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January 3rd, 2021, 11:31 Posted By: wraggster
This is the story of a man who has yet to realize what destiny holds in store for him..
A full English translation of the 2008 NDS game Tengen Toppa Gurren Lagann (based on the hit anime of the same name) has been released!
In the distant future, mankind has lived quietly and restlessly underground for hundreds of years, subject to earthquakes and cave-ins. Living in one such village are 2 young men: one named Simon who is shy and naïve, and the other named Kamina who believes in the existence of a “surface” world above their heads. The destiny of these two starts moving drastically when the ceiling of their village falls in, and a gigantic “Gunmen” and a beautiful girl named Yoko, wielding a superconductive rifle, come from the surface. Together, Kamina, Simon and Yoko ride the mecha “Lagann” that Simon digs out of the ground, and fly up to the surface!
A retelling of the anime’s storyline, the game features some alternative and exclusive content, including 3 new characters and an extra ending.
Fans may recognise two of the new characters, originally known as “Tetori” and “Ziggitalis” from the OVA (also known as Episode 5.5), which was bundled with the limited-edition release of the game and fan-subbed by Nyoro~n. In celebration of the patch release, they were remastered by the team and are available for download on Phantom’s tumblr.
Full of the humour, action and the boundless optimism that made the anime a hit, this game is a must-play for new or old fans alike!
https://phantom-patches.tumblr.com/p...-patch-release
http://www.romhacking.net/translations/5846/
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January 3rd, 2021, 11:34 Posted By: wraggster
For far too long, the Battle Mode in Mario Kart 64 has been limited to one elimination game mode where each player has 3 balloons, 4 courses, and only playing against human players. Battle Mode had so much untapped potential, just waiting to be unlocked.
Battle Kart 64 is an exciting new hack by Triclon that greatly expands and adds all sorts of new goodies to Battle Mode in Mario Kart 64, breathing new life into this 20+ year old multiplayer experience.
New Game Modes!
- An expanded traditional battle mode.
- “Hot Potato” featuring a timer on whoever was hit last and counts down to zero. Whoever is the “hot potato” when the timer reaches zero loses 1 HP.
- “Squish” where you need to hit, lightning shrink, and then run over the shrunken player to score.
New Scoring Modes!
- Stock scoring where you can now set set the number of hit points, instead of just having 3 balloons.
- Timed matches where whoever has the least amount of hits when the timer reaches zero wins. Ties go to sudden death.
- Team matches of 2 vs. 2 or 2 vs. 1 with both point and time scoring.
All the race courses now will load in Battle Mode!
- All 16 race courses can now be played in Battle Mode.
- Great for Koopa Troopa Beach or Kalamari Desert.
Item toggling!
- You can turn items on and off like in Super Smash Bros.
- Hate stars? Just turn them off.
CPU bots in Battle Mode!
- Now you can play battle mode by yourself.
- A lot of work has gone into making bots that will actually track you down and aim their items at you.
- Best played in Block Fort or Double Deck or on wide open race courses.
And a whole slew of other options!
- Flat courses!
- Ludicrous speed!
- And more!!
Battle Kart 64 will continue to be under active development so the future will bring even more game modes and features.
http://www.romhacking.net/hacks/5618/
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January 3rd, 2021, 12:07 Posted By: wraggster
Gearboy v3.2.0 is released. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Highly accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction and memory timing, passes instr_timing.gb and mem_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5), ROM + RAM and multicart cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities including mid-scanline timing.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Saves battery powered RAM cartridges to file.
- Save states.
- Compressed rom support (ZIP deflate).
- Game Genie and GameShark cheat support.
- Multi platform. Runs on Windows, Linux, Mac OS X, Raspberry Pi, iOS and as a libretro core (RetroArch).
https://github.com/drhelius/Gearboy
http://www.emucr.com/2020/12/gearboy-v320.html
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January 3rd, 2021, 12:20 Posted By: wraggster
puNES v0.107 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, and the sound is available. It uses the SDL libraries and it works on both Linux and Windows.
puNES v0.107 Changelog
Updated translation from Crowdin (thx to Алексей Тимонин, MS-PC, tch_oscomp, Ömercan Kömür, Matheus).
