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February 3rd, 2020, 21:45 Posted By: wraggster
Nintendo Switch boxed games rose in sales across the board this week as recent stock shortages came to an end.
Nintendo Switch hardware and certain physical games have been in short supply throughout January following a hectic Christmas sales window. Stock began to be replenished at selected retailers two weeks ago, and now the console has returned to full supply at most major UK stores.
One Nintendo game that had been absent from retail shelves was Ring Fit Adventure. The fitness game is now back in stock and has returned to the GfK charts at No.7 with an 822% increase in sales week-on-week. It's a similar story for Minecraft on Switch. The game had been languishing outside of the Top 40 until last week's chart (where it returned at No.25), and this week the game has jumped 197% in sales and is now at No.6.
Of course, the biggest Switch physical game remains Mario Kart 8: Deluxe, which is at No.3 after a 19% increase in physical sales week-on-week.
Other successful Switch games this week include Luigi's Mansion 3 at No.8 (up 19%), The Legend of Zelda: Breath of the Wild at No.10 (up 25%), Mario & Sonic at the Tokyo Olympic Games at No.11 (up 21%) and Pokémon Sword at No.12 (up 31%). Captain Toad: Treasure Tracker (No.19), New Super Mario Bros U Deluxe (No.20), Pokémon Shield (No.21), Super Mario Odyssey (No.24), The Legend of Zelda: Link's Awakening (No.25), Super Mario Maker 2 (No.26) and Super Mario Party (no.29), also saw a bump in sales week-on-week.
In total, there are 15 Switch exclusives games in the GfK physical Top 40.
Outside of Switch, Call of Duty: Modern Warfare continues to perform very strongly. The game is at No.1 with a 39% rise in sales week-on-week. The Activision shooter is just ahead of FIFA 20, which also enjoyed a good week with a 59% sales jump.
There are three games in the Top Ten that have been on sale for over 100 weeks -- Mario Kart, Zelda and GTA V (the latter has actually been on sale for over 300 weeks).
https://www.gamesindustry.biz/articl...-shortages-end
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February 3rd, 2020, 21:46 Posted By: wraggster
Greetings adventurers! One of the largest and most bodacious Final Fantasy VI mods around just received a massive update; version 2.0 of Return of the Dark Sorcerer has been released! Many aspects have been meticulously worked on by the same dedicated group of people since the last release almost two years ago, such as: sprites (character, monster/esper, and NPCs), character portraits, events, coding & gameplay changes, music, dialog, balancing, and bug fixes.
If you’ve been holding off on playing RotDS, or are a return player, this latest version promises to entertain and is easily the best this amalgamation of a mod has ever looked, played, and read. Please take a look at the change log and readme for more details and have fun!
https://rotds.webs.com/
http://www.romhacking.net/hacks/2207/
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February 3rd, 2020, 21:48 Posted By: wraggster
Cooly Skunk was a SNES platformer which started life with Bullet Proof Software in 1993, before being passed to Visit in 1996, who released it as a demo on the BS-X Satellaview, exclusively in Japan. Although it was reworked into Punky Skunk on the PlayStation, the SNES original was thought to be lost ever since then, until a memory cartridge was found in a second-hand shop containing the downloaded game, in December 2019. It was bought and dumped, and now Psyklax has translated it into English!
With a nice title screen courtesy of 4lorn, Psyklax has translated almost all the text in the game, aside from the status bar. The game differs from the PlayStation version in several ways, but the core gameplay remains. Join Cooly, Kelly and Nash as they try to stop Badler, while searching his island for the mysterious legendary board! Snowboard? Surfboard? Ironing board? Who knows - Cooly doesn’t! Have fun!
http://s346165667.websitehome.co.uk/psyktrans/
http://www.romhacking.net/translations/5370/
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February 3rd, 2020, 21:52 Posted By: wraggster
On Friday, the defendant in an ongoing case involving hacking into and leaking details from Nintendo's servers plead guilty to his charges. 21-year old Ryan Hernandez, otherwise known as RyanRocks, was brought up on charges of illegally obtaining information from Nintendo's servers, and for possession of child pornography. Originally, Hernandez's first offense was back in 2016--when he was still a minor at the time--where he managed to use a phishing technique in order to get ahold of a Nintendo employee's credentials to download pre-release promotional information about the Nintendo Switch, and then distribute it to the public.
