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January 1st, 2020, 11:34 Posted By: wraggster
My first experience with the Mario Maker franchise was honestly disastrous. I didn't have a Wii U at the time so it was with the 3DS version that released in 2016. I hated it. I didn't get it. I wasn't interested in creating levels, and why would I want to play bad Mario levels when I could be playing literally anything else (including good Mario levels actually developed by Nintendo)?
Playing the Wii U version years later reconciled me with the concept. I had a go at creating levels, looked into the community a bit more and I started to see the appeal. It was still riddled with frustrations though -- the primary one being how complicated it was to find anything, whether that was a creator or a specific level. So it wasn't until Super Mario Maker 2 released this June that I truly realised how good this franchise, and its community, are.
For full disclosure, I mostly played games from 2018 this year, with God of War and Assassin's Creed Odyssey battling at the top of my GOTY list. Also to be frank Baldur's Gate on Switch is probably my real game of the year, but turns out it's somehow less relevant to talk about a game from 1998 here.
So finding a game of 2019 to write about was surprisingly difficult. However, Super Mario Maker 2 soon became the obvious choice as it's the game I kept coming back to all year, clocking in over 100 hours. It's just everything the original Mario Maker could (and should) have been.
https://www.gamesindustry.biz/articl...-mario-maker-2
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January 1st, 2020, 11:40 Posted By: wraggster
Yet another English translation patch for a Japan-exclusive Virtual Boy game has been released by Thunderstruck. His patch for SD Gundam Dimension War builds upon the work of Benjamin and Greg Stevens and translates the remaining Japanese texts and graphics.
- Credits are fully translated.
- Warning screen doesn't show the Japanese warning anymore and the English text has been centered.
- The title screen logo has been replaced with an English version made by Virtuous Rage.
More information and downloads here.
With this patch, every Japanese exclusive Virtual Boy game should now have been fully translated to English.
You can support thunderstruck on Patreon.
https://www.planetvb.com/modules/new...hp?storyid=466
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January 2nd, 2020, 17:44 Posted By: wraggster
This is a player sprite hack of Adventure Island 4 (AI4) for the NES. This hack changes Master Higgins’ player sprites into his girlfriend Tina. There are 2 language patches: ENG and JPN.
Finally, the very last NES (or rather Famicom) game of the Adventure Island series, not only had an English translation , but also a Tina player edition. Unlike the previous three games, AI4 is more of an adventure game where the player collects items and weapons from different parts of the island to progress. Master Higgins, or rather in this case, Lovely Tina is the heroine and its up to her to save their dino-pals who got abducted by a mysterious evil face from the sky.
Both English and Japanese patch works on the original Japanese ROM, so there is no need to apply the ENG patch over the English translation hack. Enjoy!
http://www.romhacking.net/hacks/4854/
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January 2nd, 2020, 17:46 Posted By: wraggster
Roughly two years ago the project to localize the five main Compati Hero games (SD Great Battle 1-5) began, with the plan being to release all five at the same time. SRW OG: The Moon Dwellers had released earlier that year - in English no less - and SDGB seemed like they would be good/important from a historical perspective. Hero Chronicle joined that list shortly thereafter for its historical importance (recurring dimension-jumper Gilliam Jaeger’s first appearance.) It caps off the project series.
The translation is fully complete and without any known issues. Enjoy!
http://agtp.romhack.net/
http://www.romhacking.net/forum/index.php?topic=29779
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January 2nd, 2020, 17:48 Posted By: wraggster
This is a huge update with many new additions such as new enemies, new bosses, new items and gears, new map locations, new scenarios and events, and much much more. But the biggest of the update is the newly implemented Custom Enemy Graphics! This was something that was always intended to be added to the hack since the beginning but was never able to be done until recently, with the help of the amazing hacker chillyfeez! It was a tireless work for the past couple of months creating, coding and implementing these new custom enemy graphics, and this news article is to showcase the results to everyone! Huge, huge thanks to chillyfeez for the help in this because this would not have been possible without his help! Much appreciation and credit to chillyfeez!!
Hope you’ll all check it out and enjoy this hack immensely!
Feel free to reach out if you have any questions and/or comments! Cheers!!
FF4 Ultima Discord: https://discord.gg/4MqjwJt
http://8bitfan.info/
http://www.romhacking.net/forum/index.php?topic=29778
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January 2nd, 2020, 17:50 Posted By: wraggster
The Woolsey Fan Company, headed by its sole member Polinym, has released its second localization project.
Meet “LaSalle Ishii’s Childs Quest” (a.k.a. “Rasaru Ishii no Child’s Quest”), a humble and neglected RPG for the Famicom. In Japan, the game met very little success, much like the 80’s celebrity inserts featured in it. Not surprisingly, the game had no hope of being released in the U.S., and never did.
But what if it did?
Polinym of the Woolsey Fan Company stepped up to make this a reality. Like the previous project, the Woolsey Fan Company set out to pour care and love into this game, and create the localization that Nintendo of America (NOA) never made.
The WFC stepped “back in time”, if you will, into the shoes of NOA, and carefully planned how to release this game to American audiences. To avoid inevitable copyright issues, it would be highly likely that the NOA would have removed the celebrity inserts which would have had no meaning to U.S. players anyway. The omission required some overall changes to the game, but not unlike previous decisions such as Super Mario Bros. 2, or non-NOA like Totally Rad or Street Combat. For authenticity’s sake, the WFC also implemented NOA’s content policies.
At the same time, as a translation project, the WFC also strived for accuracy and faithfulness to the original Japanese game as much as possible within the constraints. The WFC thouroughly researched this game and everything about it. The original game contained many puns, pop culture references, and jokes that the WFC went above and beyond to try and maintain. Polinym request that feedback, negative or positive, regarding the localization choices and marketing decisions be given only those who have actually played the game.
In typical WFC fashion, Polinym didn’t simply slap subtitles into the dialogue and call it a day. The dialogue flows naturally, keeping the context of everything in the game leading to each line (and the intent behind) in the text.
The end result?
Stardom Warriors, for the Nintendo Entertainment System as it would have appeared back in the day of the NES. This is the game that would have been one of the “gateway RPGs” that Nintedo would sell to American gamers in the 80’s. This is the game that Nintendo would have sent you in the mail for free with every subscription to Nintendo Power.
Stardom Warriors is an absolutely bizarre parody RPG where you become the Manager of an up-and-coming new band. Your task is to tour the world, training and preparing your band to hold concerts in order to become famous.
The task is not that simple. Along the journey, you have to do battle with rude people or creatures using your TALKing Power. Use your kind words to turn them into fans of your band. Instead of magic, you can learn “Managic” to heal yourself or unleash powerful blasts of kindness upon your enemies. You could be up against anything in battle from frogs, senior citizens, serial killers, barf, news reporters, mailboxes, pieces of cloth, chimera cows, and even a bottle of syrup! Keep in mind that this wacky parody RPG in a modern setting was released BEFORE the famous MOTHER (EarthBound Zero/Beginnings).
The WFC even went so far in emulating Nintendo of America as to include a US-exclusive Player’s Guide called the “Manager’s Handbook” to help players get through the game. The Manager’s Handbook is included with the IPS patch in a PDF form.
In true NOA spirit, the WFC even released a “commercial” of sorts in the form of the “STARDOM WARRIORS unOFFICIAL TRAILER” on YouTube, which you can see by using the “RELEVANT LINK” in the bottom left corner. (https://www.youtube.com/watch?v=q99×4Sylbds)
So, are you a bad enough dude to conquer Stardom Warriors and lead your band to stardom? Play Stardom Warriors on your Nintendo Entertainment System (or emulator) today!
http://www.romhacking.net/forum/index.php?topic=29767
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January 2nd, 2020, 17:53 Posted By: wraggster
Kept you waiting, huh? Team AtlasNX has been working behind the curtains on a pretty sizable update for Kosmos, aka their Atmosphère-based Switch CFW package, and, now that it's been released, you can get your hands on it to start the new year on the right foot!
Codenamed "Flyers", version 15 comes bundled with Atmosphère 0.10.1 & Hekate 5.1.1 (both of which have already been covered in their respectively linked news) and all of its included homebrew have been updated to their own latest versions. A good number of noteworthy additions stand out while peeking through the changelog: Kosmos Toolbox now supports Atmosphère's new multiple key override and has also been refactored to accept external sysmodule-specific configs (thus making it more manageable for developers while also allowing users to add their own custom sysmodules), sys-ftpd has been replaced with @cathery's much more lightweight fork, Goldleaf v0.8 now features a brand new emuiibo manager and, although EdiZon has been kept on a de facto no longer maintained version, it still received a few fixes while waiting for @WerWolv's rewrite of the tool. Oh, and did I mention that sys-con is now being officially bundled in the package as well?
The full official changelog can be read below:
Quoted from Kosmos v15 changelog:v15 - Flyers
Changelog:
Remember us? Well, the last update was quite some time ago and in that time a lot has happened. We wanted to make sure all of our homebrew would support the latest firmware and quite a lot had to be rewritten because of changes in certain libraries and custom firmware reimplementations. While there is still a lot of stuff getting developed behind the scenes for a major update, we couldn't leave you guys hanging without any update till then.- Added sys-con
- The thought of using non-Nintendo controllers is always cool and sometimes other controllers can just be better to play with. Or you might only have 2 controllers for Nintendo consoles and want to play with friends. Either way, with this sys-module you can now directly connect controllers without a man-in-the-middle.
- It already supports quite a few controllers and has a wide-range of config options, please read through the repository here: https://github.com/cathery/sys-con
- Updated Kosmos Toolbox
- Kosmos Toolbox has been adapted to the latest version of atmosphere and libnx thanks to @cathery, while at it she also introduced a lot of new features such as:
- The addition of a menu to manage multiple key overwrites to enter the homebrew menu. This uses something that was newly introduced with Atmosphere 10.0 and will hopefully be useful to a lot of people. See here: AtlasNX/Kosmos-Toolbox#23
- Allowing sysmodules to write their own Kosmos Toolbox configs so they can dynamically show up in the Toolbox without the user ever needing to edit anything. If you're a developer or someone that wants to add this for some sys-module, please follow this tutorial: AtlasNX/Kosmos-Toolbox#24
- Some bug fixes
- Changelog: https://github.com/AtlasNX/Kosmos-To...ses/tag/v3.0.0
- Updated sys-ftpd / Added sys-ftpd-light
- sys-ftpd has been a super useful tool developed by emily (@jakibaki) very early on in a time where sysmodule development was not that big. With time this however changed and the increasingly tighter sysmodule memory became a field of war in which every byte counted.
This caused a lot of problems with other sysmodules to the point that sys-ftpd itself was nearly taking all of the RAM due to some features. In order to regain the compatibility with other sysmodules, @cathery updated the sysmodule to take a fraction of the memory it used to use and fixed some issues.
- Added support for fw 9.1 to sys-ftpd
- Reduced memory usage from 7MB to 1MB.
- This also removes the audio of the sysmodule.
- Fixed issue where the joycon LED would stay on forever (On fw9.0+)
- Updated Goldleaf
- Updated Emuiibo
- Updated Atmosphere
- Updated Hekate
- Updated NXDumptool
- Updated the Homebrew Appstore
- Updated EdiZon
- While the v3 branch is not maintained anymore, we still got a snapshot with some fixes.
- A lot of stuff that happened since March 8th, if you're curious look through the commits: WerWolv/EdiZon@v3.0.1...master
- Updated Homebrew Menu
- Updated Homebrew Loader
- Updated ldn_mitm
- Updated Lockpick_RCM
and most importantly:
- General system stability improvements to enhance the user's experience.
Click to expand...
Kosmos can be updated either using its built-in updater or by downloading the release ZIP and manually extracting/overwriting its files on your microSD card. Keep in mind that, starting from v13.0.1, you will have to head here to get sigpatches for your Kosmos installation.
