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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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April 7th, 2018, 18:56 Posted By: wraggster
The Final Burn Emulator for the Nintendo Switch gets an update:
pFBA 1.54:
switch: fix audio
switch: add 4 player support. When joycons are not docked (multiplayer), use "L STICK" button press for start or coin instead (+) or (-)). All players share the same button configuration for now.
switch: fix a random crash on exit (hopefully)
switch: lower font size
switch: use linear filtering as default option (faster)
pfba: fix button textures not deleted when changing menu
pfba: fix version not correctly handled on some platforms
pfba: fix missing rom path slash on new config
download https://github.com/Cpasjuste/pfba/tree/new
via http://www.nintendomax.com/viewtopic.php?f=168&t=16511
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April 7th, 2018, 18:54 Posted By: wraggster
Nop90 has released a new version of the Neo geo pocket emulator for the Nintendo Switch:
Neo Geo Pocket and Neo Geo Pocket Color emulator.
This is a preview release, I just compiled the emulator with my SDL lib making only minor tweaks, so there is a lot of work left for oprimizing everything.
Config save is missing and saving state seems to not overwrite a previous savestate. Also there ara some options to map to Switch controls.
This emulator miss a gui for loading roms, so I made a quck hack of the Homebrew loader to turn it in a rom forwarder. This is a planned feature for the official HBL, so in the future probably the forwarder will be removed.
In the release package I added an Homebrew rom (bomeberman from Thor, that is a menber of the Retroguru Team too), so to make testing the emulator easy. To install everything simply decompress the content of the zip archive in the root of the sd card.
if you want You can add other roms in the /roms/neogeopocket folder.
Everything is untested on a real switch, so I'm releasing this alpha version to receive feedbacks. If the forwarder doesn't launch a rom correctly, you can always move the neopop.nro in a folder named /switch/neopop and run it directly; this way, when launched without parameters, it will try to load a file named rom.ngc from the /roms/neogeopocket folder. I already added a copy of bomberman named rom.ngc in the rom folder.
Note: Exiting the emulator will crash the launcher. I'm working on it.
Source code isn't available yet.
The nros for the emulator and the forwarder are released on github (http://github.com/Nop90-Switch/neopop-SDL/releases/)
Changelog
Ver. 0.2 (21 March 2018)
Some bugs fixed
Ver. 0.1 (19 March 2018)
Preview version
Controls
Keypad - directions
A - A button
B - B button
X - Option button
Y - Pause emulator
MINUS - Exit the emulator
RR - Save game state
RL - Load game state
L - Toggle fullscreen
download https://github.com/Nop90-Switch/neopop-SDL
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:52 Posted By: wraggster
Cpasjuste is back with another port for the Nintendo Switch:
Hi,
Here is the first release of the REminiscence (flashback) engine, initially developped by "Gregory Montoir", for the Nintendo Switch.
From the release page :
Installation (switch)
copy "REminiscence.nro" from "REminiscence-1.0_switch.zip" to "/switch/REminiscence/" folder
copy "DATA" folder from "flashback_data.zip" to "/switch/REminiscence/" folder
Controls (switch)
A = ENTER
B = SPACE
X = SHIFT
Y = BACK
PLUS = ESCAPE (menu)
download https://github.com/Cpasjuste/REminiscence
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:50 Posted By: wraggster
Nice to see the Homebrew coming so fast for the Switch:
This is a Switch homebrew app for downloading and installing more homebrew from Switchbru's repository.
To use it, see the instructions in the readme. Homebrew is only currently publicly compatible with 3.0.0 Switch's.
The first load will take a while as it caches some icon and banner data, loads after that should be much faster. The best way to interact with the app is by using the touch screen, but there are also gamepad controls.