Redesigned settings GUI.
Added an option to flip the screen horizontally (even when rotated).
Added an option to make the input (keyboard and controller) "follow" the orientation of the screen.
Try to replay your favorite games in this mode, you will find it fun. (Thx to eugene-s-nesdev for the idea).
Added "AxelayNES" Demo to the database.
Added spanish traslation of Ganbare Goemon Gaiden 2 to the database.
Added an option to reverse bits of DPCM (also in the NSF player).
To understand what "reverse" is for, take a look at this post http://forums.nesdev.com/viewtopic.php?f=2&t=20308.
Added the preview of the last screen image of the saved states.
Now it is always possible view the screen of the saved states when you move the mouse between the various
Slots in the "State" menu (slots with the available preview will be marked with a "*"). It's also available in the
combobox of the toolbar widget.The preview will be displayed as a tooltip.
Added, thanks to the FFMPEG libraries, the ability to create video and audio files of the game session.
The supported video formats are:
MPEG 1 Video
MPEG 2 Video
MPEG 4 Video
MPEG H264 Video
High Efficiency Video Codec
WebM Video
Windows Media Video
AVI FF Video
AVI Video
The supported audio formats are:
WAV Audio
MP3 Audio
AAC Audio
Flac Audio
Ogg Audio
The parameters relating to the recording are available in the configuration GUI.
It's possible to start a recording through the keyboard shortcuts (CTRL+A for audio and CTRL+V for video)
also from the widget located at the bottom right of the statusbar. Clicking on it with the left mouse button will
start the last type of registration, with the right button a context menu where you can select what to start.
Once the recording has started, you can stop it either with the same shortcuts with which it was started or by
clicking on the statusbar widget.
The emulator will always remember the last used settings.
Added "Raw" palette. To understand what this palette is, I use the explanation found on
Emulation General Wiki https://emulation.gametechwiki.com/i..._Color_Palette :
"option to output the raw chroma, level, and emphasis from the PPU through the RGB color channels.
This by itself produces an image with completely bizarre colors, but this can be decoded by shaders
to generate actual colors, the main examples being GTU-Famicom and nes-color-decoder".
So it's usable with all shaders that support it:
cgwg-famicom-geom.glsl, gtu-famicom.glsl or ntsc-nes.glsl that you find in the
libretro glsl-shaders repository https://github.com/libretro/glsl-shaders.
P.s. this works with OpenGL version.
Fixed compatibility with GLSL shaders (like MMJ_Cel_Shader.glslp or all crt-royale.glslp series).
You can find this shader at glsl-shaders https://github.com/libretro/glsl-shaders and
common-shaders https://github.com/libretro/common-shaders.
Fixed VRC7 sound pitch.
Fixed saving of window position in a multi-monitor setup (thx to baraclese for the patch).
Fixed the restoration of the hidden state of the toolbar widgets.
NSF/NSFe player. Added a new effect and revised the "bars" effect. It's now possible to move between the
various effects using the up and down of the pad or by clicking on the right or left side of the effect viewer.
Changed the help text explaining the pad commands.
Redesigned the command line help display.
On a computer where the amulator had never been started, at the first run it was started in the top left but
hiding the window frame preventing it from moving or closing. Fixed.
Now the settings window is resizable.
Fixed several bugs in the Cheat Editor and in the Input Settings.
Cheat Editor:
Fixed a possible crash that occurs when entering a new cheat.
Fixed several table display errors.
Active cheats are now easily identifiable thanks to a different color.
Fixed a bug that did not activate the selected cheat correctly.
Cheat description tooltip.
Input settings:
Minor cosmetic changes.
Fixed many many many other bugs.
https://github.com/punesemu/puNES
http://www.emucr.com/2020/12/punes-v0107.html
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January 3rd, 2021, 12:48 Posted By: wraggster
Swiss r990 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
@emukidid committed:
Prompt for unreadable cheat files
Remember cheat selections whilst in the game info menu
@Extrems committed:
Add AIGetDMAStartAddr and PrepareExec signatures found in Interactive Multi-Game Demo Disk May 2004.