Source
https://gbatemp.net/threads/kosmos-v15-released.555349/
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January 2nd, 2020, 17:56 Posted By: wraggster
While the upcoming Sonic the Hedgehog movie is being made in the west, Japan is marketing the film and dubbing it for their own audiences. They even got their own exclusive trailer, which shows us more of movie-Sonic and his recently revamped design. With music playing from Sonic Mania in the background, Sonic races through a realistic Green Hill Zone, in a short film teaser. Halfway through the video, the footage cuts to a pint-sized baby Sonic who is holding up a flower. Paramount Pictures Japan shared a render of this little creature, primed to take all memes and spotlight away from the current reigning baby character, Yoda. Sonic the Hedgehog will hit theaters in North America on February 14, 2020, and Japan on March 27th.
https://gbatemp.net/threads/the-late...-sonic.555058/
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January 2nd, 2020, 17:57 Posted By: wraggster
Earlier today, Team-Xecuter released a much needed updated to their very popular SX Installer app, which of course brings full compatibility with v9.1.0 Switch firmware, but as usual they added some cool new features to their app, like the ability to launch your Retro Game ROMs directly from your personal gDrive archive link, and new 'parental control' mode to disable possible harmful features like 'firmware updates' for those wishing to keep their Switch fully kid-safe, but still have advanced tools running on it! SX Installer v3.02 Changelog - Fixed issue creating dropbox directories.
- Fixed issue not being able to b-button-exit when using title override instead of forwarder.
- Fixed occasional crash when trying to install games that have corrupted metadata.
- Added support for 9.1.0.
- General font and translation improvements.
- Added option to preload icons.
- Added Help section.
- Added "Recommended" section.
- Added Parental Mode to make app safe for young children.
- Changed game save backup format to store game saves in zip files (much faster syncs to gdrive).
- Disabled sleep when backing up all game saves.
- Added ability to set comments on game save files.
- Improved Retroarch rom loading.
- Rom icon's are now loaded automatically.
SX Server v1.21 Changelog
- Small tweak to allow gDrive API Full Write Access.
Click to expand...
TX also in their news post reminded everyone that you can always find the latest versions on their SX Portal Downloads page and for more info and support to join their TX Discord Server.
https://gbatemp.net/threads/tx-prese...ontrol.554861/
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January 2nd, 2020, 17:58 Posted By: wraggster
Newo Asteroids is a single player game made in the style of classic Asteroids.
[h=2]Features[/h]- Use your little ship to destroy asteroids and enemies trying to stop you.
- Large free space environment filled with asteroids.
- Power-ups, custom colours and alternate fire (focused or spread)
- Game modes; Dogfight, Easy, Normal, Hard and Classic. Speed run options: 3, 5 and 10 minutes.
- Online Leaderboard
- Achievements
- 3d graphics in Textured, Flat, Cellshaded and Wireframe mode.
- Customizable controls schemes; wiimote sideways (default), Tank, Wii pointer (with nunchuk), Dual Analog, classic, and gamecube controller support.
- Title screen and Menu Sound effects designed by kenney.nl @kenneywings
- Background music; Matt_Nida and Chad_Crouch
- 3d models by Julian Mathonet
- In Game Story by Mr. Reaper (@tinyvast)
- Auto-Updates when new versions are released
http://wiibrew.org/wiki/Newo_Asteroids
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January 2nd, 2020, 17:59 Posted By: wraggster
WiiColEm is a port of the ColEm ColecoVision emulator version developed by Marat Fayzullin.
Features:
- Super Game Module (SGM) compatibility
- Multiple video modes (240p, GX+VI, GX)
- Support for driving, roller, and super action controllers
- Tilt-based (Wiimote) driving support
- Cartridge database w/ recommended controller settings and keypad descriptions for most commercial cartridges
- Cartridge keypad overlays
- Per-cartridge button mappings
- [h=3]0.3 - December 25, 2019[/h]
- Updated to latest version of ColEm (4.8)
- Super Game Module (SGM) emulation
- 24c08 and 24c256 EEPROM emulation
- Display enhancements
- Double strike (240p)
- GX+VI mode
- 16:9 correction
- Full widescreen support
- Ability to enable/disable bilinear filter (GX mode)
- Color trap filter
- Hierarchical file navigation support
- SMB (Network support) for loading ROMs
- Multi-save slot support
- Support for launching via WiiFlow (and returning)
- Updated to latest versions of devkitPPC (r35) and libogc (1.8.23)
- http://wiibrew.org/wiki/WiiColEm
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January 2nd, 2020, 20:01 Posted By: wraggster
Drozerix of Monsoon Studios is currently working on a 1-2 player action game titled Copper Jacket. You play as a renegade combat expert who sports a military grade rifle. Your mission is to defeat your former boss, Commander Zaslavsky, who has kidnapped your girlfriend.
Zaslavsky has control over a small army and you will have to fight your way through his military force in order to get to him. There are several weapon upgrades that you can get on your journey, such as the flamethrower, rapid fire, shotgun and the bazooka; in addition to this there are health packs that you may find along the way. Use these items to your advantage — but be warned — if you take damage from a foe, you will lose your weapon upgrade.
The author asks for feedback, so please kindly give it to him!
https://pdroms.de/nintendo-nintendoe...12-29-nes-game
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January 2nd, 2020, 20:04 Posted By: wraggster
vindict6 made Nintensto, a NES test ROM, made entirely from scratch. It can test the following: Sprites/OAM, Audio (not the PCM channel), Palette, Nametables, Buttons, Work RAM.
https://pdroms.de/nintendo-nintendoe...es-application
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January 2nd, 2020, 20:04 Posted By: wraggster
CleanRip by emu_kidid is a Gamecube and Wii optical disc backup tool for the Nintendo Wii.
The “Clean” in CleanRip comes from the fact that this tool does not require nor utilize any custom IOS (cIOS). It simply requires that you have the latest Homebrew Channel (HBC) installed. Also, if it finds that IOS58 is installed, you will be able to rip discs at USB 2.0 speeds.
Changes:* Option to remember settings for an entire ripping session
* Enable 32MHz mode on GameCube for slightly faster rips
* ETA and read speed is now based on the data read in the last second
* Tidy up the main read loop
* XenoGC patching workaround
https://pdroms.de/nintendo-gamecube-...gc-application
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January 2nd, 2020, 20:05 Posted By: wraggster
Wii7800 is a port of the ProSystem emulator developed by Greg Stanton. Additional changes developed by Ludovic Jacomme aka Zx-81 (PSP port), Leonis, and gdement. This update after almost nine years is gifted to us by Raz0red.
Changes:* Reworked audio integration (resolves audio clipping and popping)
* Refactored project layout. Now includes third party libraries, which should reduce effort to build against latest devkitPro releases
* Updated to latest versions of devkitPPC (r34) and libogc (1.8.23)
* Merged PR#7 by arocchi
– Fixes to make wii7800 work with latest DevKit
* Merged PR#3 by clobber
– Fix bit shift overflow when reading cartridge size from header
* Merged PR#2 by clobber
– Update internal ROM database
* Merged PR#1 by clobber
– Correctly load supergame cart types
https://pdroms.de/nintendo-wii/wii78...00-emu-for-wii
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January 2nd, 2020, 20:06 Posted By: wraggster
Alien Isolation is a WIP game for NES by sdm.
Release notes:Code written at the beginning of 2019 (NESASM3, MMC1). I played with a code in which the opponent has a field of view. The code has bugs that I can’t fix and is simply badly designed, so it’s currently only a curiosity to play. In general, we control a player who must collect all the keys on several screens. We must avoid a Alien who can see and hear us. Small squares flying out of an Alien are his visualized field of view. The big square is the place where the Alien saw / heard us for the last time. The player has three walking modes: Standard (slightly affects the behavior of the Alien), running (Alien hears us) and sneaking (slow, but the Alien, unless he sees us, is unable to hear us). There are broken glasses on the ground that make a loud sound when we walk / run on them. Wooden crates protect us from Alien who cannot kill us there (When he chases us and we hide, after a while he will get bored and leave.)
https://pdroms.de/nintendo-nintendoe...4-wip-nes-game
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January 2nd, 2020, 22:37 Posted By: wraggster
Nintendo has won an injunction against hacking group Team-Xecuter after it allegedly sold and distributed modded Nintendo Switch hardware, as well as pirated games.
TorrentFreak has shared a copy of the injunction, which prohibits Team-Xecuter's Sergio Moreno from modifying, selling, renting, or distributing unauthorized copies of Nintendo technology, software, or trademarked material, as well as destroying the existing modded devices and pirated software.
Nintendo has long been aggressive in stopping copyright violations, hacks, and mods of its systems. Team-Xecuter's websites were a few of several ordered to be blocked by UK ISPs in 2019 for offering Switch hacks. Additionally, it has gone after severalROM sites successfully in the last few years.
https://www.gamesindustry.biz/articl...e-scale-piracy
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January 2nd, 2020, 22:42 Posted By: wraggster
SameBoy v0.12.3 is released. SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.12.2 Changelog:
New/Improved Features
- Super Game Boy color correction is now available in the libretro port
- It is now possible to hide the Super Game Boy border in the libretro port
- The SDL port will now hide the mouse while a ROM is running
Accuracy Improvements/Fixes
- Changing the frequency of channels 1 and 2 is now more accurate
- Audio rendering should now be accurate when emulating Game Boy Advance
Bug Fixes
- Fixed garbled graphics while emulting Super Game Boy in the SDL port when OpenGL 3.2 is not available
- The Cocoa build is now linked against the correct SDK version, restoring compatbility with older macOS versions that was mistakenly dropped in the previous release
- Fixed fullscreen related issues in the SDL port
- Fixed a bug where the SDL port did not save the battery in some cases
- Bug fixes to libretro achievement support
- Restored Game Boy Camera support on newer macOS versions
- Fixed High-DPI support on Windows 10
Misc Internal Changes
- Improvements to the audio and ICD2 APIs
- Allow compiling SameBoy for platforms with a non-standard bool size
- Improved build portability, will now use pkg-config if available
https://sameboy.github.io/
http://www.emucr.com/2020/01/sameboy-v0123.html
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January 2nd, 2020, 22:48 Posted By: wraggster
higan v107.4 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:
* v107.4
Fixed NES manifest lookups (mirroring, VRC pinouts, etc)
Corrected Game Boy CPU name strings
Updated databases to use SM83 instead of LR35902 for GB CPU naming
http://www.emucr.com/2020/01/higan-v1074.html
https://gitlab.com/higan/higan
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January 2nd, 2020, 22:58 Posted By: wraggster
fixNES Alpha v1.2.8 is released. This is a NES Emulator.
fixGB Alpha v1.2.8 Changelog:
-added support for mappers 40, 43 and 50
-added support for mmc5 register 5130
-properly set dmc address on boot
-disabled dmc dma double read bug on pal as its only on ntsc
Controls right now are keyboard only and do the following:
Y/Z is A
X is B
A is Start
S is select
Arrow Keys is DPad
Keys 1-9 integer-scale the window to number
P is Pause
B is Disk Switching (for FDS)
O is Enable/Disable vertical Overscan
https://github.com/FIX94/fixNES
http://www.emucr.com/2019/12/fixnes-alpha-v128.html
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January 8th, 2020, 21:45 Posted By: wraggster
Snakebyte announced today the shipping of the MULTI:PLAYCON controllers for use with Nintendo Switch and Nintendo Switch Lite consoles, a new way to enjoy multi-player gaming on Switch designed for sustained gaming sessions. An ideal alternative to the standard Joy-Con controllers, the MULTI:PLAYCON is available as a set with two pieces, coming in eye-catching colours of blue/orange or black/grey for 34.99€. The MULTI:PLAYCON is shipping now from leading game retail stores, and also available via the new online shop: mysnakebyte.com.
