDiskMount to manipulate your raw eMMC dump.
Thanks:
naehrwert for the original code: https://github.com/nwert/hekate
@rajkosto for his hekate - ipl commits and tools: https://github.com/rajkosto/hekate
NEWS SOURCE #2: [RCM Payload] Hekate mod - raw full nand backup (via) GBATemp
sweetlilmre said:I modded the Hekate release to add exFAT support and to add another menu option to include the USER partition when dumping the emmc. The payload can be found here: https://github.com/sweetlilmre/hekate/releases/tag/v1.1
Testing takes a long time, but I have tested a Fat32 vs exFAT dump of everything excluding USER and the files are identical.
I am testing the USER dump now, I assume that it will work provided that you have a big enough SD Card to handle it.
EDIT: That said, I've tested it on my switch and it seems to work well.
I take no responsibility for any damage / issues incurred with this release, use at your own risk.
Credits to naehrwert for the original code: https://github.com/nwert/hekate
HTH
-(e)
NEWS SOURCE #3: [RCM Payload] Hekate mod - exFAT support and USER dump (via) GBATemp
via http://www.maxconsole.com/threads/up...-backup.46918/
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May 5th, 2018, 10:39 Posted By: wraggster
Heres an update for owners of the Snes Flash Cart:
RedGuyyyy continues to fix up his Super FX support for sd2snes by releasing yet another new build with some great bug fixes and new features, check it out below:
Latest Changes:
- v10: Fixed bug in starfox related to use of dithered color for plot instruction.
- v10: Fixed power slide demo by forcing init of memory to $00.
- v10: Fixed very small cycle hole with go and irq bits. May fix a rare crash.
Older Changes:
- v09: Updated timing parameters.
- v09: Added support for ingame hooks. Disabled for Doom.
- v08: Fixed timing to improve match with real carts. Thanks to all the people that contributed.
- v08: Fixed 8b multiplies to support 0 cycles of additional latency.
- v08: Fixed ram word accesses to do serialized byte transfers.
- v08: Changed ram accesses to use second ram chip.
- v07: Fixed ram timing for more ram chips with worse timing by adding additional fpga clock.
- v07: Fixed menu config save bug with gsu speed option.
- v06: Changed synchronization of ron/ran to be aligned with cycle end.
- v06: Added gsu menu speed option.
- v05: Changed save to sd to only operate when it detects a carttype that has saveram.
- v05: Fixed sram init bug.
- v05: Reverted cache invalidation change. Looks like it's not the cause of problems.
- v04: Fixed CBR write/cache flush bug.
- v04: Fixed potential PBR write bug.
- v03: Fixed bug with how save ram size is detected. Should fix most (all?) startup problems for games and some graphical glitches.
- v03: Fixed icache invalidation bug.
- v03: Added periodic saving back in. Saves are now backed up every few seconds.
- v02: Fixed doom graphical glitch.
- v02: Fixed in-game hooks by temporarily disabling with gsu games.
- v02: Fixed save problem with non-gsu games.
For the latest updates, progress reports, check out the links below:
OFFICIAL GITHub Page: --> https://github.com/RedGuyyyy/sd2snes/releases
NEWS SOURCE: gsu (superfx) support (via) Krikzz
via http://www.maxconsole.com/threads/su...0-build.46730/
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May 5th, 2018, 10:34 Posted By: wraggster
The awesome multi system supporting emulator has a new release, heres what systems this release is for starting with PC, Apple Mac, Android, IOS, Playstation 3, Playstation Portable, PSVita, Xbox Original, Gamecube, Wii, Wii U, Nintendo 3DS and Raspberry PI:
RetroArch 1.7.3 has just been released! Grab it here. This latest version has also been uploaded to the Google Play Store. If you’d like to show your support, consider donating to the team. Check here in order to learn more.
RetroArch now has a WIMP GUI, powered by the powerful multimedia framework Qt! This feature is available currently for Windows and Linux. macOS users will have to wait a while longer for this feature to arrive to their platform.
The WIMP GUI works as a companion to the main RetroArch window. You bring it into view by pressing the F5 key on your keyboard. From there, you can do many tasks:
- Select a game from any playlist
- Browse the file system or any attached media storage device and load a game.
- Scan directories for content and generate system playlists.
- Associate cores to an entire playlist or associate only one entry of a playlist to a specific core
Some things we’d like to note:
- This has been the combined work of bparker and Tatsuya79 that have worked tirelessly on this for a month. We are aware of several features that we’d like to implement, such as playlist editing, grid view layouts, etc.
- We are open to feedback on the GUI.
- You will likely not see this WIMP GUI on Android or iOS (or any game console for that fact) anytime soon. WIMP interfaces don’t lend themselves well to devices that rely on touchscreen or gamepad-based controls.
- (For Linux users) The Qt GUI should definitely work on X11. If you’d like to run it on Wayland, make sure you have the appropriate packages installed for Qt5 in your package manager. Be aware that Qt 5 cannot gracefully fail right now in case a platform module/plugin is missing from your system. This means that if you invoke the companion UI by pressing F5 on Wayland, and for whatever reason the platform module that Qt relies on in order to work on Wayland is not there, there is no way for RetroArch to gracefully fail there and just not show the companion UI. There will be a crash instead. Unfortunately we have talked to some Qt developers and they see no other way around this for now. The same situation applies for DRM/KMS right now. If we can find a better solution to this, we will certainly return to it.