Improve AIInitDMA signature matching.
Add list of streaming audio titles.
Make hypervisor builds without streaming audio emulation.
Enable disc read speed emulation for SD Card Adapter.
Determine device emulated features from current settings.
Prioritize disc read speed emulation over memory card emulation.
Find DoMount.
Don't fail on flash ID checksum error.
Patch all found function variants.
Find __EXIProbe on its own.
Update apploader. (extremscorner/cubeboot-tools@c53e4cf)
Fix SDLOADER.BIN build with devkitPPC release 37.
Update Redump database.
Set both discs in 2 Games in 1 as audio streaming.
Adjust screen position on the fly.
Clean up and update SRAM stuff.
Clear SRAM on bad checksum.
Use patch-free apploader for generic boot images.
Update FatFs to R0.14a.
Include base directory.
Add reload stub.
Install exception handlers in reload stub.
Add dummy clocks after select/deselect.
Minor changes.
Go to virtual mode for dollz3.
Set SRAM video mode when cleared.
Add ELF loading support.
Add ELF file icon.
Less hacky read queue.
Support ELFs as alternate executable.
Sort main DOL to the top.
Fix FST overread.
Clear disc header when backing out.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2020/12/swiss-r990.html
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January 3rd, 2021, 12:49 Posted By: wraggster
melonDS v0.9.1 is released. melonDS is an open source Nintendo DS(NDS) emulator. melonDS is part of a second wave of DS emulators. There are a few other emulator projects that are part of it, which you might have already heard of. Either way, check them out!
melonDS Features:
* almost-complete 2D graphics
* 3D graphics (software renderer) with texturing, alphablending, lighting
* input: keyboard and joystick, touchscreen
* backup memory
* booting from the BIOS
* resizable video output window, preserving aspect ratio of individual screens
melonDS Changelog:
add fullscreen hotkey
remove hardcoded F11-debug key (oops)
fix some gaps in the IO handlers
add ability to run unlaunch'd DSi NANDs
add preliminary camera support (feeds fixed stripe pattern)
fix potential bugs with tight timers (fixes ZXDS)
SPU: small optimization to the mixer
better framerate limiter
fix several JIT issues
GPU: lay bases for EVIL PLANS
GPU: emulate separate scroll register for 3D layer scrolling
some corrections to the ROM savetype list
a bunch of misc fixes, as usual
http://melonds.kuribo64.net/
http://www.emucr.com/2020/12/melonds-v091.html
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January 8th, 2021, 13:29 Posted By: wraggster
What was once a Wii U exclusive has been removed from the platform. 2013's LEGO City: Undercover has been delisted from the Wii U eShop, along with LEGO City Undercover: The Chase Begins on the Nintendo 3DS, joining the ranks of Netflix and DSiWare titles in a recent removal spree occurring on older Nintendo systems. At the very least, both games had a physical release, and LEGO City: Undercover was re-released on the Nintendo Switch, PC, Xbox One, and PlayStation 4.
Source
LEGO City: Undercover has been delisted from the Wii U and 3DS eShops | GBAtemp.net - The Independent Video Game Community
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January 8th, 2021, 13:33 Posted By: wraggster
Resident Switch hacking scene member SciresM, known for his work on Atmosphere CFW, has made a curious discovery via datamining. A Nintendo Switch Pro model might actually be on the way, if you believe what he's uncovered from an update on the Switch. It should be noted that while interesting, this information does not confirm anything, and much is speculation on SciresM's part after having dug around some firmware files.
Existing under the codename of Aula, this hardware uses a Mariko SoC. It also would support both handheld and docked mode, and features "substantially" better cooling and battery life. While there's nothing concrete to fully determine, SciresM thinks that the revision would support 4K when docked, with an OLED tablet screen, as it features a Realtek chip branded as having "4K UHD multimedia SoC". If it's to be believed, then Nintendo has been working on a "Switch Pro" for over a year, which would line up with many reputable outlets repeatedly claiming that Nintendo is indeed working on a more powerful Nintendo Switch system.