The Nintendo Switch and Switch Lite are notorious for endless local multi-player experiences, games made all the better when more players are participating. The new MULTI:PLAYCON controllers have been designed with localised multi-play in mind and have been specially developed for multiplayer games. Notably larger in size for a more comfortable gaming experience, the MULTI:PLAYCON is built to last and produces less fatigue when taking part in marathon sessions of Super Smash Bros. Ultimate!
Up to 16 MULTI:PLAYCON controllers can be simultaneously connected to a single Nintendo Switch at any time. Analog sticks and micromotor vibration provide accurate control for even the trickiest of games, always ensuring the player is in full control. With a range of up to 7m, effortless syncing and a rock-solid connection, the new snakebyte MULTI:PLAYCON controllers are a must for games like Mario Kart 8 Deluxe, Super Smash Bros. Ultimate, Overcooked 2 and many more. In addition, the MULTI:PLAYCON controllers are perfect for the growing library of retro games, recently available to subscribers of Switch Online.
If a game requires two Joy-Con controllers for one player gaming, the MULTI:PLAYCON will not serve as an accurate replacement.
Snakebye Official Site
https://gbatemp.net/threads/snakebyt...switch.555875/
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January 8th, 2020, 21:48 Posted By: wraggster
Animal Crossing has a storied history, originally beginning as a Japanese-only Nintendo 64 game called Doubutsu no Mori, or, as it's more commonly known in English, Animal Forest. It wouldn't get a shot at a western release until the next console generation on the Nintendo GameCube, as the game we all know and love today: Animal Crossing. This version of the game added a variety of improvements, including, but not limited to e+ reader support, new villagers, GBA link cable content, and more. Eventually, this game made its way back to Japan, with even more extra content added in. These new changes were numerous, with the most interesting of them being the ability to decorate your town with furniture and structures, similarly to Animal Crossing: New Leaf, making the island a loan reward instead of a bonus for those who owned a GBA and link cable, new fish and bugs to catch, medicine for treating sick villagers and bee stings like in Wild World and further entries, a new birthday event for the player character, and many, many more things.
Regrettably, that version, called Animal Forest e+, never got a chance at a localization. Despite its release almost two decades ago, the game went untranslated, and those in the west only had the option of learning Japanese to experience the new content that the game had to offer. As of today, that's no longer the case. Animal Crossing modder Cuyler has released their first public fan-translation patch for Animal Forest e+. This patch is the culmination of years of work, beginning with a teaser video in 2017, which featured the tutorial section of the game translated to English.
With the release of this patch to the public, Cuyler has translated around 70% of the game's texts and dialogue content. In order to play the game in English, you'll need a legally obtained dump of Doubutsu no Mori e+ in Japanese, to apply the patch to. The fan-translation is expected to be fully completed prior to the release of the upcoming Animal Crossing: New Horizons, for the Nintendo Switch.
Source
https://gbatemp.net/threads/animal-c...-patch.555656/
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January 8th, 2020, 21:51 Posted By: wraggster
The new year has just begun, yet it looks like we're already on June 15th - @SciresM and ReSwitched's CFW, Atmosphère, has been updated once again! Version 0.10.2 is aimed primarily towards bug fixes and general improvements: for example, an issue preventing the CFW from booting on pre-5.0.0 has been solved and game modding is now less prone to crashes. Speaking of that last bit, fs.mitm will no longer run out of memory with LayeredFS mods for games with a large number of files, like Resident Evil 6 and Football Manager 2020 Touch for example. This change may initially slow down the game when being launched, but it will disappear once the mod has been finalized and loaded (plus, this side effect is nearly imperceptible in games with not as many files). Hbl has also seen an improvement, as you can now specify up to eight program IDs with each having their specific override keys.
Last but not least, as it's been previously announced, the hid-mitm submodule used for legacy homebrew has been deprecated and it's currently disabled by default. It can be re-enabled by setting "enable_deprecated_hid_mitm" to true in system_settings.ini, but the feature can potentially be fully removed at any point from now on.
There are also a few other miscellaneous changes and additions, including Mesosphère's (aka the CFW's project to reimplement the Switch OS' kernel) first fully working component. You can read the full official changelog below:
Quoted from changelog: 0.10.2 is Atmosphère's twenty-fifth official release.
fusee-primary was last updated in: 0.10.2.
With thanks to the @switchbrew team, Atmosphère 0.10.2 is bundled with hbl 2.3, and hbmenu 3.2.0.
The following was changed since the last release: - hbl configuration was made more flexible.
- Up to eight specific program ids can now be specified to have their own override keys.
- This allows designating both the album applet and a specific game as hbl by default as desired.
- Configuration targeting a specific program is now mutually exclusive with override-any-app for that program.
- This fixes unintuitive behavior when override key differed for an application specific program.
- Loader's external content fileystem support was fixed (thanks @misson20000!).
- KernelLdr was reimplemented.
- This is the first step towards developing mesosphere, Atmosphere's planned reimplementation of the Switch's Kernel.
- The typical user won't notice anything different, as there are no extensions, but a lot of groundwork was laid for future development.
- Improvements were made to the way Atmosphere's buildsystem detects source code files.
- This significantly reduces compilation time (saving >30 seconds) on the machine that builds official releases.
- Certain device code was cleaned up and made more correct in fusee/sept/exosphere (thanks @hexkyz!).
- A number of changes were made to the way fs.mitm builds images when providing a layeredfs romfs.
- Some games (Resident Evil 6, Football Manager 2020 Touch, possibly others) have enormous numbers of files.
- Attempting to create a layeredfs mod for these games actually caused fs.mitm to run out of memory, causing a fatal error.
- The code that creates these images was changed to be significantly more memory efficient.
- However, these changes also cause a significant slowdown in the romfs building code (~2-5x).
- This introduced a noticeable stutter when launching a game, because the UI thread would block on the romfs creation.
- To solve this, fs.mitm now lazily initializes the image in a background thread.
- This fixes stutter issues, however some games may be slightly slower (~1-2s in the worst cases) to transition from the "loading" GIF to gameplay now.
- Please note: the slowdown is not noticeable in the common case where games don't have tons of files (typical is ~0.1-0.2 seconds).
- Once the image has been built, there is no further speed penalty at runtime -- only when the game is launched.
- A number of other bugs were fixed, including:
- Several minor logic inversions that could have caused fatal errors when modding games.
- Atmosphere's new-ipc code did not handle "automatic" recvlist buffers correctly, so some non-libnx homebrew could crash.
- fs.mitm now correctly mitms sdb, which makes redirection of certain system data archives work again.
- In 0.10.0/0.10.1, changing the system font/language did not work correctly due to this.
- A bug was fixed in process cleanup that caused the system to hang on < 5.0.0.
- The temporary hid-mitm added in Atmosphere 0.9.0 was disabled by default.
- Please ensure your homebrew is updated.
- For now, users may re-enable this mitm by use of a custom setting (atmosphere!enable_deprecated_hid_mitm) to ease the transition process some.
- As usual, edit the atmosphere section of /atmosphere/config/system_settings.ini if you wish to do so.
- Please note: support for this setting may be removed to save memory in a future atmosphere release.
- General system stability improvements to enhance the user's experience.
For information on the featureset supported by 0.10.0, please see the official release notes.
Click to expand...
Source
Releases
Discussion Thread
https://gbatemp.net/threads/atmosphe...leased.555583/
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January 8th, 2020, 21:52 Posted By: wraggster
It's the first Cemu update of the new year! It may not be as drastic of an update as the previous one, which finally gave us the Vulkan renderer we'd all been waiting for, but v1.16.1 brings with it some much-appreciated fixes under the hood. Various minor issues regarding Vulkan were ironed out, including removing unnecessary calls to certain variables, fixing some graphical bugs, and better index decoding for supported CPU's. If you like keeping your Cemu up to date with the latest and greatest version available, be sure to go check out the official Cemu site, to get the new update.
general: Online mode can only be enabled if all required files are dumped
general: The DLC migration assistent will now also detect if DLC is installed in multiple redundant locations
general: Fixed an issue where clicking the background of the shader loading screen would hide the status info (#224)
general: Fixed a typo in the UI (#230)
general: Updated language files
Vulkan: Various optimizations
- Avoid redundant calls to vkCmdBindDescriptorSets
- Accelerated u32 index decoding by using AVX2 if supported by CPU
- Avoid unnecessary checks if states were not modified by any PM4 commands since previous drawcall
Vulkan: Fixed a bug where the renderer would use the wrong graphics pipeline, leading to driver crashes or graphical corruptions
Vulkan: Cemu will only use vkvalidation/ as validation layer path (VK_LAYER_PATH) if vkvalidation/VkLayer_khronos_validation.dll exists
Vulkan: Minor additions to logging to help troubleshoot Vulkan issues
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
Source
https://gbatemp.net/threads/cemu-emu...rmance.555582/
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January 14th, 2020, 17:40 Posted By: wraggster
The Nintendo Switch was the best-selling console in France last year, surpassing 1.25 million units sold.
According to Philippe Lavoué, general manager of Nintendo France, the console's lifetime sales in the country have now reached 3.3 million, exceeding expectations by over 300,000.
Speaking with French publication Le Figaro, Lavoué also revealed that the Switch Lite was the third best-selling console in France, ahead of the Xbox One.
"We have managed to pass this sensitive phase where you have to convince a wider audience than your fans to buy your product, something that had not happened with the Wii U," he said.
Around half of French Switch owners are young adults, while the other half are families; the Switch is also very popular among women, who represent around 30% of Switch owners.
Nintendo's strong performance in France last year is also reflected in its game sales; one in two physical games sold in the country were Nintendo titles, and eight of the top ten best-selling games were from Nintendo.
https://www.gamesindustry.biz/articl...ance-last-year
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January 14th, 2020, 17:41 Posted By: wraggster
We started the year with customary hangovers and the certainty that 2020 would bring two major new gaming hardware launches to the table. Next holiday season, Microsoft and Sony will go head to head once again with Xbox Series X and PlayStation 5.
Within days, however, the rumour mill seems to have homed in on a kind of consensus around yet another major hardware launch scheduled for the coming 12 months: a "Switch Pro" which will update the performance and aesthetics of Nintendo's current, all-conquering champion. In theory, this new device could update the internals of the Switch to Nvidia's latest Tegra chipset while giving the hardware itself a "premium" metal finish. It would turn the Switch line-up into a three-tier affair, from the entry-level Lite (which lacks TV docking functionality or detachable controllers) through the OG Switch in the mid-range to the new, high-end device.
Kantan Games' Serkan Toto, who is generally spot-on regarding all things Nintendo, reckons the device is definitely on the cards. He's backed up by a Digitimes report that claims the Pro will go into mass production in the middle of the year, though that publication has a rather more spotty track record on Nintendo revelations. "Sooner or later there will be a device that looks very like the rumoured Switch Pro on the market"
Another point in favour of the Pro being real is that there was a pretty strong expectation of a device like this launching alongside the Switch Lite last year. In the event, we ended up with a slight update to the regular Switch hardware instead, but it's perfectly possible that the rumours of a major update were the result of mixed signals about an as-yet unreleased Pro device that would already have been in development at the time.
https://www.gamesindustry.biz/articl...e-for-nintendo
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January 14th, 2020, 19:01 Posted By: wraggster
Polinym strikes again, this time with something that ISN’T a localization!
Polinym and Mareeta present… EightBound, a one-of-a-kind Final Fantasy experience.
EightBound is a hack that changes EarthBound into a brand new Final Fantasy game. It is a full conversion of menus, weapons, spells, items, enemies, bosses, and everything else to Final Fantasy equivalents. It also features a whole host of new content on its own. It’s a combination of every type of hack coated with a Final Fantasy theme.