Known issues:
vgmoose/get#1 - empty folders aren't removed when uninstalling package
#5 - Pynx takes about 5 minutes to extract files from zip
#2 - downloading should use libcurl
Reporting issues can be done on Github or on the Switchbru Discord (or #switchbru on Freenode)
download https://github.com/vgmoose/appstorenx
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:48 Posted By: wraggster
Cpasjuste has ported ScummVM over to the Nintendo Switch, awesome news:
Hi,
Here is a port of the excellent ScummVM engine to the switch. I don't have the time to write a lot of information's right now.. i'll update this post later.
In the meantime, here is the (very minimal) release information from the release page :
INFORMATIONS
runs at a pretty good framerate even with HQ scalers
default gfx is 2x fullscreen. The game is rendered at 2x the resolution, and (linear) scaled to fit screen. My personnal choice would be fullscreen tv2x thought. 3x fullscreen/windowed is probably a good choice too (less "linear blur")
KNOW BUGS
no sfx in some "scumm" engine games (curse of monkey island, full throttle) !
intro in "the secret of monkey island" CD version hang, audio play fine and can be skipped. Other versions seems to works fine.
mp3 decoder doesn't seems to work (crash), but this format should not be used anyway
TODO
fix "scumm" engine SFX (imuse/dimuse)
add touchscreen support
fix mp3 decoding (libmad? does it worth it?)
download https://github.com/Cpasjuste/scummvm/releases
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:47 Posted By: wraggster
Heres an Update of the GBA Emulator for the Nintendo 3DS/2DS:
A new release of mGBA, version 0.6.2, is available. This version is a bugfix release, which contains many stability and accuracy fixes. An extensive list of changes follows after the cut.
Bugfixes:
Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
3DS: Fix opening files in directory names with trailing slashes
LR35902: Fix watchpoints not reporting new value
GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
GBA: Fix SharkPort saves for EEPROM games
GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
GBA BIOS: Fix incorrect exit condition in LZ77
GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
GBA Cheats: Fix slide codes not initializing properly
GBA DMA: ROM reads are forced to increment
GBA Hardware: RTC accuracy improvements
GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
GBA Memory: Fix copy-on-write memory leak
GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
GBA Savedata: Fix crash when resizing flash
GBA Video: Force align 256-color tiles
GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
PSP2: Fix issues causing poor audio
Python: Fix package directory
Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
Wii: Fix screen tear when unpausing
Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988)
Misc:
3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
GB MBC: Remove erroneous bank 0 wrapping
GBA: Improve multiboot image detection
PSP2: Use system enter key by default
download https://mgba.io/2018/04/03/mgba-0.6.2/
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:46 Posted By: wraggster
Gameboy Advance Emulator for Nintendo Wii Updated:
A new release of mGBA, version 0.6.2, is available. This version is a bugfix release, which contains many stability and accuracy fixes. An extensive list of changes follows after the cut.
Bugfixes:
Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
3DS: Fix opening files in directory names with trailing slashes
LR35902: Fix watchpoints not reporting new value
GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
GBA: Fix SharkPort saves for EEPROM games
GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
GBA BIOS: Fix incorrect exit condition in LZ77
GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
GBA Cheats: Fix slide codes not initializing properly
GBA DMA: ROM reads are forced to increment
GBA Hardware: RTC accuracy improvements
GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
GBA Memory: Fix copy-on-write memory leak
GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
GBA Savedata: Fix crash when resizing flash
GBA Video: Force align 256-color tiles
GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
PSP2: Fix issues causing poor audio
Python: Fix package directory
Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
Wii: Fix screen tear when unpausing
Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988)
Misc:
3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
GB MBC: Remove erroneous bank 0 wrapping
GBA: Improve multiboot image detection
PSP2: Use system enter key by default
download https://mgba.io/2018/04/03/mgba-0.6.2/
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:42 Posted By: wraggster
The NES Emulator gets an update:
Mesen has its first release for 2018, now at 0.9.5. The NES and Famicom emulator has been updated with this change log:
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New Features
* Debugger: Tons of new features, UI improvements, performance improvements and bug fixes.
* HD Packs: New features, performance improvements and bug fixes.