Nintendo actually is working on a new model with upgraded display stuff and has been for ~1.5-2 years. I personally believe it's 4K given the signs I'm seeing in the firmware, but that's not confirmed yet and could be wrong.
Aula has firmware support some Realtek chip that advertises itself as a "4K UHD multimedia SoC", too, hence my belief it's 4K. That chip might be inside a new dock and not inside the tablet, though, there's no way to tell from the firmware code yet.
Aula explicitly supports handheld mode. It is not docked only; that's calcio, which seems like it's for internal only/never releasing since Calcio has no gamecard slot and no battery.
Checked my previous discussions with hexkyz, the upgraded tablet display is an OLED screen. Probably not higher resolution on tablet itself, so I guess the 4k realtek chip is more likely to be new dock than I thought it was.
https://www.videogameschronicle.com/...etter-battery/
[RUMOR] SciresM speculates on Switch Pro details through datamine information | GBAtemp.net - The Independent Video Game Community
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January 8th, 2021, 13:34 Posted By: wraggster
The 42nd official version for Atmosphère, version 0.17.0, is now available from @SciresM . While it comes with several updates, the most significant one is the Fusée support for Mariko units. The developer notes that Fusée was heavily rewritten in order to add support this hardware but also points out that Mariko hardware currently have no software exploits. Fusée works when loaded from bootloader context with the right keys in the security engine. Fusée-primary was also updated in the 0.17.0 version.
This update also fixes an issue with Erista hardware in the way shutdown is performed and reduces power drain on these consoles from within Atmosphère. The full changelog since the last release can be found below:
- fusee was heavily rewritten in order to add support for Mariko hardware.
- Please Note: Mariko hardware currently has no (and may not ever have any) software exploits; fusee works when loaded from bootloader context with the right keys in the security engine. No means of getting the system into this state is provided.
- An issue was fixed in the way shutdown was performed on Erista hardware.
- This fixes an issue that caused OFW to black screen on boot after power off from atmosphere without first doing a reboot.
- This also substantially improves power drain when the system is shut off; consoles powered off from Atmosphere should now drain battery at the same reduced rate as original firmware.
- A number of minor changes were made, including:
- A number of inconsistencies in the build system were fixed.
- For those building atmosphère at home, the boot sysmodule will no longer rebuild every time make is invoked.
- This substantially improves build times during development iteration.
- sm was updated to more accurately reflect how official code manages request deferral.
- mesosphère was updated to more accurately reflect official kernel management of the trace buffer.
- mesosphère was updated to improve kernel loader's logic by taking advantage of the assumption that we only boot our kernel, not Nintendo's.
- As it has been a few months with zero reported issues, mesosphère is now opt-out.
- Users who wish to begin using or continue using mesosphere should use the standard/cool kids zip ("atmosphere-").
- Users who wish to opt-out of mesosphere should download and extract the opt-out zip ("atmosphere-WITHOUT_MESOSPHERE-").
- Several issues were fixed, and usability and stability were improved.
You can grab Atmosphère 0.17.0 via the official GitHub page linked below.
Atmosphère GitHub Page
https://gbatemp.net/threads/atmosphe...-units.580387/
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January 8th, 2021, 16:22 Posted By: wraggster
Nintendulator 0.985 beta (2021/01/06) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.
Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.
http://www.qmtpro.com/~nes/nintendulator/
http://www.emucr.com/2021/01/nintend...-20210106.html
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January 8th, 2021, 16:43 Posted By: wraggster
m64p (2021/01/04) is released. m64p uses mupen64plus-gui, a brand new mupen64plus frontend written in Qt5. It supports all thing things you’d expect from a frontend (savestate management, pausing, screenshots, etc..). m64p comes bundled with GLideN64 for the graphics plugin. It should give you the best out-of-the-box experience available for N64 gaming.
m64p changelog:
Updates to Angrylion (https://github.com/ata4/angrylion-rd...eases/tag/v1.6)
A few updates for GLideN64, including pixel coverage emulation support. It's off by default, there is a new option in the video settings if you want to try it out:
image
Netplay create/join dialogs will now show your ping to your selected server (you used to have to enter a waiting room before being able to see your ping). Credit to @joeldenning for this improvement.