His actions were reported to the FBI, who then visited Hernandez in the following year, informing him that he needed to stop the malicious and illegal behavior. Hernandez promised that he wouldn't continue to do such things, but the warnings were quickly disregarded, as in 2018, he hacked directly into Nintendo servers, once again obtaining information that he broadcast to others across the internet, even bragging publically about his exploits. In the middle of 2019, the FBI once again visited Hernandez, seizing technology involved in the hack, along with hard drives and "circumvention devices used to access pirated video games and software". It was there that not only did the FBI find the ill-gotten Nintendo files, but also hundreds of child pornography-related media.
Nevertheless, from at least June 2018 to June 2019, HERNANDEZ returned to his malicious activities, hacking into multiple Nintendo servers and stealing confidential information about various popular video games, gaming consoles, and developer tools. HERNANDEZ boasted about his hacking exploits on several online and social media platforms, such as Twitter and Discord, and leaked some of the stolen information to others. HERNANDEZ further operated an online chat forum called “Ryan’s Underground Hangout” in which he and others discussed Nintendo products and shared information about possible Nintendo network vulnerabilities, and on which he shared some of the confidential information he had stolen.
Click to expand...
The maximum sentence for illegally hacking is only 5 years in prison, while possession of child pornography is a far greater issue, and has a maximum prison time of 20 years. Due to Hernandez's guilty plea, the lawyers involved with the case have recommended a sentence of 3 years, though this could be altered by the judge at the time of sentencing, which will take place on April 21, 2020. Additional stipulations to the case also include Hernandez agreeing to pay $259,323 in damages to Nintendo, and being forced to register as a sex offender, once he is free from prison.
Under the terms of the plea agreement, prosecutors and defense attorneys, will recommend three years in prison. However, the ultimate sentence is up to the judge and could be up to the statutory maximums of 5 years in prison for computer fraud and abuse, and 20 years in prison for possession of child pornography.
https://gbatemp.net/threads/man-who-...tution.557378/
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February 3rd, 2020, 21:58 Posted By: wraggster
Snes9x GX v4.4.5 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:
Disable ROM information display by default
Updates from Snes9x
Added support for serial port 2 (SP2 / SD2SP2) on Gamecube
Xbox 360/Hornet controller support
Compiled with latest libraries
https://github.com/dborth/snes9xgx
http://www.emucr.com/2020/02/snes9x-gx-v445.html
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February 3rd, 2020, 22:29 Posted By: wraggster
Mesen v0.9.9 is released. Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.9.9 Changelog:
New Features
Run Ahead: Added run ahead support (in Emulation settings)
Emulation: Added 2 new options to emulate known PPU hardware bugs
Emulation: Added option to emulate CPU/PPU alignments
UI: Added load state and save state menus (with previews and timestamps)
Mappers: Added support for Study Box roms (.studybox files)
UNROM512/GTROM: Added support for self-flashing
Debugger: Various fixes and improvements
Event Viewer: Improved filtering options and added the ability to display NTSC borders
Bug Fixes
CPU: Rewrote DMC and OAM DMA logic to better match hardware behavior/timings
CPU: Fixed an issue with NMIs turning into IRQs (when turning the NMI flag off at the wrong moment)
PPU: Fixed PPU OAM fetch pattern on pre-render scanline
PPU: Fixed some PPU timings to better match hardware
MC-ACC: Improved MC-ACC (licensed MMC3 clone) emulation
MMC5: Rewrote a large portion of the code to better match hardware behavior and quirks
Mappers: Fixed/improved emulation of a number of mappers used by unlicensed games
NSF: Fixed an issue that caused problems with some FDS NSF files
Linux: Fixed bug when using nvidia's drivers that caused the screen to be completely black
http://www.emucr.com/2020/02/mesen-v099.html
http://www.mesen.ca/
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February 3rd, 2020, 22:34 Posted By: wraggster
Cemu v1.17.0e 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 1.17.0e:
vulkan: Fixed a crash that could occur due to Cemu missing pipeline updates in rare circumstances
vulkan: Fixed a crash that could occur when trying to synchronize data between depth textures with different aspect masks (e.g. D32_FLOAT and D24_I8)
http://cemu.info/
http://www.emucr.com/2020/02/cemu-v1170e.html
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February 4th, 2020, 21:35 Posted By: wraggster
Snes9x RX v4.7.0 is released. Snes9x RX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii. Snes9x RX is a fork from Snes9x GX, a port of Snes9x (http://www.snes9x.com). Snes9x RX is a "homebrew application" which means you will need a way to run unsigned code on your Nintendo Wii. The best website for getting started with Wii homebrew is WiiBrew (www.wiibrew.org).