EarthBound was an atypical RPG for the Super Nintendo Entertainment System. It played similar to the Dragon Quest series.
EightBound began as Polinym’s attempt to get his associate, Mareeta, to play EarthBound. She didn’t like the MOTHER series, but she did like Final Fantasy. So Polinym began a simple text hack with a few sprite changes to make it more appealing. Mareeta quickly jumped on board the project, all sorts of new ideas sprung up, and it took off. With the additions of new bosses, spells, story conversions, gameplay ideas, and more ways to make it Final Fantasy, EightBound became a whole new game on its own.
EightBound’s battle system was made to be much faster and more exciting. Battle messages cut out all the unnecessary fluff and get right to the punch. This results in battles akin to the Final Fantasy series that leave you on the edge of your seat. It also takes advantage of the rolling MP meter system throughout the WHOLE game, unlike the original game.
EightBound corrects some of the frustrations and balancing flaws of the original game. The game now is completely free of tedious sidequests with no fights. Items dropped by enemies are now much more logical (ex. Enemies who inflict Poison drop Antidotes, all items drop at reasonable rates unlike EB’s 1/128 chance drops, valuable weapons/gear are only dropped by bosses). NPCs now give more helpful hints, so your next objective will always be clear.
However, EightBound also attempts to be a significantly more challenging game than EarthBound. EightBound is filled to the brim with powerful bosses, each with carefully planned movesets so that every boss has a specific strength and weakness. No two boss fights are the same! It also contains about 50% MORE bosses than the original game! Only true experts will be able to reach the credits!
The story was rewritten to contain Final Fantasy themes and characters. It is based on Final Fantasy VIII, following Squall and his friends’ quest to stop Ultimecia from destroying the world. However, it takes a more comedic approach as a parody of both EarthBound AND the Final Fantasy series. Characters and content from all the series make appearances.
EightBound prides itself on not merely picking Final Fantasy content at random. Polinym and Mareeta took special care to ensure that everything picked was memorable, and accurately reflects the experiences that players had with that content.
All sorts of other new additions can be found in EightBound. Save Moogles, which allow you more opportunities to save your game, hassle-free, kupo! Four Fiends!Hold Y to sprint, and get around faster! Espers! “Spell-casting items”, which grant new moves when used in battle, allowing for greater character customization! Cheat protection! Crystals! Cloud Strife! Boss Rush mode, where you fight a series of bosses to gain new power! Post-game content out the wazoo! Explore previously-visited areas to find it all!
You can even enjoy EightBound even if you’ve never played a Final Fantasy game in your life! It pays homage to all sorts of other things like Dragon Quest, Legend of Dragoon, Jane Austen, Star Wars, Castlevania, Xenoblade Chronicles, Super Mario Bros., Banjo-Kazooie, Wuthering Heights, Match Game ‘76, The Twilight Zone, Crash Bandicoot, Donkey Kong 64, and more!
A special TRAILER was also made to go with the release, which you check out using the RELEVANT LINK, or here: ( )
EightBound truly offers something for everyone.
http://www.romhacking.net/forum/index.php?topic=29876
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January 14th, 2020, 19:06 Posted By: wraggster
While this month's Nintendo Direct turned out to be Pokemon-focused, that won't be the end of Nintendo related news for January. A Super Smash Bros. Ultimate livestream presentation will take place soon, giving us 35-minutes of pure Smash Bros. goodness. Most importantly, a new DLC fighter will be revealed at the end of the stream, so fans will certainly want to catch the big announcement! You can tune in on January 16th, at 15:00 CET/14:00 UK time.
https://twitter.com/NintendoUKVS/sta...033923073?s=20
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January 14th, 2020, 19:08 Posted By: wraggster
Time will tell if there's still a future for any future Mario & Luigi RPG games, as Nintendo has filed for a trademark for the series. In 2019, the developer of the Mario & Luigi franchise, AlphaDream, shut its doors after going bankrupt due to the poor performance of their titles. The trademark document was signed last week by Nintendo of America through an agency in Argentina, and covers products related to the Mario & Luigi series, such as game carts, memory cards, accessories, and software.
Whether or not this means anything significant is yet to be seen, of course, as Nintendo itself hasn't made any announcements about future games in the series. And, it's important to note that while Nintendo is going to the effort of renewing the trademark, it could just be to protect their IP, or for any remaining sales of last year's Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey for the Nintendo 3DS. Especially as this is a trademark relating to Nintendo's American branch, rather than from Japan.
You can see the trademark for yourself, below, discovered originally by Dutch website Let's Go Digital.
Source
https://gbatemp.net/threads/nintendo...series.556218/
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January 14th, 2020, 19:09 Posted By: wraggster
EZFlash posted that their EZFlash Junior GB/GBC flash cart got a new firmware and kernel. It is claimed this is the most compatible and stable version so anybody with one might want to look at updating to it. MBC1M is a somewhat obscure multicart variant of the popular MBC1 memory bank controller.
In related news GBAtemp was sent an EZFlash junior to put through its paces. Review is still to come but we did post some pictures of the PCB for the curious.
Quoted from EZFlash Junior Changelog: This is the most stable and compatible version so far. All users are recommended to upgrade
Note: For the best performance and stability. The items in the root folder no more than 32(include the kernel file and saver folder). The total files in each folder from the root folder no more than 100.
SHA1(ezgb.dat)= a67c41c5f146e5bb58a355eeadb00a4fd2caa71b
SHA1(Update_FW3.gb)= d91c47b3c5921467e51fa1b10d42d77c75d6d5f0
FW3 K1.03
Improved game compatibility
Added the support of MBC1M Multicart
K1.02
Fixed some logical error in last played game.
FW2 K1.01
Fixed some game compatibility
Optimize the limited number of files and directories
Fixed some file display issues
Added a Reading interface
Added a Loading interface
Added the support of MBC30 64KB SAVE
Added AUTO SAVE in SET tab
Checked = Backup the save to SD every time automatically when kernel booting up
Unchecked = Kernel will ask every time when kernel booting up, cancel backup may cause you to lose the last play record
Added last played game Press START in file browser to activate, Press A to launch, B to cancel.
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January 14th, 2020, 19:20 Posted By: wraggster
- Switch - Emulation, Homebrew & Software Projects
How to run:- Create a new director called VVVVVV under the switch folder in you SD card.
- Copy VVVVVV.nro or VVVVVV-MaP.nro into the directory.
- Copy the data.zip file from your VVVVVV installation into the same folder. (You have to have the full game or download the Make & Play Edition)
- Put your SD card back into your Switch and enjoy!
Change Log:
- v1.1.0
- New Feature: New Icon.
- New Feature: Added ability to skip initial loading screen.
- Bug Fix: Disabled level editor for time being until controls can be reworked.
- Bug Fix: Closing via home button no longer takes a long time to quit.
- Bug Fix: Custom levels are now working.
- Bunch of small fixes that contributors have merged in upstream.
- v1.0.0
- Ported to Nintendo Switch!
- Changed controller prompts to match Switch controllers.
- Removed ability to switch between fullscreen and window modes. Will always run at 1080p when docked and 720p when handheld.
- Added ability to reset bindings back to default.
Download: https://github.com/NicholeMattera/NX...eleases/latest
https://gbatemp.net/threads/nx-vvvvv...switch.556051/
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January 14th, 2020, 19:24 Posted By: wraggster
GRRLIB is a C/C++ 2D/3D graphics library for Wii application developers. It is essentially a wrapper which presents a friendly interface to the Nintendo GX core. With it, coders can quickly and easily start creating graphical applications.
GRRLIB is supplied as a standard C/C++ library (aka. archive) called 'libgrrlib'. Because GRRLIB processes JPEG and PNG images, it requires the installation of the 'libjpeg' and 'libpngu' libraries. 'libpngu', in turn, requires 'libpng' and 'libpng' requires 'libz'. GRRLIB also has FileIO functions to allow real-time loading and saving of graphical data, and thus also requires 'libfat'. GRRLIB also has the possibility to use TrueType fonts, so 'libfreetype' is also required.
http://wiibrew.org/wiki/GRRLIB
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January 15th, 2020, 21:04 Posted By: wraggster
bsnes-hd beta 10 is released. bsnes-hd (formally "HD Mode 7 mod") is a mod of bsnes v107.1 by byuu (high-level emulation for co-processors came right on time for this). It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.bsnes is an emulator for the Super Famicom and SNES video game systems.
bsnes-hd changelog:
- Based on latest bsnes (114, 2020-01-09)
- Experimental libretro core
- Changed Show Overscan setting, replacing Soft Crop. Changed widescreen values accordingly
- Corrected widescreen object wrap-around point to 352
- Changed storage paths from "bsnes" to "bsnes-hd beta"
- Automated Linux build is now CPU neutral
- Various minor bsnes-hd specific modifications to GUI
- Fixed setting Ignore Window Fallback X-Coordinate via settings dialog
https://github.com/DerKoun/bsnes-hd
http://www.emucr.com/2020/01/bsnes-hd-beta-10.html
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January 15th, 2020, 21:05 Posted By: wraggster
Swiss r766 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
@emukidid committed:
Make less calls when reading banner data, standardise it with a struct
Fix banner description display when carriage return is present
Fix read/size issue when banner is at the end of the file
@Extrems committed:
Make use of EXILock callback for transmit.
Make use of __OSMaskInterrupts/__OSUnmaskInterrupts.
Change IGR to call OSResetSystem in idle thread.
Fix another cause of missed interrupts.
Don't trap reset button if not using IGR.
Find __OSUnhandledException and put it in our table.
Reuse __OSInitSystemCall to install a jump table.
Smooth things out with the Broadband Adapter.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2020/01/swiss-r766.html
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January 15th, 2020, 21:08 Posted By: wraggster
NooDS Git (2020/01/12) is complied. A (hopefully!) speedy NDS emulator. NooDS is available for Linux, macOS, Windows, and the Nintendo Switch. Automatic builds are provided; to use them, you'll need to install wxWidgets on Linux or macOS, or the latest Visual C++ runtime library on Windows. NooDS doesn't provide high-level emulation of the BIOS yet. To actually run games, you'll need BIOS files, named "bios7.bin" and "bios9.bin", and a firmware file, named "firmware.bin", placed in the same directory as the executable. On the Switch, you'll also need to have a ROM file named "rom.nds" in the directory, because there's no file browser yet.
NooDS Git Changelog:
* Implement alpha blending
* Implement display capture
* Add the rest of the texture blending modes
* Fix Windows being lame again
* Finish implementing lighting
* Add texture blending and partially implment lighting
https://github.com/Hydr8gon/NooDS
http://www.emucr.com/2020/01/noods-git-20200112.html
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January 15th, 2020, 21:31 Posted By: wraggster
bsnes v114 is released. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
bsnes v113 Changelog:
fixed an issue with manually created save states that appeared in v113 (corrected as of v113.1)
added run-ahead support to the libretro target [realnc]
macOS: fixed an issue with OpenGL shaders [Sintendo]
added CPU joypad polling override for Taikyoku Igo - Goliath
added PPU overrides for Marvelous, Super SWIV, Winter Olympics, and World Cup Striker
added hotfix for Nichibutsu Arcade Classics (even on real hardware, the attract sequence would sometimes hang)
fixed region heuristics for the Scandanavian release of Tintin in Tibet
added a heuristic override for Yuyu no Quiz de Go! Go! (the game's title overwrites the mapping mode identifier)
properly clear overscan region when overscan is disabled (SNES Electronics Test with PAL video mode)
updated bsnes to use the latest SNES preservation project database (a few dozen more games added)
reverted gamepak (folder) firmware naming to use architecture name rather than identifier name
renamed lr35902.boot.rom to sm83.boot.rom for gamepaks
fixed typo in the GUI regarding the HD mode 7 +/- hotkeys
http://byuu.org/
http://www.emucr.com/2020/01/bsnes-v114.html
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January 19th, 2020, 11:00 Posted By: wraggster
Nintendo dominated the Japanese console market in 2019. As reported by MCV, Famitsu's annual sales tracking for 2019 saw the Switch and Switch Lite as the two most popular hardware options on the market, combining to account for almost 76% of all hardware sales in Japan for the year.