* FDS: Improved compatibility of the automatic disk insertion feature.
* UI: Added a few minor options (and increased the number of savestate slots to 10).
Bug Fixes
* Input: Changed input polling timing to reduce input lag by 1 frame.
* Linux: Improved SDL error handling to prevent crashes.
* Accuracy: Fixed a mirroring issue with mapper 30 games.
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Download at https://www.mesen.ca/
via http://www.emulation64.com/view/2845/Mesen-095/
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April 7th, 2018, 18:34 Posted By: wraggster
Heres a new version of the Nintendo WiiU Emulator:
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.11.6b Changelog:
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# New in 1.11.6b:
general: Updated MK8 EU game profile (GPU buffer cache accuracy now set to low instead of high)
general: Fixed a bug where changing the 'GPU buffer cache accuracy' UI option would have no effect while a game was running
# New in 1.11.6:
general: Added game list
general: Minor tweaks to UI
general: Updated gameprofiles
general: Added new options to gameprofiles (cpuMode, useRDTSC, loadSharedLibraries)
general: Overhauled logging
input: Input settings window is now resizeable
input: Fixed a crash that could occur in input settings
input: Added home button as an assignable button to wiimote input configuration
padscore: Improved behavior of WPAD/KPadConnectCallback
coreinit: Added API FSGetClientNum
GX2: It is now possible to toggle between conventional shaders (pre Cemu 1.8.0) and separable shaders (default since Cemu 1.8.0)
Both modes are compatibile with existing graphic packs (custom graphic pack shaders might need to be updated if they were used in combination with a geometry shader)
Each mode uses separate shader cache files (conventional shader cache has the suffix _j, e.g. 8d354cea_j.bin)
GX2: Fixed alpha channel for BC5 textures
GX2: Added API GX2GetMainCoreId
GX2: Fixed 1D shadow samplers on AMD
GX2: Adjusted the way attributes are passed from geometry to pixel shader so it works on AMD
IOSU_ACT: Retry NNID login if it fails |
For Windows
http://cemu.info
news via http://www.emulation64.com/view/2850...116b-released/
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April 7th, 2018, 18:33 Posted By: wraggster
Had a few weeks off newsposting but here i start again with some news thanks to Emu 64:
mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.
Features:
- Near full Game Boy Advance hardware support[1].
- Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
- Qt and SDL ports for a heavy-weight and a light-weight frontend.
- Save type detection, even for flash memory size[2].
- Real-time clock support, even without configuration.
- A built-in BIOS implementation, and ability to load external BIOS files.
- Turbo/fast-forward support by holding Tab.
- Frameskip, configurable up to 9.
- Screenshot support.
- 9 savestate slots. Savestates are also viewable as screenshots.
- Video and GIF recording.
- Remappable controls for both keyboards and gamepads.
- Loading from ZIP files.
- IPS and UPS patch support.
- Game debugging via a command-line interface (not available with Qt port) and GDB remote support.
mGBA v0.6.2 Changelog:
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Bugfixes:
- Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
- 3DS: Fix opening files in directory names with trailing slashes
- LR35902: Fix watchpoints not reporting new value
- GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
- GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
- GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
- GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
- GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
- GBA: Fix SharkPort saves for EEPROM games
- GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
- GBA BIOS: Fix incorrect exit condition in LZ77
- GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
- GBA Cheats: Fix slide codes not initializing properly
- GBA DMA: ROM reads are forced to increment
- GBA Hardware: RTC accuracy improvements
- GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
- GBA Memory: Fix copy-on-write memory leak
- GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
- GBA Savedata: Fix crash when resizing flash
- GBA Video: Force align 256-color tiles
- GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
- PSP2: Fix issues causing poor audio
- Python: Fix package directory
- Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
- Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
- Wii: Fix screen tear when unpausing
- Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988) |
Misc:
- 3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
- GB MBC: Remove erroneous bank 0 wrapping
- GBA: Improve multiboot image detection
- PSP2: Use system enter key by default
Windows Vista or newer
OS X 10.7 (Lion)[3] or newer
Linux
FreeBSD
Nintendo 3DS
Wii
PlayStation Vita
https://mgba.io
via http://www.emulation64.com/view/2851...v062-released/
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March 19th, 2018, 20:47 Posted By: wraggster
Been a while since we had some virtual boy news, but here it is:
vuefinder83 has found a previously unknown, hidden menu in Nester's Funky Bowling that lets you play all sound effects, music tracks, animations as well as display the credits.