Snes9x GX Changelog:
Kirby Super Star GCN performance fix.
30+ FPS boost for this game, should make it enjoyable again on the Cube.
Add Show Local Time option. [bladeoner/Tantric]
Optimize USB controllers handling. [revvv]
Only open device if VID+PID match.
ios version up [revvv]
GCN build fixes (thanks emukidid!)
Revamped README.
Create missing folders.
In case one or more of the "\snes9xgx" folders are absent, they will be
created on the second run of the emulator, after a settingsRX.xml has been
generated by pressing Exit on first run.
Experimental DualShock 3 (wired) support.
Based on libsickaxis 1.0 by Xerpi. As of now, it controls the 2-4 players
at the same time. Could and should be upgraded in the future to polish up
https://github.com/niuus/Snes9xRX
http://www.emucr.com/2020/02/snes9x-rx-v470.html
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February 6th, 2020, 17:44 Posted By: wraggster
The coronavirus is beginning to disrupt the games industry, as the Chinese government takes strict preventative measures.
With the number of total infections exceeding 28,000, and the latest confirmed death toll at 563, the international health community is working to find a vaccine.
Only time will tell how severely the games industry is impacted by the virus, but the Chinese government has extended the Lunar New Year holiday to February 10, closing down all business and factories.
As reported by Reuters, the virus has already caused a delay with Nintendo Switch production which CEO Shuntaro Furukawa described as an "unavoidable.".
Nintendo relocated some of its console production to Vietnam last year amid the brewing Sino-US trade war, but still relies heavily on its locations in China.
Game development is also being affected, with large swathes of the games industry relying on Chinese subsidiaries or work-for-hire studios for asset production.
Ken Rumph, an analyst for investment banking group Jefferies, estimated the disruption caused will see development schedules fall behind if it extends much further.
https://www.gamesindustry.biz/articl...virus-outbreak
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February 6th, 2020, 17:56 Posted By: wraggster
Ever since the Switch got hacked, developers have been hard at work creating sysmodules in order to add functionality like DualShock 3/4 controller support, f.lux-like screen overlays and much more but until now, there’s been no elegant solution to display on-screen menus within games similar to what the PSVita can achieve. However, that has now changed since developer WerWolv has just released Tesla which is a 3-part solution letting developers display temporary menus while a game is running!
Tesla allows for pretty nice in-game screen front-ends so we’ll probably be getting some interesting stuff making use of it!
According to its GBATemp release thread, Tesla consists of 3 parts namely:
- NX-ovlloader which is nx-hbloader in sysmodule form
- It runs in background and has the ability to load OVL files (NRO overlays)
- Tesla Menu which is a piece of software similar to hbmenu
- Its main use is that of letting you choose which overlays to run
- Libtesla which is a development library allowing for the easy creation of in-game menus
- This library takes care of layer creation, UI drawing and the general user experience
With the above software, developers can now create in-game overlays which allow on-the-fly changing of sysmodule settings, applying cheats, playing music in background, outputting rendering statistics (FPS) and much much more. Without a doubt, this is something that will allow developers to reach into other aspects of Switch homebrew creation so it may become an integral part of the Switch scene going forward!
You may read more about Tesla and how it works by checking out its GBATemp Thread.
http://wololo.net/2020/02/03/news-we...nintendos-ser/
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February 9th, 2020, 11:19 Posted By: wraggster
Nintendo says the Switch Lite is expanding the market for its games and not just bringing in more money from the same audience. In a post-earnings Q&A translated and posted on the company's English investor relations site today, Nintendo president Shuntaro Furukawa said that 30% of Switch Lite purchasers were picking up the dedicated portable device as their second Switch console.
High as that number might sound considering the Switch already features a handheld mode, it's actually a decrease from the 43% Nintendo had reported at its last quarterly briefing.