https://m64p.github.io/
http://www.emucr.com/2021/01/m64p-20210104.html
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January 11th, 2021, 18:15 Posted By: wraggster
ALL. 30. NBA. TEAMS. No “Others” mash-ups. Backed by the Mattrizzle Player Engine, v2.0 of NBA Jam 2K21 TE not only provides access to each of the 30 NBA teams but unlockable All-Stars and Legends, plus revamped court and uniform colors to better align with today’s teams. Plus, the campaign’s been enhanced. No longer must you battle 27 opponents to take the title of Grand Champion; you’ve got to conquer all 30. With custom code established by Mattrizzle to consolidate campaign order, roster setups, and player attributes, and supported by phonymike’s portrait inserter, the sky’s the limit for SNES NBA Jam romhacks!
http://www.romhacking.net/community/5043/
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January 18th, 2021, 22:50 Posted By: wraggster
Nearly 6 million Nintendo Switch consoles were sold in Japan last year, a rise of 30% over 2019.
Nintendo dominated the market, with Switch devices accounting for 87% of all consoles sold last year (6.85 million machines were sold overall). The normal Switch version sold 3.9 million units, while the Switch Lite sold just over 2 million units.
The console sold well ahead of PS4, which did just over 543,000 units last year. PS5, meanwhile, is currently on just over 255,000 units.
According to the Famitsu data, Japan's games market generated over $3.5bn, which is up 12.5% over 2019. The biggest growth area was console hardware, which is up 16.4% to $1.8bn, while boxed game sales grew 9% to £1.75bn. Famitsu states that it's the first time since 2017 where both areas of the market grew.
Nintendo Switch accounted for 87% of consoles sold in Japan last year | Japan Annual Report | GamesIndustry.biz
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January 18th, 2021, 22:55 Posted By: wraggster
Nintendo has filed two copyright claims against videos by a YouTuber who has been hacking the Super Mario Bros 35th Anniversary edition of its Game & Watch handheld.
The device was launched in November as part of the franchise's anniversary, and features both the original NES game and its Japanese sequel, known in the West as Super Mario Bros: The Lost Levels.
A YouTuber going by the handle 'Stacksmashing' is among those who have been hacking the device to run other games, including the original Legend of Zelda, the first generation Pokémon Games and classic shooter Doom.
He has been posting videos demonstrating this but revealed via Twitter that two of his videos faced copyright claims and are no longer available to watch.
While the Content ID system used on YouTube to identify copyrighted material is usually automatic, Stacksmashing noted in another tweet that these videos had been manually targeted by a representative at Nintendo.
Nintendo blocks videos by Game & Watch hacker | GamesIndustry.biz
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January 18th, 2021, 23:26 Posted By: wraggster
After hacking Nintendo's Super Mario Bros. edition Game & Watch, showing how to do so, and even getting other games to run on it--DOOM among them, YouTuber stacksmashing has found some of their tutorials removed from the site. Two of the user's videos involving hacking the system were taken down from YouTube via copyright claims from Nintendo. Stacksmashing decided to fire back at Nintendo, by disputing the claims, and in the meantime, uploading highly edited video where he pokes fun at the company for going after his content. He plans to re-upload the removed videos in the future by blurring out any official gameplay footage, which according to the copyright claim, is the "reason" they were taken down.
Nintendo goes after Game & Watch hacking videos with copyright claims | GBAtemp.net - The Independent Video Game Community
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January 19th, 2021, 21:34 Posted By: wraggster
Star Fox Exploration Showcase has been in a constant state of development, and now, the wait for the next version is over!
2 Player mode has gone through a lot of revision and modification, and is finally at a point where the full game is playable and fully enjoyable from beginning to end!
Start 2 player mode from the title screen by pressing START2 on the second player’s controller.
- Each player has lives, bombs, life meters, etc.
- If all lives are gone, and the player dies, and the other player finishes the level, the player with no lives gets one more chance in the next level!
If you’ve never played this mod before, it is very important to read the readme file to see the dozens of changes and features this showcase has to offer!