On the Automatic Pause Screen, hold Up on both D-Pads, then press the L and R Triggers to make the menu appear.
via http://www.planetvb.com/modules/news...hp?storyid=446
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March 19th, 2018, 20:29 Posted By: wraggster
Heres a new release of the Game Boy Advance Emulator, heres the release notes:
VisualBoyAdvance-M v2.0.2 is released. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M v2.0.2 changelog:
480541a - Eleuin - Modify max_threads sanity check to better handle erroneous values
d5c9c6b - rkitover - change default audio driver to SDL
download http://vba-m.com/
via http://www.emucr.com/2018/03/visualb...ce-m-v202.html
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March 19th, 2018, 20:23 Posted By: wraggster
Another item of news for the NES:
Gradual Games are heavily working on their new NES game Trophy. The game itself is in development since Janaury 2016.
Quote:
Our new game Trophy has been in development since Jan 2016. Prob still 1-2 years left of dev, but we’re finally where we can start showing some progress. Here’s a boss from the game. Enjoy! #screenshotsaturday #nesdev #neshomebrew #indiedev #indiegame
via https://pdroms.de/nintendoentertainm...8-wip-nes-game
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March 19th, 2018, 20:22 Posted By: wraggster
Heres some awesome news for the NES , 2 releases in one:
Ninja and Ninja II are fast-paced QTE (Quick Time Events) based games consisting of multiple events that challenge players of all ages at reactions speeds, button mashing, and precise on-screen timing; hailing from Toshi503 Studios for the Nintendo Entertainment System (NES). These two games come in a “2-in-1” fashion and are already complete, reflecting a magical “Black Box” art style. The game is currently seeking (sort of) funding via Kickstarter!
via https://pdroms.de/nintendoentertainm...arter-nes-game
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March 19th, 2018, 20:16 Posted By: wraggster
Heres a new version of the Sega Multi System emulator for the Nintendo 3ds/2DS:
I'm putting up v0.94b for testing for anyone who would like the latest.
Fixes include:
- Added support to save battery-backed RAM for CD games
- Fixed problems with games that show parts of the previous screens at the left/right edges
- Added support for cheats.
No emulation-related fixes, so in terms of compatibility, it should remain the same as v0.93.
Some explanation on the cheat format:
The .CHX is a cheat file format that you can create with any text editor. Each line in the file corresponds to one cheat, and is of the following format:
[Y/N],[CheatCode],[Name]
1. [Y/N] represents whether the cheat is enabled. Whenever you enable/disable it in the emulator, the .CHX cheat file will be modified to save your changes.
2. [CheatCode] must be an Genesis / Mega Drive Game Genie or Pro Action Replay cheat code. The cheat code looks like one of the following:
- **RHVA-A6WR** (Game Genie)
- **FFFE0D:0099** (Pro Action Replay)
- **FFB933:00** (Pro Action Replay)
- **FFB9 3300** (Pro Action Replay)
3. [Name] is a short name that represents this cheat. Since this will appear in the emulator, keep it short (< 30 characters).