"A trend we've seen among consumers who've previously played Pokémon titles on handheld systems is that some are choosing to buy the Nintendo Switch Lite dedicated handheld system," Furukawa said. "We've also confirmed that women account for a high percentage of consumers who are choosing to purchase Nintendo Switch Lite as their first system in the Nintendo Switch family."
https://www.gamesindustry.biz/articl...-its-lifecycle
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February 9th, 2020, 11:24 Posted By: wraggster
We've finally got more details on the new SEGA Ages version of Sonic the Hedgehog 2. Previously revealed to have Sonic Mania's Drop Dash ability and Knuckles as a playable character, Sega has provided the launch date for the western release, along with its price. On February 20th, Sonic 2, alongside Puyo Puyo 2 will be available on the Nintendo Switch eShop, for $7.99 respectively. Just like the Nintendo 3DS editions of classic Sonic games, the SEGA Ages port will be handled by M2.
Source
https://gbatemp.net/threads/sega-age...switch.557702/
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February 9th, 2020, 11:34 Posted By: wraggster
Cemu v1.17.1 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:
general: Added stick visualization to input settings
general: Replaced vsync checkbox with a dropdown and added renderer-specific options
vulkan: Overhauled internal Vulkan object/resource management
- Fixes crashes due to erroneously releasing textures that were still in use
- Fixes some RAM/VRAM leaks
- Generally lower VRAM usage since textures are released as soon as possible (previous solution enforced a 3 frame delay)
vulkan: Reloading graphic pack shaders should no longer cause a crash
vulkan: Added debug stats as an additional overlay option
http://cemu.info/
http://www.emucr.com/2020/02/cemu-v1171.html
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February 9th, 2020, 11:40 Posted By: wraggster
higan v107.13 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:
* v107.13
More byuu progress.
* v107.12
Yet more work on byuu.
https://gitlab.com/higan/higan
http://www.emucr.com/2020/02/higan-v10713.html
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February 9th, 2020, 11:48 Posted By: wraggster
NX-Controller, by wwwwwwzx, is composed of a sysmodule and application that let you connect to your hacked Switch via WiFi and transmit keyboard inputs to it.
These inputs are in turn read as controller presses mapped to a Nintendo Switch Pro Controller so you can effectively play any title you want with it although not all will work well as FPS games are probably unplayable for most until mouse support gets added. However, some RPG titles may work just fine especially if they’re 2D because you needn’t bother with changing the camera’s angle.
This solution is composed of main two parts, which all need to be downloaded and installed, namely:
- Sys-botbase, a sys-module by olliz0r, letting you read/write to the Switch’s main memory and run scripts
- The NXController application which is a client for Windows, Linux and Mac with which you connect to your Switch
- You may need to install ldm_mitm if you want to use it with games such Pokemon Sword & Shield which use local WiFi.
To learn more about NX-Controller which was initially released on Sunday and received an update on Monday, follow this link to its GBATemp Thread which also contains installation instructions.
http://wololo.net/2020/02/07/ps4-swi...th-a-keyboard/
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February 11th, 2020, 21:07 Posted By: wraggster
After spending years on the back burner, Pennywise et al present another completed translation for the NES fighter Yu Yu Hakusho: Dark Tournament Rumble.
As usual, great care has been taken to present this translation in the best possible way with super long names of Shishiwakamaru and Sword of the Darkness Flame displaying no problem.
Also of note is that Pennywise discovered a debug mode in the game, but couldn’t quite determine if it could still be triggered, so he included a hack where it can be accessed from the title screen.
As for the game itself, you might think that an NES fighter is a bad idea based on the obvious limitations of the system, but TOSE appears to have a decent job on the game. It’s not kusoge, but it’s also not a masterpiece and is certainly of interest to fans of the anime/manga.
http://yojimbo.eludevisibility.org/
http://www.romhacking.net/translations/5386/
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February 11th, 2020, 21:12 Posted By: wraggster
People have been waiting for a while for news from Team-Xecuter, and today they hit us with double-whammy, announcing the name of their upcoming modchips, and at the same time putting out an request for 300 solid modders with skills to help fine-tine their pre-production units that will be going to those that start applying TODAY via Team-Xecuter's website contact us form, as noted below: We are looking for 200 to 300 testers who are willing to commit time to really test in depth the product and report back to us eventual bugs, issues, or way to improve it before mass production starts.