The Switch was estimated to sell 3.45 million for the year, about 34,000 units shy of its 2018 performance. However, that shortfall was more than made up for by the September debut of the Switch Lite, which sold 1.05 million systems in just over three months of availability. Putting those together, the Switch family of systems saw year-over-year unit sales jump 29%.
Nintendo's closest competition came from Sony, which saw the PS4 sell nearly 774,000 systems, with an extra 422,000 of the PS4 Pro model. Year-over-year, unit sales for the pair of PS4 options sagged by 29%.
While overall hardware unit sales were essentially flat for the year, revenues were down just over 6% to ¥159.54 billion ($1.45 billion). On the software side, physical game sales were down more than 5% to ¥160.90 billion ($1.46 billion), but overall game revenues are expected to wind up flat due to the growth of digital game sales and microtransactions.
https://www.gamesindustry.biz/articl...rop-29-percent
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January 19th, 2020, 11:46 Posted By: wraggster
Total Justice posted this on gbatemp:
Hi everyone!
I've made a gamecard installer, which as the name suggets, installs your gamecards directly to your switch!
The app is quite simple, with only 3 options. - Install to the nand.
- Install to the sd card.
- Exit.
However I spent some time polishing the UI and added some cool features as well.
- Support for multi gamecards (gamecards with multiple games inside, press L / R to cycle through them).
- Full touchscreen support.
- Music support. Simply drop any .mp3's into the app folder /switch/gamecard_installer/ and the app will play these songs at random! (sub folders are supported).
- Displays gamecard info such as total size, key generation and app ID.
- Displays free nand / sd card memory. This is updated after installing a game.
- Cleans up all placeholders on startup. This means if you used an app that failed to install a game and it didn't delete the placeholder after, my app does it for you.
- Should anything go wrong, a error code for that specific error will be displayed. This will save time when reporting issues.
- https://gbatemp.net/threads/gamecard...switch.556453/
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January 19th, 2020, 11:48 Posted By: wraggster
higan v107.6 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:
* Dot PPU: latch BG fine-X scroll at H=0 instead of H=56
(fixes a minor score screen glitch in Full Throttle Racing)
* v107.6
SFC: do not latch H/V scroll offsets
SFC: calculate nameTableIndex and characterIndex directly
SFC: correct a mode7 mosaic edge case
* v107.5
SFC: mosaic emulation improvements.
https://gitlab.com/higan/higan
http://www.emucr.com/2020/01/higan-v1076.html
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January 19th, 2020, 15:15 Posted By: wraggster
last week, a port of Tranmission 2.94 which is an open-source torrent client. This port is currently in a WIP state and currently only supports FAT32 as using it on an exFAT microSD cad may lead to data corruption and torrent management isn’t done on device but through a web interface accessible on any device on your local network. Some hours ago, version 0.2.3 was released which fixes UDP trackers and the replacement of non-ASCII characters in filenames.
You may grab nxTransmission 0.2.3 from this link and make sure to read its GBATemp thread for more information.
http://wololo.net/2020/01/17/news-re...-the-psvita-2/
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January 19th, 2020, 15:20 Posted By: wraggster
Now, another file manager has been released for the Nintendo Switch by the name N-Xplorer and it’s inspired by TheFlow’s famous VitaShell, the de facto file manager on the PSVita. Its developer CompSciOrBust has been working on the file manager for quite a while having released an NRO file for version 0.5 around 17 days without much fanfare but 2 days ago, version 0.6, which is a complete rewrite, was released together with a GBATemp post for the project to gain some popularity.
Currently, the file manager isn’t as fully featured as other offerings for the Switch like NX-Shell and Apollo (which only saw one pre-release in July) but version 0.6.1 [current version] still has a couple of features including:
- Basic file management capabilities like being able to copy, move, rename, create and delete files/folders
- A text editor
- A basic image viewer which doesn’t have zooming/rotation code yet
CompSciOrBust has some pretty big plans for the file manager which include a music player, theming, an FTP server, the ability to sort directory contents, touch screen support, a video player, hex editor and much more. If these plans do indeed materialise,
N-Xplorer will probably become a supported contender to NX-Shell and the de facto file manager situation may change on the Switch but only time will tell!
To get N-Xplorer 0.6.1, follow this link to grab the NRO file. More information can be found in its GBATemp thread.
http://wololo.net/2020/01/16/news-n-...layable-games/
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January 19th, 2020, 15:31 Posted By: wraggster
If you’re interested in ports of FPS games to the PSVita and Switch, then you’ve probably head of fgsfds as he’s ported Half-Life 1 to the PSVita and Quake I/II/III to the Switch among other many titles. Now, he’s released a port of Ryan C. Gordon’s fork of the Serious Engine for hacked Nintendo Switch consoles which lets you play both the classic versions (not the HD remakes) of Serious Sam The First Encounter (2001) and The Second Encounter (2005); both of which are pretty well-received FPS PC titles of last decade.
According to the port’s release thread on GBATemp, the port is a tad janky and barebones and comes with a few issues which include:
- Long loading times
- Performance isn’t great, especially in some levels, due to dynamic lights
- Thankfully, these can be disabled by changing the ‘shd_iAllowDynamic’ option in Scripts/PersistentSymbols.ini although some levels depend on having them enabled to be fully playable
- The demos that come prebundled with the game are desynchronised
- While it has multiplayer support, most PC servers run version 1.07 of the Serious Engine but the Switch port is based on version 1.10 so you may not be able to play on many of them
- The framerate is quite low in the menus and the NETRICSA menus can’t be controlled although they can be quit from by pressing the ‘+’ button
- Other than these, there are some peculiarities detailed in the ‘Notes’ of the GBATemp thread linked below which you should surely read about.
To play some Serious Sam 1/2 on your Switch, you can grab the port’s binaries from this its GBATemp Release Thread. You need to provide the game files for the classic versions yourself which can be purchased online from websites like Steam/GOG (currently on sale on both websites).
http://wololo.net/2019/12/30/psvita-...to-the-switch/
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January 20th, 2020, 18:14 Posted By: wraggster
Unreleased games making an appearance in the homebrew world is nothing terribly new but it is not every day we see a fully realised game for the gameboy color. It appears it is the usual story with a near finished game (it making it to the point of having an ESRB rating) not making it out of the door due to publisher having money troubles and not being able to fund its final release. One of the developers, Vince Valenti, then making the game available a few days back.
In this case we have a port of the Atari Jaguar title "Towers II: Plight of the Stargazer", sequel to Towers which also got a GBC port (though that one did make it to release in the form of Towers - Lord Baniff's Deceit).
The photos above are from an EZFlash Junior running on a stock AGS001 Gameboy Advance, and speaking of the GBA it appears this would have joined the ranks of the few GBC games to ever use the "I'm in a GBA" mode that such things can enjoy (the Zelda Oracles games, Shantae and Wendy: Every Witch Way being the other examples) though we don't know what that added at this point. Seeing it run it does employ several rather notable quirks (think this but for the gameboy screen) so it looks rather nicer on hardware than it does on emulators, and this is in addition to the FMV and quite some amount of voiced audio they somehow managed to squeeze into the GBC. We have limited time with it thus far but were it not for the two lack of buttons on the Gameboy Color... we have played worse DS dungeon crawlers, and certainly have had worse GBC ones.
A shame we never had it at the time but better late than never for this one.
archive.org post of ROM, information and associated data from the game.
GBAtemp mirror (game)
GBAtemp mirror (media pack and related files)
https://gbatemp.net/threads/towers-2...leased.556602/
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January 20th, 2020, 18:15 Posted By: wraggster
emu4crt A10 is released. emu4crt is a Mednafen emulator mod intended to be used on a system connected to a CRT screen. It brings "pixel-perfect" rendering by switching host resolution to match emulated system resolution.
Mednafen modules ported to emu4crt:
* Sony Playstation
* Sega Saturn
* Nintendo NES/Famicon
* Nintendo Super NES/Super Famicom
* NEC PC Engine / PC Engine CD / SuperGrafx
Many options, meaningless in a CRT screen usage, have been removed from Mednafen in provided emu4crt build (shaders, etc.).
https://github.com/emu4crt
http://www.emucr.com/2020/01/emu4crt-a10.html
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January 20th, 2020, 18:20 Posted By: wraggster
BetterJoyForCemu (2020/01/18) is released. Allows the Nintendo Switch Pro Controller to be used with the Cemu Emulator and Cemuhook. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
BetterJoyForCemu Changelog:
Added option from starting the application minimized to tray
thanks marco-calautti
Fixed gyro drift on some controllers
thanks brakhane
Added option to config to remove affected devices at application shutdown
Should prevent any more issues of the controller being unusable after the program (even though this can be fixed if you read the README)
Added battery level indicator by changing background colour of respective controller icon
Fixed multi-joycon lag
thanks quark-zju
Allow for more than one pair of joycons to be joined up
Fixed stick casting overflow
thanks idan-weizman
Separated swap buttons into swapAB and swapXY; hid BetterJoy from Alt+Tab when minimised
Added way to automatically enumerate options and enable to control them directly from the UI. Any further options can be supported.
Click the arrow to open config panel.
thanks StarryTony
Fixed joycon LED bug and minimising behaviour.
thanks agustinmorantes
Added option to calibrate gyroscope for 3rd (and 1st) party controllers.