Work will continue to smooth out the rougher things in due time.
Full changelog: 7.16
- Improved on 2 player mode
- Start 2 player mode with START2 on title screen
- God mode codes apply to second player
- Second player has their own bomb count
- Second player firing delay works like player 1 dependant on the weapon
- Second player has much smoother ship movements
- Second player can now angle up/down/left/right and fire past the boundaries
- Removed limitation of movement when in 2 player mode
- Added third auto zoom level for going farther across the screen
- Life bar has been added for second player
- Collision for 2P is now like 1P where you have 7 frames of no collision after damage
- Fixed shadows and floor appearing in space levels
- Slight push off of walls/ceiling/space floors when button is let go to remove arrows
- Player 2 continues the battle when player 1 dies
- Players have independant wire ship lifespans
- Player 2’s bomb count goes down in reverse order
- Multiple other improvements
- Life bars have increased to reflect the new increased health.
- Teammates were not unloading under certain conditions and could loop around the level. Fixed.
- Fixed course 4 level score %, will now give 100% upon completion of each level.
Please visit the discord to report any issues! Looking for interested testers as well.
http://www.romhacking.net/hacks/5510/
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January 19th, 2021, 21:36 Posted By: wraggster
Big news for Arabic speaking enthusiasts who know the game, and for new players as well who didn’t get the chance to experience the glory of the golden JRPG era!
Celebrating the 25th anniversary of the first release of Chrono Trigger, the people at the Arabic community found the lack of serious JRPG translations available.
Given that, ExtraOrdinary decided to present a gift to the community knowing the hurdles of the Arabic script; right-to-left text flow, numerals need special handling and menu strings are very tricky to display within those requirements too.
This is by far the most justified method to display Arabic strings without making the player confused about dialogue messages or item names for example being displayed in reverse which happened in many trials before in other titles.
So, enjoy the translation!
Thanks a lot for you all in RHDN community!
http://www.pixelarab.com/
http://www.romhacking.net/translations/5878/
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January 21st, 2021, 22:26 Posted By: wraggster
Nintendo faces yet another lawsuit over Joy-Con controller drift, this time filed in Québec.
The case is being handled by local law firm Lambert Avocat, which represents a client who has experienced issues with her controllers since 2018.
The company seeks compensation for all Québec customers who have purchased both the Switch and Switch Lite, as well as any Nintendo produced Joy-Cons and Switch Pro controllers.
Lambert Avocat's client purchased a Switch in November 2017, but noticed the left stick was registering movements without her input after 11 months.
She has since experienced this with the right stick, then the second pair of Joy-Cons she purchased, as well as a Switch Pro controller.
Lambert Avocat is now calling on any other consumers in the area who have suffered the same issues to join the lawsuit. The case is open to people who have purchased the relevant products since August 1, 2017.
The law firm argues that Joy-Con drift "constitutes an important, serious and hidden defect," and violates the Consumer Protection Act, which states goods purchased must be "durable in normal use for a reasonable length of time."
Québec law firm files latest Nintendo Switch Joy-Con drift lawsuit | GamesIndustry.biz
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January 21st, 2021, 22:38 Posted By: wraggster
Forest of Illusion, a Twitter user who collects and hosts information about beta builds of video games, has accidentally made a new discovery involving a classic Zelda game. After dissecting a prototype cartridge of F-Zero X, they found that the ROM dump contained a few files from an early build of Ocarina of Time. Supposedly, the files are dated to around the same time as Spaceworld 1997. The information that was pulled from the dev cart consists of beta map data for the game, along with early textures and graphics files. Following this discovery, some users began porting the maps into Ocarina of Time, letting players experience these areas in full, such as a beta version of Kakariko Village, which can be seen in the above video.