Please contact us if you have the skills and time for it. Obviously, you need to know how to open an console and make basic solder points – nothing really challenging here as far a the installation itself. But a bit more to bring us that feedback and find the hidden bugs the common mortal wouldn't.
Please no need to write if:- You don't have time to really test this in depth.
- You don't have the required skills.
- If you were in touch with us before and we know you just want free stuff, we know who you are, we manufacturers all know each other, don't bother trying.
- You can't fix your console if there is a little issue. Again, experienced users. We are not going to send you a new console if you drop your soldering iron on the wrong place of your console.
We already have quite a few names from the past, we will confirm when you email us. But as this product is pretty advanced, we would welcome a little more help. All *NEW* application must come with references from known trusted scene members. If you don't, sorry, we will just ignore your request.
Again this is for ALL Switch. Regular unpatched Switch, Patched, Mariko and Switch Lite. But obviously we are not interested in people with regular unpatched Switch (grab a SX Pro FFS!)
Click to expand...
So it seems, during the Chinese New Year break, TX was not sleeping, they been working hard, and both the SX CORE and SX LITE is getting ready for the mass public, but in the meantime get to work and apply to TX today showing them your skills and references and you could be one of the lucky first 300 users out there with full bragging rights to show off to the world they have a working modded 'Patched' or 'Mariko' or 'Lite' Switch Console! -- Don't forgot to also check out their recently launched Official TX Support Chat Server
https://gbatemp.net/threads/tx-annou...e-mods.557940/
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February 11th, 2020, 21:15 Posted By: wraggster
byuu v0.8 is released. byuu is a multi-system emulator that focuses on accuracy and ease-of-use. It is currently in early release beta status. byuu is an upcoming multi-system emulator that aims to provide the accuracy of higan, with the ease-of-use of bsnes. It seeks to accomplish this by catering to the common 99% of use cases, rather than higan, which tries to cater to every niche. As such, certain advanced functionality will not be available in byuu; however, the emulator will be significantly easier to use, like bsnes.
Planned roadmap:
v1: support for gamepad mapping and the save state manager
v2: support for other controller types (mice, light guns) and multiple-players
v3: support for Famicom Disk System, Super Game Boy, and Sega CD emulation
v?: support for per-system input mapping, cheat codes, movie recording, and run-ahead functionality
v?+X: optional scanline renderers for each core to boost performance substantially
v?+Y: additional emulation cores from outside of higan (PS1, Saturn, N64 would be most promising!)
https://byuu.org/byuu
http://www.emucr.com/2020/02/byuu-v08.html
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February 11th, 2020, 21:20 Posted By: wraggster
FCE Ultra GX v3.4.4 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 v3.4.4 changelog:
dded back start+A+B+Z trigger to go back to emulator
Updated spanish translation
Added support for serial port 2 (SP2 / SD2SP2) on Gamecube
Compiled with latest libraries
https://github.com/dborth/fceugx
http://www.emucr.com/2020/02/fce-ultra-gx-v344.html
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February 12th, 2020, 21:44 Posted By: wraggster
Nintendo and The Pokemon Company have publicly announced their intentions to no longer work with a Portuguese website that broke a review embargo to leak details of Pokemon Sword and Shield online ahead of the game's launch.
According to a joint statement from the companies shared with our sister-site, Eurogamer, a reviewer for the website FNintendo shared photos of the game in breach of the confidentiality agreement attached to the early review copy.
"These Pokemon were leaked by a reviewer for the Portuguese website FNintendo, who had received an early copy of the game for review purposes," reads a part of the statement. "Both he and FNintendo failed to handle confidential material, resulting in a clear breach of the confidentiality agreement between Nintendo and the media outlet. As a result, Nintendo will no longer work with FNintendo.
"Nintendo will always protect its intellectual property and brands. Leaks hurt not just Nintendo, but the thousands of employees who work hard to bring games to market, and the millions of fans around the world who look forward to news and surprises.
https://www.gamesindustry.biz/articl...shield-details
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February 12th, 2020, 21:55 Posted By: wraggster
Nintendo is bringing fans some new-old classics for the first time of the year, in their February 2020 update for Nintendo Switch Online retro games. Four new games are slated to be added to the service on February 19th, including two NES games and two SNES. On the Nintendo Entertainment System side of things, Shadow of the Ninja and Eliminator Boat Duel will be the latest playable titles, while the Super Nintendo section will see Pop'n TwinBee and Smash Tennis joining their ranks.