Experimental - only supports pro controllers at the moment
thanks xqdoo00o
see NonOriginalController option
Fixed exception when pressing Add Controllers button
thanks spacechase0
Added the ability to toggle the HOME button ring LED on and off
thanks Houdini111
Perform null check on enumerate.serial_number. Caused by Mayflash Dolphinbar and nonOriginal selected
thanks Trozmagon
Added a way to use single joycon in vertical mode
with a single joycon attached, click on the icon to change its orientation
Added Switch SNES controller support
thanks KurtYilmaz
https://github.com/Davidobot/BetterJoyForCemu
http://www.emucr.com/2020/01/betterj...-20200118.html
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January 20th, 2020, 18:21 Posted By: wraggster
1964 - Carnivorous Edition (2020/01/18) is compiled. Unofficial fork of 1964. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 - Carnivorous Edition Changelog
Bundle
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Fixed GLideN64 mipmaps
Updated GLideN64 to WIP build
New GLideN64 texture pack for GoldenEye (HUD only)
Updated GLideN64 to WIP build
Added DirectInput plugin
Updated readme FAQ and install guide
Updated GLideN64 (Public Release 4.0)
Updated GLideN64 to WIP build
Recompiled RSP.dll
Added beta crosshair to texture pack
Updated GLideN64 to WIP build (split-screen supported)
Updated readme FAQ
Updated 1964.ini to use correct defaults for all ROMs
Updated readme FAQ (thanks to Graslu00)
Added 30fps cheat for GE\GF
Replaced No Audio 1964.dll with No Audio.dll (more stable)
Updated readme FAQ (thanks to DuskyLW and Pheonarx)
Updated N-Rage plugin to 2.3d
Added counter factor settings to 1964.ini for GE\PD
Updated Glide64.ini to use new buffer swapping for Perfect Dark\GoldenEye: X
Inserted Goldfinger 64 CRC to 1964.ini\Project64.rdb\Glide64.ini
Cleaned up readme
New Glide64 texture pack for GoldenEye (HUD only)
Removed standalone Perfect Dark speed-hack (now included in 1964)
Unpacked UPX compressed dlls msvcp60d.dll and msvcrtd.dll (caused antivirus false positives)
Replaced ASPack'd zlib.dll with unmodified zlib.dll
Replaced saves with more complete saves
Updated readme guide and FAQ (thanks to Graslu00 and Oxygen)
Fixed typo in readme (thanks to Rekrul)
Updated GLideN64 (Public Release 2.0)
Inserted GoldenEye: X 5e CRC to 1964.ini\Project64.rdb
Inserted GoldenEye: X 5d CRC to 1964.ini\Project64.rdb
Removed GE-MP (unfinished and source of false positive antivirus detection)
1964
Will ask user which video plugin to use on first launch
Fixed borderless fullscreen bug on ROM close
Added borderless fullscreen mode
Always disable autoload cheats on start up
Fixed Memory Pak corruption for players 2\3\4
Added 60fps firing rate fix to GE
Added region checks for GE\PD hacks
Adjusted filename for loading RSP.dll
Only update Project64.rdb if using Jabo
Status bar shows correct CF on launch
Default rdram\counter factor set to - 1 & 8mb
Opening cheats will now restore mouse cursor
Fixed show\hide cursor bug when returning from dialog window
Cheat settings will load from 1964.cfg
Combat boost now works at 60fps
No longer reset counter factor settings for GE\PD
Tweaked the default window size
Improved timing stability for GE\PD
Fixed GoldenEye TLB gamehack that caused issues with 24MB ROM hacks
Removed maximize button
Added option to increase PD speed-hack frequency
Reduced PD speed-hack inject rate (less aggressive)
Fixed bug that caused game to soft lock when unpaused
Fixed Memory Pak corruption on first write
Improved GE\PD ROM detection for loading default settings (supports Perfect Dark +)
Added PD speed-hack from Mouse Injector (more stable)
Will ask user for ROM folder on first launch
Profiling stats disabled by default
Changing states will display the new slot # in the Status Bar
Reverted relative filepath for saves\plugins as it caused issues with Windows 10
Removed CTRL+R hotkey for RSP plugin settings
Fixed bug with ROM properties window not displaying the correct defaults for GE\PD
Lock counter factor to 1 while Overclocking
Default counter factor set to 2
Extended overclock to 18 times (requires powerful CPU)
Removed overclock profiles (combined all in one exe)
Integrated overclocking into menu
Fixed save issue with uncommon characters in filepath
Removed registry functionality (uses 1964.cfg instead)
New icon provided by deuxsonic
Maximum Kernel Frequency on by default
New option - Set Maximum Kernel Frequency (thanks to deuxsonic)
New option - Disable Status Bar
Cursor is unhidden when opening plugin configuration windows
Backported 1964 1.1 cheat engine (better compatibility)
TAB now hides status bar (thanks to deuxsonic)
On first load, set input plugin to Mouse Injector in registry
Unpause only when entering fullscreen
Fixed cursor hiding while changing plugin settings
Fixed show\hide cursor bug (TAB now toggles cursor)
Changed filenames - caused emu detect issues in W10 (thanks to Stunning Cactus)
Auto enable\disable RSP emulation for GoldenEye 007\Perfect Dark (ROM name detection)
Adds ROM CRC to Project64.rdb when running new ROM (for Jabo compatibility)
Default plugins set to Jabo - Mouse Injector - Azimer
Romlist shows filename by default
Set Perfect Dark\GoldenEye: X to EEPROM 16KB (ROM name detection)
Two overclock profiles - six\nine times
Compiled non-overclocked 1964 version - for slow cpus\novelty
Mouse Injector
Adjusted UI
Rewrote BONDDATA scanning
Lowered FOV range for speedrun build
Adjust weapon position for override FOV
Compensate for override FOV while in aim mode
Limit SetCursorPos execution
Updated Copyright
Sanity check pickup threshold before overwriting
Created speedrun build (removes FOV advantage and pickup threshold adjustment)
Version 1.9 Released
Lock crosshair X axis when driving the tank while tank equipped as weapon
Override camera y axis pickup threshold (from -45 to -60)
Added enum type for mouse\keyboard
Enable revert after clicking detect input button
Flush input when starting injection thread
Replaced pthread_create with CreateThread
Doubled BONDDATA scanning time
Use beta crosshair when show crosshair is enabled
Fixed EMU_ReadShort()
Removed offset parameter from memory.h
Version 1.8 Released
Cleaned up ini loading and device function
Safely close ManyMouse and Discord Rich Presence on shutdown
Added option to compile without discord rich presence in makefile
PD - Compute recoil rotation
Increased FOV sanity check range (for ROM hacks)
Added Discord Rich Presence support
Version 1.7 Released
Reduced mouse acceleration
PD - Cursor aiming now supported
Emulate centering code when cursor aiming is disabled
Removed overclock requirement for cursor aiming
Recalibrated aiming table for GE
Added GE hack for jitter free aiming mode
Removed unused define in goldeneye.c
Analog stick value set to 127 from 120
Fixed FOV hack not replacing init value for GE
Version 1.6 Released
Restored autolock option (thanks to deuxsonic)
Fixed sanity check for FOV ini load
Emulate logic for camspy\slayer
Added intro skip button combo for GE\PD (FIRE+AIM)
Added camspy\slayer compatibility for PD
Fixed non-zooming weapons reverting to default FOV
Replaced autolock option with unlock on window loss
Added geshowcrosshair to INI_Reset()
Now removes GE autostand code
Added Show Crosshair for GE option
Version 1.5 Released
Added Copyright notice for ManyMouse library
Fixed edge case where ManyMouse would fail to initalize (thanks to Marthur)
Inlined memory functions used by goldeneye.c\perfectdark.c
Refactored codebase to use headers more effectively
If Mouse Sensitivity is set to 0%, show None instead
Allow Mouse Sensitivity to be set to 0%
Removed PD speed-hack
Rewrote Hoverbike pointer scanning (less false positives)
Increased FOV ViewModel Warning (only displays above 75*)
Uses wide character filepath to access ini file
Mouse Acceleration is applied for GoldenEye cursor aiming
Fixed bug where bike pointer was incorrectly detected
Use double slash argument for fopen
Replaced atol with atoi
Version 1.4 Released
GE - While in menus, Aim button is binded to B button
New option - Mouse Acceleration
Fixed GE ROM hack crouch bug
Fixed keyboard race condition - input would not detect keydown every poll
FOV compensates for horizontal aspect ratio
UI Improvements
Version 1.3 Released
Fixed clear bug when profile was empty
Accept all device input if one player is the only active profile
Uncheck Cursor Aiming and speed-hack for non-overclocked 1964 (to avoid confusion)
PD - Improved speed-hack
New option - Field of View slider (thanks to SubDrag)
New option - Perfect Dark speed-hack toggle
Created MinGW makefile
Converted Mouse Injector to ISO C11
Version 1.2 Released
Increased sensitivity range to 500%
Replaced windows injection with direct injection
Removed ReadProcessMemory\WriteProcessMemory functions
Fixed secondary button load bug
Version 1.1 Released
Fixed bug where secondary buttons would not apply
Fixed revert button bug (reverted all players instead of current player)
New option - Autolock Mouse on Window Focus
Fixed edge case where foreground window is incorrectly set upon launching ROM
Cleaned up code and fixed comment typos
Optimized input and injection (bypass disabled players)
PD - Disable speed-hack if slo-mo cheat is detected (ignored for PD ROM hacks)
Removed Project64 support (unstable and incompatible with ManyMouse)
Fixed edge case crash when initializing plugin
Created icon for standalone speed-hack
Created standalone Perfect Dark speed-hack for N-Rage plugin
Informative message boxes now have icons
PD - Fixed rare case where radial menu direction would become stuck
PD - Clicking in radial menu now resets back to center
PD - Fixed bug where radial menu direction would apply after match ended
Increased mouse wheel tickrate
Fixed crash when opened config window after closing ROM
Supports 4 players
Converted to plugin
Mouse locks correctly on multi-screen setups
Now reads from driver (thanks to ManyMouse by rcg)
Replaced strcmp with strcasecm - possible source of emu detect issues
New option - Radial menu mouse control for Perfect Dark
New option - Toggle Crouch
PD - Disable speed-hack if player is using combat boost or match is slow motion
Capped emulator search rate
Capped injection rate for Perfect Dark speed-hack (was unstable)
Changed description for Aim Mode to Cursor Aiming
Crosshair Movement set to 50% by default
http://www.emucr.com/2020/01/1964-ca...-20200118.html
http://www.shootersforever.com/forum...pic.php?t=7045
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January 20th, 2020, 20:05 Posted By: wraggster
On Friday, developer TotalJustice released GameCard Installer NX, a utility met with a good deal of fanfare as it answered the wishes of many physical game buyers.
As its name suggests, GameCard Installer NX allows you to install physical games directly to your Switch’s internal memory (NAND) or microSD card which grants you the benefit of not having to carry around your game cartridges wherever you go. However, it must be noted that the installed games can’t be used online and there’s a risk of being banned by Nintendo by using this utility since the installed games make use of FS patches so be wary of going online while having games installed through the utility.
Now, GameCard Installer NX Bug Fix Edition (1.0.1) has been released to fix 3 issues, which have affected a limited number of users, namely:
- Incorrect FW version reporting
- In the initial release, FW 8.1.0 was reported as FW 8.0.1
- A bug in which a game installed with the utility would sometimes appear as a game cartridge even though the cartridge itself is removed
- A bug in which the correct application record wasn’t pushed correctly causing previously installed game updates not to show up
Other than fixing bugs, TotalJustice plans to keep improving his utility by adding an option to lower key generation of games and another one for disabling music/sound effects. Plans to improve the rendering code of the UI have also been made.
To grab the latest version of GameCard Installer NX, follow this link and download the NRO file.
http://wololo.net/2020/01/20/switch-...or-the-psvita/
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January 20th, 2020, 20:07 Posted By: wraggster
While many unreleased games never get to see the light of day beyond blurry screenshots in old magazines of days past, Cooly Skunk (released in the US under the title Punky Skunk) is one of the few games that holds the unique distinction of having been cancelled several times before ultimately ending up released on a completely different platform than it started off on. Initially released on November 1, 1996 in Japan for the original PlayStation, Cooly Skunk was, for lack of a better term, a relative stinker that didn’t generate much buzz around release. Even the game’s lack of a real instruction manual, which instead was a simple two-page sheet of paper, hints at a troubled development that was perhaps rushed out the door sooner than it could be given the proper care that all the years of work behind it deserved.
https://www.gamingalexandria.com/wp/...es-unreleased/
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January 21st, 2020, 18:25 Posted By: wraggster
Back in 2017, Nintendo lost a court battle, where iLife Technologies took them to court, claiming that they originally had the patent for motion-sensing technology, and that the controllers used for the Nintendo Wii and Wii U both infringed upon them. Their patent was used for motion-sensing in the medical industry. iLife sought $144 million in damages, and after a jury deliberation, they were awarded a smaller sum of $10 million. Nintendo immediately filed for an appeal in court, and now, after two years, a verdict has been handed down. The federal courts in Dallas, Texas, have ruled that the patent was too vague and "impermissibly trying to cover the broad concept of using motion sensors to detect motion". With this ruling, the $10 million dollar fine against Nintendo has been thrown out, invalidating iLife's claims to the patent.
Source
https://gbatemp.net/threads/texas-co...m-fine.556729/
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January 22nd, 2020, 19:34 Posted By: wraggster
Adjust the color of the screen of your Nintendo Switch.
Features:- Creates a layer which color you can adjust.
- Preset values for color temperature (f.lux/redshift-like).
- Control screen brightness.
- Save dusk/dawn times & screen brightness, and apply settings automatically.
Overview:
Temperature/color:
- Use the temperature slider to select the desired shading.
- You can override the color by using the RGBA sliders.
- The "Alpha" value controls the opacity of the layer.