The .CHX must have the same name as your ROM. This is an example of a .CHX file:
Filename: **Contra - Hard Corps (USA).chx**
```
N,RHVA-A6WR,Invincible
N,NNCT-AAH4,Start with 99 lives
N,H9GA-AAE6,Start with all weapons
N,AM4A-AA8C,You don't lose a weapon when you die
```
NOTE: Some games may not boot when cheat codes are enabled at the start. Disable the cheat codes when booting the games, and enable them only after the game has started.
download https://github.com/bubble2k16/picodrive_3ds/
via http://www.nintendomax.com/viewtopic.php?f=132&t=16509
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March 19th, 2018, 20:14 Posted By: wraggster
Heres a new version of the PCEngine emulator for the 3DS:
Another contribution again. This time, it's a port of Exophase's Temper (TurboGrafx/PC-Engine) emulator to the old 3DS and old 2DS. this port heavily relies on the 3DS's 3D GPU hardware to achieve 60 FPS (or close to 60 with frame skips). Since we are using the hardware, some games that utilise special palette effects may not work so well.
This emulator bears the same user interface as VirtuaNES for 3DS and Snes9x for 3DS. It should run better on the New 3DS as usual (but I haven't really tried running it on the New 3DS yet).
Homebrew Launcher:
Copy temperpce_3ds.3dsx, temperpce_3ds.smdh and temperpce_3ds_top.png into the /3ds/temperpce_3ds folder on your SD card.
Place your ROMs inside any folder.
Go to your Homebrew Launcher (either via Cubic Ninja, Soundhax or other entry points) and launch the temperpce_3ds emulator.
CIA Version:
Use your favorite CIA installer to install temperpce_3ds.cia into your CFW. You can also use FBI to download from TitleDB.
Place your ROMs inside any folder.
Copy temperpce_3ds_top.png to ROOT of your SD card.
Exit your CIA installer and go to your CFW's home screen to launch the app.
CD ROM BIOS
If you have the CD ROM BIOS, place them in the /3ds/temperpce_3ds/syscards folder.
They must be named:
syscard1.pce (version 1),
syscard2.pce (version 2),
syscard3.pce (version 3),
syscard3.pce (arcade card),
games_express.pce (for Games Express).
You can have all four in the /3ds/temperpce_3ds/syscards folder. In the configuration, you can choose which ROM version you want to use.
__________________________________________________ __________________________________________________ _
Other Stuff
What's Supported:
1. HuCard, CD-ROM, Super CD-ROM games - Castlevania Rondo of Blood, Gradius 2.
2. Idle Loop Skip.
3. Choosing between a more optimised CPU emulation core, or the original / more compatible core.
What's Not Supported Yet:
1. Cheats (seems there never was cheating software like AR or GG for TurboGrafx)
Known Bugs
1. A small number of games may have sprite or colour issues. Will look into it when time allows.
download https://github.com/bubble2k16/temperpce_3ds
via http://www.nintendomax.com/viewtopic.php?f=132&t=16508
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March 19th, 2018, 13:16 Posted By: wraggster
Heres an updated release for the Switch from NOP:
Far below the surface of the planet is a secret. A place of limitless power. Those that seek to control such a utopia will soon bring an end to themselves.
Seeking an end to the troubles that plague him, PSI user MERIT journeys into the hallowed Orcus Dome in search of answers.
If the game is too difficult for you, you can play in 'Wuss mode' for a far more sombre gaming experience.
Meritous is a cross between a top-view dungeon crawler and a bullet-hell shoot-em-up. In it, you control main character Merit, who travels through an enormous 3000-room labyrinth, the Orcus Dome, in order to find three artifacts called the PSI Keys, and restore them to their proper locations.
Although enemies fire copious amounts of bullets at you, you don't shoot back- instead, you have an attack called a PSI Circuit, which you charge up to unleash a shockwave that hits enemies and nullifies their shots.
As you charge up the PSI Circuit, target reticules appear on nearby enemies, the circle indicating they're in range, and the cross indicating you've charged up enough to damage or kill them.
You can't just use the PSI Circuit as often as you want, though. After releasing it, there's a cooldown time before you can charge up again, and the longer you charge up, the longer you have to wait.