- (For mac Users) You will have to wait a bit longer for this to arrive to the Mac port unfortunately. Hopefully that wait is not too long.
- We would like to still improve initial bootup times for the companion UI. Right now, on first initial startup, it can take anywhere from 5 to 10 seconds (depending on your harddrive and its performance), but on subsequent boots should only take 2 seconds or less for first startup. Hopefully by resorting to Link Time Code Generation and other avenues we can shave off some more seconds off this boot time.
OFFICIAL SITE: --> https://www.libretro.com/index.php/r...-7-3-released/
via http://www.maxconsole.com/threads/re...eleased.46926/
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May 5th, 2018, 10:30 Posted By: wraggster
Dont really have interest in this Switch News but catch up i must:
Another day, and yet another scene release for Nintendo Switch, this one is cool little 'interface' for launching your frozen rockets!
Requirements
- Python 3
- Git
- everything that fusée-launcher requires
Setup
(use pip instead of pip3 if you're on Windows, or if you have pip as your python3-pip install)
Usage
(use python instead of python3 if you're on Windows, or if you have python as your python3 install)
(you may need sudo -H if you're getting a "No access to USB" error)
More info and Troubleshooting: --> https://github.com/moriczgergo/rocontrol
via http://www.maxconsole.com/threads/sw...-gelée.46927/
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May 5th, 2018, 10:29 Posted By: wraggster
Time for some Nintendo Switch Hacking News:
Now, that everyone that owns a Switch can launch their own 'frozen rockets' via an USB-C connection and shorting the pins 1&10 on the right Joycon rail, why not have some fun with it, and that is just what scene developer @LetsPlentendo has decided to do, a payload that does nothing, but display your own custom image on the Switch display screen when launched.
How to use
use the convert_image.pde tool (you'll need Processing) to convert an image file to a text file. Place image.txt on the root of a FAT32-formatted SD card and insert it into your Switch. Compile the project, enter RCM mode and use fusée-launcher to launch the program. Enjoy!
Update v0.2:
I've been optimizing the program, and now it can display a fullscreen image (1280x720) not in 4 minutes, but 3 seconds! I've also remade the image converter program in Python. If you have any suggestions, I'd love to hear about them!
OFFICIAL SITE: --> https://github.com/LetsPlentendo/swi...iewer/releases
via http://www.maxconsole.com/threads/sw...payload.46928/
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April 30th, 2018, 21:09 Posted By: wraggster
Heres a new version of the GameBoy Advance Emulator for the Nintendo Wii:
A new release of mGBA, version 0.6.3, is available. This version is a bugfix release to address some major audio and video regressions that snuck into 0.6.2. As such, all users of 0.6.2 are encouraged to update, especially if they are playing Game Boy games.
Bugfixes:
GB Audio: Revert unsigned audio changes
GB Video: Fix bad merge (fixes #1040)
GBA Video: Fix OBJ blending regression (fixes #1037)
Get it now in the Downloads section. Binaries are available for Windows, Ubuntu, macOS, 3DS, Vita, and Wii, and the source code is available for all other platforms.
download https://mgba.io/2018/04/14/mgba-0.6.3/
via http://www.nintendomax.com/viewtopic.php?f=54&t=16531
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April 30th, 2018, 21:04 Posted By: wraggster
Heres a new release of the Game Boy Advance emulator for the Nintendo 3DS:
A new release of mGBA, version 0.6.3, is available. This version is a bugfix release to address some major audio and video regressions that snuck into 0.6.2. As such, all users of 0.6.2 are encouraged to update, especially if they are playing Game Boy games.
Bugfixes:
GB Audio: Revert unsigned audio changes
GB Video: Fix bad merge (fixes #1040)
GBA Video: Fix OBJ blending regression (fixes #1037)
Get it now in the Downloads section. Binaries are available for Windows, Ubuntu, macOS, 3DS, Vita, and Wii, and the source code is available for all other platforms.
download https://mgba.io/2018/04/14/mgba-0.6.3/
via http://www.nintendomax.com/viewtopic.php?f=132&t=16532
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April 30th, 2018, 20:39 Posted By: wraggster
Heres a Zelda Snes type game for the Nintendo Switch:
Hi, this is the first release of "Mystery of Solarus DX" using the Solarus Engine.
Installation
Copy the folder from the zip archive to your "sdmc:/switch" folder.
Default Controls
Joystick = Movement
A = Action (Space)
B = Sword (C)
X = Left Item (X)
Y = Right Item (V)
PLUS = Pause menu / Inventory (Back)
MINUS = Close (only works from save selection menu)
Use Pause, then Sword button to Save and Return to save selection menu
The engine lets you reconfigure the in-game buttons, however the save selection menu
Download
Here on my website, it is too big for uploading as attachment.
Download (engine only for own quests): Also on my website, not uploading as attachment.
Source Code at GitHub: engine, game.
Known Bugs
Joystick movement messes up the name selection menu.
Alpha build 1&2 crash after short time.
There is no audio support yet.
download https://github.com/carstene1ns/solar...ee/switch-port
via http://www.nintendomax.com/viewtopic...1d4210be99aa09
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