- Due to the way Fizeau works, it is sadly not possible to directly modify the screen color. Instead, it creates a transparent layer and applies color to it. However, this can lead to an overall increase of luminosity, especially visible with dark colors.
- Additionally, the layer is not visible in screenshots/recordings.
Dawn/dusk:
- When set, Fizeau will start at the "dusk" hour and shutdown at the "dawn" hour.
- You can override this by using the checkbox. Fizeau will then stay in the specified state.
Brightness:
- Use the brightness slider to set the desired screen brightness.
- This is not redundant with the built-in setting, as the value will be set at dusk time.
Settings:
- Settings are saved at /switch/Fizeau/config.ini, which you can also edit.
- To reduce the memory usage of the sysmodule, settings are not read continually. Instead, they are applied on application launch.
- Thus, you will need to launch the client after a reboot to restart Fizeau.
Link: https://github.com/averne/Fizeau/
https://gbatemp.net/threads/fizeau-a...screen.556734/
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January 22nd, 2020, 20:44 Posted By: wraggster
mGBA v0.8 is released. 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 v0.8 Changelog:
Features
Improved logging configuration
One-Player BattleChip/Progress/Beast Link Gate support
Add Game Boy Color palettes for original Game Boy games
Debugger: Add unary operators and memory dereferencing
GB: Expose platform information to CLI debugger
Support Discord Rich Presence
Debugger: Add tracing to file
Enhanced map viewer, supporting bitmapped GBA modes and more displayed info
OpenGL renderer with high-resolution upscaling support
Experimental high level “XQ” audio for most GBA games
Interframe blending for games that use flicker effects
Frame inspector for dissecting and debugging rendering
Switch: Option to use built-in brightness sensor for Boktai
Ports: Ability to enable or disable all SGB features (closes #1205)
Ports: Ability to crop SGB borders off screen (closes #1204)
Cheats: Add support for loading Libretro-style cht files
GBA Cheats: Add support for loading EZ Flash-style cht files
Support for unlicensed Wisdom Tree Game Boy mapper
Qt: Add export button for tile view (closes #1507)
Qt: Add recent game list clearing (closes #1380)
GB: Yanking gamepak now supported
Qt: Memory range dumping (closes #1298)
Emulation fixes
GB: Fix using boot ROM with MMM01 games
GB Audio: Only reset channel 3 sample in DMG mode
GB Audio: Sample inactive channels (fixes #1455, mgba.io/i/1456)
GB Audio: Fix channel 4 volume (fixes #1529)
GB I/O: Filter IE top bits properly (fixes #1329)
GB Memory: Better emulate 0xFEA0 region on DMG, MGB and AGB
GB Video: Delay LYC STAT check (fixes #1331)
GB Video: Fix window being enabled mid-scanline (fixes #1328)
GB Video: Fix mode 0 window edge case (fixes #1519)
GB Video: Fix color scaling in AGB mode
GBA: All IRQs have 7 cycle delay (fixes #539, mgba.io/i/1208)
GBA: Reset now reloads multiboot ROMs
GBA BIOS: Fix multiboot entry point (fixes Magic Floor)
Other fixes
Core: Improved lockstep driver reliability (Le Hoang Quyen)
FFmpeg: Drain recording buffers
GB: Fix reading ROM immediately after unmapping BIOS
GB SIO: Fix lockstep failing games aren’t reloaded
GBA Cheats: Fix value incrementing in CB slide codes (fixes #1501)
Libretro: Fix crash changing allowing opposing directions (hhromic)
Qt: Fix some Qt display driver race conditions
Qt: Fix menu bar staying hidden in full screen (fixes #317)
Qt: Only show emulator restart warning once per settings saving
Qt: Fix LibraryController initialization (fixes #1324)
Shaders: Fix gba-color shader resolution (fixes #1435)
Switch: Fix audio when video rate desyncs (fixes #1532)
Miscellaneous
CMake: Don’t use libzip on embedded platforms (fixes #1527)
Core: Add keysRead callback
Core: Create game-related paths if they don’t exist (fixes #1446)
Core: Add more memory search ops (closes #1510)
Debugger: Make tracing compatible with breakpoints/watchpoints
Debugger: Print breakpoint/watchpoint number when inserting
Feature: Switch from ImageMagick to FFmpeg for GIF generation
FFmpeg: Support audio-only recording
GB Memory: Support running from blocked memory
GBA BIOS: Add timings for HLE BIOS math functions (fixes #1396)
GBA BIOS: Fix clobbered registers in CpuSet (fixes #1531)
GBA Savedata: EEPROM performance fixes
GBA Savedata: Automatically map 1Mbit Flash files as 1Mbit Flash
Debugger: Add breakpoint and watchpoint listing
mGUI: Remember name and position of last loaded game
OpenGL: Only resize textures when needed
Qt: Don’t unload ROM immediately if it crashes
Qt: Support switching webcams
Qt: Cap window size on start to monitor size
Qt: Open a message box for Qt frontend errors
Qt: Increase maximum magnifications and scaling
Qt: Add native FPS button to settings view
Qt: Improve sync code
Qt: Add option to pause on minimizing window (closes #1379)
Qt: Scale pixel color values to full range (fixes #1511)
Qt: Remove What’s This icon from dialogs
Qt: Printer quality of life improvements (fixes #1540)
Qt: Add copy and QoL improvements to graphic views (closes #1541)
Qt: Show list of all sprites in sprite view
Qt: Add option for disabling OSD messages
Qt, OpenGL: Disable integer scaling for dimensions that don’t fit
SM83: Support PC-relative opcode decoding
Switch: Dynamic display resizing
Switch: Support file associations
Vita: L2/R2 and L3/R3 can now be mapped on PSTV (fixes #1292)
https://github.com/mgba-emu/mgba
http://www.emucr.com/2020/01/mgba-v08.html
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January 23rd, 2020, 17:40 Posted By: wraggster
Nintendo has prevailed in a nearly two-year-long suit brought by consumer advocacy bodies in Norway and Germany, claiming that Nintendo's practice of prohibiting cancellation of pre-orders was in violation of Norwegian and EU laws.
Norwegian publication Pressfire reports the results of the case, saying that a Frankfurt judge dismissed the suit and ordered the plaintiff to pay court costs. However, the German consumer representative plans has already begun the appeal process.
https://www.gamesindustry.biz/articl...-of-pre-orders
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January 26th, 2020, 21:08 Posted By: wraggster
Final Fantasy IV - Ultima version 7.0 is out!
This update includes features requested by players of this hack such as new items, spells, and even more custom graphics for the new enemies, etc. Again, huge thanks chillyfeez and the FF4 romhacking community for their help on some of the cool new features of this version such as the new item Berserk Ring and the new command Fortify for Cecil. Also included with this update are the requested new enemies and bosses that have intricately been worked into the flow of the game. This should be close to this hack’s final iteration barring any future bugfixes and minor adjustments.
Hope you’ll all check it out and continue to enjoy this hack immensely!
Feel free to reach out if you have any questions and/or comments! Cheers!!
FF4 Ultima Discord: https://discord.gg/4MqjwJt
http://8bitfan.info/
http://www.romhacking.net/forum/index.php?topic=29956
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January 26th, 2020, 21:43 Posted By: wraggster
It’s no secret that the Nintendo Switch can run Linux and in fact, usable Linux environments were up and running as early as April 2018 when the ShofEL2 exploit, making use of the bug exploited by fusée gelée, was released.
Moving on to last May, L4T Ubuntu was released which is a Ubuntu 18.04 LTS-based Linux distribution intended for general usage and now, it has received a massive update with many highly-requested features.
As per its changelog, Switchroot‘s L4T Ubuntu 2.0 comes with:
- Support for LP0 sleep mode (this should make things a bit lighter on your Switch’s power management)
- Improved Bluetooth Joycon support
- Numerous fixes in relation to the touchscreen, charging, SDCard, audio, docking and pin muxing
- Ambient Light Sensor support (this needs some further work in the user-mode)
You may read more about L4T Ubuntu and view its installation instructions from this link. The L4TUbuntu image download link may be accessed from this link (MEGA) and a Google Drive link is available a few replies down.
http://wololo.net/2020/01/25/switch-...ce-releases-r/
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January 26th, 2020, 21:44 Posted By: wraggster
Like the PlayStation Vita and many modern video game consoles and portable devices, the Switch also comes with parental controls in order to restrict gaming time among other things.
However, hacking communities always find ways to circumvent them and now, the Switch has joined the ‘parental control bypassing’ club thanks to Reset Parental Controls NX by TotalJustice.
As its name suggests, this homebrew utility allows you to change your parental control PIN to whatever you want without having to know the PIN currently imposed. This means that it could be used to remove any parental controls imposed on the system with just a few simple steps. Unlike TotalJustice’s previous offerings such as GameCard Installer NX, Reset Parental Controls doesn’t come with a GUI interface but a straight-to-the-point text-based interface which is enough considering the frequency with which the application will be used!
You may read more about it by following this link to its GitHub README. Downloads can be accessed from here.
http://wololo.net/2020/01/25/switch-...ce-releases-r/
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January 27th, 2020, 21:34 Posted By: wraggster
Although the mod featured in the posted Youtube video was lost due to computer problems, Nintendo 64 Wizard has made a new voice-clip replacing Super Luigi Sunshine mod with the help of Yoshi2.
Now, for the first time ever, Luigi fans can enjoy Super Luigi Sunshine properly with Luigi voice-clips instead of Mario voice-clips using means freely available to the public.
Visit the project page for more info and the download link.
http://www.romhacking.net/forum/index.php?topic=29966
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January 27th, 2020, 21:35 Posted By: wraggster
Cemu v1.17.0d is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu Changelog:
# New in 1.17.0d:
general: Further improvements to patch parsing (better error handling, new minor features)
general: Patches can now be unloaded & loaded again while a game is running
general: Various internal tweaks (optimized settings.xml format, fixed cache file name in log.txt)
# New in 1.17.0c:
vulkan: Use vkCmdSetDepthBias instead of fixed state to reduce the number of Vulkan objects (fixes 'Failed to allocate descriptor sets' error)
vulkan: Fixed a bug where texture memory would never be deallocated
# New in 1.17.0b:
general: Fixed a bug where Cemu would not remember previously enabled graphic packs if they don't have any presets
general: Improved error handling for graphic pack patches and added more descriptive error messages
# New in 1.17.0:
general: Added new graphic pack features
Version 5 adds new UI features:
- Support for multiple preset categories per pack (aka multiple dropdowns) (#225)
- Preset categories can be shown/hidden based on preset selections (via condition expressions) which allows to fit even more options into a single pack
- Force line breaks in the description field with |
To accommodate these changes the internal handling of preset variables has been updated:
- Added a [Default] category for defining preset variables and their initial values
- The default value of a variable will be used if no preset overwrites it
- If multiple presets set a variable then the visible preset categories will be prioritized over the non-visible ones
All of these features are optional and Cemu 1.17.0 remains fully backwards compatible with v3 and v4 packs
general: Added native support for Cemuhook patches.txt
Cemu will only load patches.txt if Cemuhook is not present. Otherwise Cemuhook will take over patching
A huge shoutout to Rajkosto for originally adding patch support to graphic packs and for designing the format!
general: We also saw that larger patches might benefit from some extra functionality. Therefore we added our own flavor of a patch format
It introduces several new concepts:
- Automatic codecave sizing
- Optional write cursor instead of having to preface every instruction with an address
- Labels and variables
- Can be split into multiple files and patch groups
A wiki article with format explanations and examples can be found here: https://wiki.cemu.info/wiki/Cemu_patches
We also created a demonstration gfx pack to showcase the new features. Available here: https://cemu.info/files/FPS++AIO.zip
general: Fixed a crash if the meta information of a game was missing
general: If Cemu is started for the first time and no graphic packs are installed, it will recommend downloading them to the user
general: Gamelist fixes
- Fixed that custom game titles would reset when switching display modes (#254)
- Fixed an exception that could occur when installing update/dlc while having the icon mode active
- Icon modes also use the custom titles of games now
general: Added drag & drop support for game files and NFC files (dragging the file into the Cemu window will launch/scan it) (#256)
general: The automatic updater can now handle a renamed Cemu.exe and will also preserve the custom name after the update
vulkan: Fixed a softlock that occurred when failing to compile a shader from the cache
vulkan: Fixed a bug where textures larger than 128MB would cause a crash (could happen with high-resolution shadow graphic packs)
vulkan: If VRAM is full and the device supports it, fallback to RAM for texture memory allocation
vulkan: General robustness improvements in the memory allocator
input: Due to issues with bad drivers libusb, which is needed for GameCube controllers, is now only loaded when the API is actually selected
http://cemu.info/
http://www.emucr.com/2020/01/cemu-v1170d.html
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January 28th, 2020, 19:36 Posted By: wraggster
The Pokémon Company has detailed the pricing structure and launch plans for its cloud service, Pokémon Home.