https://gbatemp.net/threads/beta-oca...e-maps.581271/
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January 24th, 2021, 22:52 Posted By: wraggster
Following the decompilation project of the Taxman versions of Sonic 1, 2, and CD, along with ports to the PlayStation Vita and Nintendo Switch, the Sonic trilogy has been completed. Just released by @heyheyitsjoeway is Sonic 3 AIR homebrew for the Nintendo Switch. Sonic 3 AIR is a fan-made remaster of Sonic the Hedgehog 3 & Knuckles, adding in widescreen support, a remastered soundtrack, support for the beta music, and a wide variety of tweaks in order to create the ideal Sonic 3 experience. In order to play it on your Switch, you’ll need to grab the release in the thread below, and get a copy of a Sonic 3 ROM from the Steam release of the SEGA Genesis Collection.
https://gbatemp.net/threads/sonic-3-air.581421/
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January 25th, 2021, 22:23 Posted By: wraggster
The Pokémon Company announced a series of sanctions towards users who have been illegally modifying their save data in Pokémon Sword and Shield.
In an update posted on its website, the company said that using altered data in saves can impact the game for other users, as well as cause bugs with the software itself.
As a result, The Pokémon Company warned that players modifying their save data could be banned from being able to use Sword and Shield's online functionalities. Other sanctions could also include being unable to transfer Pokémon to and from the Pokémon Home app, and being banned from using the Switch version.
The Pokémon Company takes measures against Sword and Shield hackers | GamesIndustry.biz
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January 25th, 2021, 23:23 Posted By: wraggster
FCE Ultra GX v3.4.8 is released. FCE Ultra GX is a modified port of the FCE Ultra 0.98.12 Nintendo Entertainment system for x86 (Windows/Linux) PC's. With it you can play NES games on your Wii/GameCube(NGC). Version 2 is a complete rewrite based on code from SNES9x GX.
FCE Ultra GX Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player support
* Zapper support
* RAM / State saving support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Cheat support (.CHT files)
* IPS/UPS/PPF automatic patching support
* NES Compatibility Based on FCEUX 2.1.5
FCE Ultra GX v3.4.8 changelog:
Compiled with latest devkitPPC/libogc
Added ability to change the player mapped to a connected controller
Corrected aspect ratio by changing viWidth to 644 (vaguerant)
Fixed PAL audio blips (thanks Tanooki16!)
Improved PAL game detection (thanks Tanooki16!)
Significant memory usage reductions (fonts and loading cover images)
Added Dendy support
Other minor fixes
https://github.com/dborth/fceugx
http://www.emucr.com/2021/01/fce-ultra-gx-v348.html
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January 25th, 2021, 23:24 Posted By: wraggster
Snes9x GX v4.4.9 is released. Snes9x GX is a Super Nintendo(SFC) emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Snes9x GX Features:
* Based on Snes9x 1.53
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC
* 16:9 widescreen support
* Open Source!
Snes9x GX Changelog:
Compiled with latest devkitPPC/libogc
Added ability to change the player mapped to a connected controller
Corrected aspect ratio by changing viWidth to 644 (vaguerant)
Significant memory usage reductions (fonts and loading cover images)
Other minor fixes
https://github.com/dborth/snes9xgx
http://www.emucr.com/2021/01/snes9x-gx-v449.html
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January 25th, 2021, 23:25 Posted By: wraggster
Visual Boy Advance GX v2.4.2 is released. Visual Boy Advance GX is a Game Boy(GB)/Game Boy Color(GBC)/Game Boy Advance(GBA) emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Visual Boy Advance GX/Wii Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
Visual Boy Advance GX/Wii v2.4.2 changelog:
Compiled with latest devkitPPC/libogc
Added ability to change the player mapped to a connected controller
Significant memory usage reductions (fonts and loading cover images)
Other minor fixes
https://github.com/dborth/vbagx
http://www.emucr.com/2021/01/visual-...e-gx-v242.html
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January 25th, 2021, 23:31 Posted By: wraggster
Larper64 v0.4 is released. Larper64 is a N64 emulator. Half-hearted attempt at a fast and compatible LLE N64 emulator.
Larper64 v0.4 changelog:
New platform native UI.
Apple Silicon M1 native port.
Fixed sound.
Save states support.
Improved memory PAK initialization. Thanks to bryc.
Interframe blending support.
Rumble PAK support.
Confgurable joypad/gamepad/keyboard support.
https://thirdworld.dev/
http://www.emucr.com/2021/01/larper64-v04.html
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