Destroyed enemies leave behind PSI crystals you can use to upgrade three facets of your PSI Circuit- Circuit Charge (charge up faster), Circuit Refill (less cooldown time), and Reflect Shields.
When you have at least one level in Shields, a barrier is projected around Merit, which will deflect one bullet per shield level, before having to regenerate. As you upgrade Shields, the barrier becomes bigger, then shows multiple layers as it gets stronger.
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The game needs to be tested on a real Switch for sound quality and speed. It runs at about 20fps a with really bad sound on RyujiNX emulator.
The game will crash the HBL on exiting (it's compiled with an incomplete SDL lib port to switch).
The source code of the port is on my switch github (http://github.com/Nop90-Switch/Meritous-Switch).
The compiled game is released on github (http://github.com/Nop90-Switch/Meritous-Switch/releases).
Credits:
The original source is by Lancer-X/ASCEAI (http://www.asceai.net/meritous/)
Changelog
Ver. 1.0 (17 March 2018)
- New build wit fixes SDL
Ver. 0.1 (09 March 2018)
- First reelase (baased on a incomplete SDL port)
Installation
Estract the zip in the root of the switch SD card
Commands
- D-pad: Move
- A: Select / use PSI
- B: Activate tiles
- L: Open Help
- R: Open map
- Minus: Exit
- Plus: Pause
download https://github.com/Nop90-Switch/Meritous-Switch
via http://www.nintendomax.com/viewtopic.php?f=168&t=16503
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March 19th, 2018, 13:15 Posted By: wraggster
Heres a new release of the Final Burn Emulator for the Nintendo Switch:
Changelog 1.52:
SWITCH; new ui renderer (libcross2d/sdl2), improved texture and font rendering (no more scaling)
SWITCH: use bigger font size
SWITCH: add proper joystick implementation (joystick was previously interpreted as buttons).
SWITCH: add "point filtering", limited to 1x, 2x and 3x scaling. This is slower but may give a better image.
SWITCH: add basic/crappy scanline effect
SWITCH: fix input rotation (OFF=landscape, ON=landscape, FLIP=portrait)
SWITCH: fix random crash on exit? (libnx fix?)
VITA: fix wrong input rotation (hopefully)
VITA: add sharp-bilinear-simple shader back in
PFBA: don't play an audio frame when entering menu/savestates
PFBA: reset configuration when updating to a new version (sorry).
download https://github.com/Cpasjuste/pfba/tree/new
via http://www.nintendomax.com/viewtopic...558ac3c3bf6928
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March 19th, 2018, 13:14 Posted By: wraggster
Fruit'Y - Playing with edibles is heavily inspired by the Kaiko classic Gem'X, which has been seen on computers such as the Commodore Amiga 500, Commodore 64 and Atari ST.
Although tiger mum forbids little Sheran to play with edibles, there is simply no way to stop him from playing with fruits found inside the deep jungle. Being shiny, smelling wonderful and tasting even better Sheran can't be kept away. So let's do the best we could do: Support him!
The game consists of two boards of fruits. The left field belongs to Sheran who needs to reproduce the right field 1:1 being able to proceed to the next level. Sounds easy?!
There is a total of five fruits. Once you control Sheran's prank and activate a field, the fruit inside the activated field morphs two steps, while the other fields located above, below, to the left and to the right, morph the fruit located inside only once.
The order of fruits is shown in the middle of the playing field.
Mango -> Turns into an orange
Orange -> Turns into a banana
Banana -> Turns into a pear
Pear -> Turns into an apple
Apple -> Turns into nothing, the apple disappears.
Don't forget: Hit on the spot, the fruit morphs two steps, while the surrounding neighbour fruits only morph once. It's not difficult to understand, just play the first few levels.
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The code is closed source and copyright of Retroguru (www.retroguru.com)
Releases
v1.0 RC1 (17 march 2018)
- Added HW fullscreen scaling
- Aded sound
via http://www.nintendomax.com/viewtopic...558ac3c3bf6928
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