The system allows players to store their Pokémon online and transfer them between various entries in the series that they own. They will also be able to trade with other players via their Switch or a mobile app.
To begin with, Pokémon Home will only support Sword, Shield and the 2018 Let's Go duology, but it will also be able to connect to the Pokémon Bank service, which stores Pokémon from the 3DS games. Pokémon Go support is also in the works.
Players will not be able to transfer Sword/Shield Pokémon into older games, and once a Let's Go monster has been moved into the 2019 games, it cannot be moved back.
The service will be free to use, but a Premium Plan subscription is available for fans who want extra functions, such as accessing Pokémon Bank.
Premium subscribers will be able to store up to 6,000 Pokémon (as opposed to the standard 30), trade 10 Pokémon at a time using the Wonder Box functionality (as opposed to a maximum of three), host Room Trades instead of just participating in them, and use a Judge function that tells them how strong their Pokémon are.
The Switch version of the Premium Plan costs £2.69 per month, £4.49 for three, or £14.39 for a full-year. The mobile tiers are priced at £2.99, £4.99 and £15.99 respectively.
It's not clear whether the mobile plan grants access to the Switch version as well. GamesIndustry.biz has contacted The Pokémon Company for clarification.
https://www.gamesindustry.biz/articl...led-and-priced
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January 28th, 2020, 20:37 Posted By: wraggster
the Nintendo Switch has just seen the release of two significant updates to its homebrew DOOM offerings by Nichole Mattera. Starting off with the update to Chocolate DOOM NX, the actual DOOM engine port based on MVG’s 2018 port, we have:
- The implementation of hardware-accelerated rendering for improved performance
- Naming save games can now be done with the Switch’s native OSK
- The menus and game can now be controlled by the d-pad if that’s your jam
- Mouse support was removed as it wasn’t working properly and an argument to go back to the launcher on exit has been added
- Two bugs were fixed, one having to do with the right analogue stick and menu sliders and another where setting windowed mode in the configuration file would cause the application to crash
The accompanying launcher, which was initially released a few days ago, also received some significant improvements which include:
- Improved mod support and categorisationChocolate DOOM NX also supports family friendly DOOM engine action with Chex Quest and many other IWADs!
- DEH files are to go in the ‘/dehs’ folder
- WAD files are to go in the ‘/wads’ folder
- INI files for configuration are to go inside the ‘mods’ folder
- The main screen now lists both base games (IWADS; i.e. DOOM, DOOM II, Chex Quest and others) and mods
- Each main menu (game) entry now has its own save game directory
- It’s now possible to update both the launcher and the game engine from within the launcher provided you’re connected to the internet
- Hacx (a DOOM II total conversion) is now detectable and Chocolate DOOM NX is no longer allowed to use the SD Card’s root as its working directory
You may grab Chocolate DOOM NX from this link and the launcher from here.
http://wololo.net/2020/01/28/psvita-...hardware-acce/
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January 29th, 2020, 21:35 Posted By: wraggster
A Japanese company offering go-kart experiences themed closely after Mario Kart has been ordered to more clearly separate itself from Nintendo's franchise, and pay a heftier fine than originally directed.
According to Jiji Press, a Japanese court instructed Maricar to pay 50 million yen in damages to Nintendo, saying that the company had deliberately made use of Nintendo's extremely well-known IP to draw customers.
https://www.gamesindustry.biz/articl...hemed-go-karts
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January 30th, 2020, 20:49 Posted By: wraggster
Details for the Switch version of Obsidian's acclaimed The Outer Worlds have finally been revealed -- and it's an unusual launch.
The game will be released on March 6, but will only be available as an eShop download, publisher Private Division has revealed.
A retail version will be on shelves, but it will contain a code for the full-game's download rather than a game cartridge. Switch owners will therefore require an internet connection to install the game.
https://www.gamesindustry.biz/articl...only-on-switch
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January 30th, 2020, 20:50 Posted By: wraggster
Nintendo has increased its Switch sales forecast to 19.5 million for the financial year, up from the previous expected 18 million.
The company sold over 10.8 million Switch machines during the Christmas sales window, which is up over the 9.4 million it achieved in 2019. By the end of December, the firm had sold in 17.74 million during the first nine months of its financial year, a 22.5% increase year-on-year.
In total, Switch has sold in 52.48 million consoles, which means it has eclipsed the Super Nintendo. It sits behind the Nintendo Entertainment System and Nintendo Wii as Nintendo's third most successful home games console so far. Its sales are tracking slightly ahead of PS4 and PS2, although is currently lagging behind the Wii.
Software sales have also improved significantly. The company has sold in 123.13 million games over the financial year so far, which is 30.1% up on a year-on-year basis. Over Christmas, this was driven by Pokémon Sword and Shield, which together sold 16.06 million copies -- putting it narrowly behind the entire sell-in of its predecessor, Pokémon Sun and Moon.
Another significant hit over the period was Luigi's Mansion 3, which has sold 5.37 million copies -- making it by far the fastest selling game in the series so far. Super Mario Maker has also sold just over five million copies. Other key sellers have been The Legend or Zelda: Link's Awakening (4.19 million), Fire Emblem: Three Houses (2.58 million), Ring Fit Adventure (2.17 million), Astral Chain (1.03 million) and Marvel Ultimate Alliance 3 (1.02 million).
It's Nintendo's most succeessful Q3 in terms of revenue since 2009.
Nintendo now expects to sell 140 million Switch games over the course of the financial year, up from the previously estimates 125 million.
For the nine months ending December 31st, Nintendo delivered sales of over ¥1 trillion ($9.2billion), and delivered profit of ¥262.9 billion ($2.4 billion).
Digital has been a big driver of that. Digital revenue has risen 48% year-on-year for the first nine months. Digital revenue is also 28.6% of its software and services revenue. That number was 21.8% for the same period last time. It's worth noting that Nintendo Switch Online was only switched on in September 2018, which has helped drive these figures.
https://www.gamesindustry.biz/articl...ses-52-million
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January 30th, 2020, 20:53 Posted By: wraggster
Swiss r775 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
In this release, I've added a new, more game oriented File Browser type which can be enabled via the General Settings screen. The ability to configure network options within Swiss itself is now possible too (not for SMB yet). Additionally, default game settings should now apply on games that have never had their config saved before too, there'll be some more work in the future regarding being able to default specific options, since the current default is more a "settings template for new games". @Extrems fixed SD initialisation issues with some additional commits in libOGC to back the changes.
@emukidid committed:
Tidy up last commit
Fix issue #301, tidy up some unused warnings
Display bba_ip on info screen if initialized
Fix GCLoader device name
New optional file browser targeted at GCM files
Push WIP text entry for certain settings
Fix default game settings for new entries
@Extrems committed:
Adjust for libOGC changes.
Add auto speed downgrade.
Make use of EXILock with SD Gecko and IDE-EXI.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2020/01/swiss-r775.html
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January 31st, 2020, 21:25 Posted By: wraggster
Shuntaro Furukawa, president of Nintendo, has shut down any prospect of a Switch Pro -- or indeed any other new model -- in 2020.
During a financial briefing following the platform holder's latest results, Furukawa said the focus is on driving both of the current versions of its console-handheld hybrid.
"Regarding Nintendo Switch, we believe that it is important to continue to communicate the appeal of both Nintendo Switch systems and expand the installed base," said Furukawa.
"Please note that we have no plans to launch a new Nintendo Switch model during 2020."
He also noted that while the Switch Lite is off to a good start -- selling almost two million units in less than two weeks, and helping to boost overall Switch sales above what the device managed in 2018 -- there is still room for growth.
"We feel that we have not yet fully communicated the special features and appeal of Nintendo Switch Lite, so we will continue to address this going forward."
The news shatters any hope of the long-rumoured Switch Pro, first reported to be in production last year.
Originally it was expected that Nintendo would release both the Lite and Pro by Christmas 2019. But the platform holder instead opted for a September launch for the Lite, with Nintendo of America president Doug Bowser saying in July that there were no plans to launch another model in 2019.
https://www.gamesindustry.biz/articl...ch-pro-in-2020
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January 31st, 2020, 21:27 Posted By: wraggster
Though EA's portfolio isn't entirely absent on the Nintendo Switch, its offerings are a bit thin at the moment. So far, only somewhat-reduced versions of FIFA and two EA Originals -- Unravel 2 and Fe -- are available from EA on Nintendo's console.
It's a concern that EA has been getting asked about with some regularity during its earnings calls, and it came up again today during the call to discuss the company's Q3 results. As in the past, EA leadership freely praised the success of the Nintendo Switch, but COO and CFO Blake Jorgensen remarked on a particular concern stopping the company from bringing more games to the platform.
"We are always looking and discussing with Nintendo what else we can put on the platform, and as the platform grows, our interest in adding content grows for that platform," he said. "But we're also conscious of the fact that the top-selling titles by a long shot are all Nintendo software. Which is fabulous software, but it helps us balance the realities of how big our markets could be there."
https://www.gamesindustry.biz/articl...olio-to-switch
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January 31st, 2020, 21:33 Posted By: wraggster
Nintendo has a real winner on their hands with the Switch, as the console-handheld hybrid managed to reach new heights, as found in the company's latest financial results. During the holiday season, 10.81 million Nintendo Switch systems were sold, bringing the lifetime sales up to a whopping 52.48 million. That means the Nintendo Switch has now outsold the Super Nintendo, which back in its day, shifted 49.1 million units. The Switch has also surpassed the Xbox One, just barely beating out sales for Microsoft's console, in a much shorter timeframe. Where the Xbox One had 74 (released in 2013) months to get to 50 million sales, the Nintendo Switch (released in 2017) performed this feat in 34 months. It's onwards and upwards for Nintendo's latest hardware, which will need to sell another 10 million units to reach its next milestone: outselling the NES.
In the sales data, we also get to see new figures for games on the platform, most notably of which is Pokemon Sword and Shield, which have become the 5th most popular game on the Switch, selling 16.06 million copies since their release last November.
Source
https://gbatemp.net/threads/the-nint...d-snes.557318/
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January 31st, 2020, 21:33 Posted By: wraggster
Nintendo has a special edition Nintendo Switch just waiting for all the excited Animal Crossing: New Horizons fans. Featuring special Joy-Cons, a pattern on the back of the system, and a themed dock for the console, this stylized Switch will be made available a week prior to the launch of the latest Animal Crossing game. It's referred to as the Aloha Edition Nintendo Switch, and will retail for $299.99 when it launches on March 13, 2020. A matching case and screen protector will also be available for separate purchase, as well. Currently, it's only confirmed for release in North America.
EDIT: EU gets it on March 20th.
Source
https://gbatemp.net/threads/nintendo...switch.557283/
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