Super NES™ Pop'n TwinBee - The sixth game in the TwinBee series, this vertically scrolling shooter takes place in a cute, poppy setting. This shooting game was released for the Super Nintendo Entertainment System™ in 1993. TwinBee and WinBee hear from a girl named Madoka that her great-grandfather, Dr. Mardock, has lost his wits, so they set off to return him to his normal self. This game doesn't offer multiple "lives," but the ship will not be destroyed when hit by enemies or their attacks until the life gauge reaches 0. Shoot bells found in the clouds to change their colors and receive various effects.
Smash Tennis - In Smash Tennis for the Super Nintendo Entertainment System™, the controls may be simple, but there's plenty of room for skill! Perform a strong shot with the A Button, a weak shot with the B Button, or a lob with the X Button. Easy, right? Well, with only those moves, you can develop all sorts of approaches, unlocking the deep strategies of tennis! See how you fair on the court in Exhibition mode, where you can select your character and court type freely, or in Tournament mode, where you must win set after set to progress through the tournament. All on one of eight court types—three basic and five special!
NES Shadow of the Ninja - Infiltrate Emperor Garuda's stronghold as you prowl through the shadows. It is the year AD 2029, and America is ruled under the dictatorship of Emperor Garuda. In the midst of disorder and oppression, two shadow warriors rise to the people’s cry for help. Choose to play as one of two ninja masters from the Iga clan—Hayate and Kaede—as they infiltrate enemy front lines in these action-packed stages. Master tactics of stealth as you acquire additional weapons and power-ups, defeating numerous foes until you reach the emperor himself. Overthrow the emperor and destroy his wicked empire from within, solo or with a friend!
Eliminator Boat Duel - In this powerboat racing game, get behind the wheel of one of the fastest machines on the water, and get ready to earn boatloads of in-game cash! Drivers earn thousands of dollars for competing, and you'll use your winnings to repair and upgrade your boat to really push your competitive edge to its maximum. Money is what keeps you afloat, and a little aggression can go a long way: sink an opponent to earn a cool $50,000 in-game reward to spend souping up your powerboat. Just try not to get sunk yourself, or you'll be swimming back to dry land. And try to keep the false starts to a minimum. Each time you jump the gun, you'll be slapped with a $2,000 in-game penalty, which is almost worse than going for a swim!
https://gbatemp.net/threads/nintendo...vealed.557964/
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February 17th, 2020, 19:55 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:
Emulation fixes:
GB Serialize: Fix timing bug loading channel 4 timing
GBA: Fix multiboot entry point while skipping BIOS
GBA BIOS: Fix undefined instruction HLE behavior
GBA DMA: Fix invalid audio DMA parameters
GBA Memory: Misaligned SRAM writes are ignored
GBA Serialize: Fix serializing DMA transfer register
GBA Serialize: Fix audio DMA timing deserialization
GBA Video: Fix OAM not invalidating after reset (fixes #1630)
GBA Video: Fix backdrop blending on lines without sprites (fixes #1647)
GBA Video: Fix OpenGL sprite flag priority
Other fixes:
Core: Fix race condition initializing thread proxy
Core: Fix integer overflow in ELF loading
FFmpeg: Fix crash when -strict -2 is needed for vcodec or container
FFmpeg: Disallow recording video with no audio nor video
GBA: Automatically skip BIOS for multiboot ROMs
Qt: Only dynamically reset video scale if a game is running
Qt: Fix race condition with proxied video events
Qt: Fix color selection in asset view (fixes #1648)
Qt: Fix missing OSD messages
Qt: Fix crash unloading shaders
Qt: Fix toggled actions on gamepads (fixes #1650)
Qt: Fix extraneous dialog (fixes #1654)
Qt: Fix window title not updating after shutting down game
Qt: Fix GIF view not allowing manual filename entry
Qt: Fix non-GB build (fixes #1664)
Qt: Fix pausing Qt Multimedia audio (fixes #1643)
Qt: Fix invalid names for modifier keys (fixes #525)
SDL: Refresh stale pointers after adding a joystick (fixes #1622)
Util: Fix crash reading invalid ELFs
VFS: Fix handle leak when double-mapping (fixes #1659)
Misc:
FFmpeg: Add more presets
Qt: Fix non-SDL build (fixes #1656)
SDL: Use DirectSound audio driver by default on Windows
Switch: Make OpenGL scale adjustable while running
https://github.com/mgba-emu/mgba
http://www.emucr.com/2020/02/mgba-v081.html
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February 18th, 2020, 17:57 Posted By: wraggster
1964 - Carnivorous Edition (2020/02/17) 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.shootersforever.com/forum...pic.php?t=7045
http://www.emucr.com/2020/02/1964-ca...-20200217.html
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February 18th, 2020, 17:59 Posted By: wraggster
FCE Ultra GX v3.4.5 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 v3.4.5 changelog:
Fixed box art not working on GameCube
Fixed some 3rd party controllers with invalid calibration data
Fixed file browser issues
Fixed issue changing Auto Save option
https://github.com/dborth/fceugx
http://www.emucr.com/2020/02/fce-ultra-gx-v345.html
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February 18th, 2020, 18:01 Posted By: wraggster
Snes9x GX v4.4.6 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:
Fixed box art not working on GameCube
https://github.com/dborth/snes9xgx
http://www.emucr.com/2020/02/snes9x-gx-v446.html
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February 18th, 2020, 18:02 Posted By: wraggster
Swiss r785 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
DVD/GCLoader have been ported over to the new read patches, and all games are now treated as potentially reloading. This allow certain games, most famously XIII, to be played in progressive scan using an original/backup disc or GCLoader, and also allow other patches to persist across resets. An SD Card Adapter is required for this to function.
If you had disabled the new read patches before, these will be reset to enabled. The option to disable them has been replaced with a more succinct "Emulate Audio Streaming" option. This should also fix cases where they've been inadvertently disabled by the last release. This option only take hold for SD Card Adapters and IDE-EXI.
@Extrems committed:
Fix comparison with falsely flagged audio streaming.
Save and compare disc header.
Port DVD/GCLoader over to the new patches.
Hide .nkit.iso extension.
Hide swiss_patches directory upon creation.
Implement sync ioctl.
Check other file attributes of existing patch fragments.
Change "Alternate Read Patches" option for a "Emulate Audio Streaming" option.
Simply enable interrupts and call OSResetSystem.
Hijack current thread to call OSResetSystem.
Patch EXIDetach.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2020/02/swiss-r785.html
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February 24th, 2020, 18:32 Posted By: wraggster
Even though Nintendo Switch Online allows cloud save backup for many major Nintendo first-party titles, Animal Crossing: New Horizons won't be one of them except in very, very specific circumstances.
During today's , an FAQ at the end announced that cloud saves would not be available for the game right at launch, but would be added some time afterward for Nintendo Switch Online subscribers only. Additionally, these saves are not able to be accessed any time, such as a situation where someone wants to move a saved game from one Nintendo Switch to a newly-purchased one.
Rather, according to some fine print in the presentation, these saves are only able to be used in the case of a lost or damaged Nintendo Switch system, and then can only be used one time. If a system is lost or damaged more than once, a user may not be able to move their save file a second time and may lose all their progress.
https://www.gamesindustry.biz/articl...recovered-once
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February 24th, 2020, 20:44 Posted By: wraggster
When it was released in 1988, Ultima: Exodus was revolutionary, and proof that the RPGs that were already popular on microcomputers could be ported to home consoles. However, the original game had its flaws, and the NES version added its own.
This patch not only fixes bugs and restores missing text and clues, but also updates the graphics, reintroduces enemies that were only found in the computer versions, and improves the gameplay without completely altering it.
Gone are the days of grinding low level monsters for 95% of a playthrough: now levelling up is actually rewarding and encouraged. Higher level characters receive buffs and special abilities, magic users become more powerful and their spells have better chances to succeed, and more dangerous monsters and dungeons also give the best loot.
Note that this isn’t an “easy mode” patch: the game is still punishing, but not in an unfair and unfun way. The player will progress through their quest to defeat Exodus.
A partial list of what’s on offer in Ultima: Exodus Remastered (see the Release Notes for an extensive list):
- Updated, more user-friendly UI
- Bug fixes
- Many Quality-Of-Life changes
- Improved “3D” dungeon view
- Graphics inspired to Ultima IV-VI
- NPC portraits in dialogues
- Lootable weapons/armour
- New enemy AI makes battles faster and more tactical
- Battle/magic systems rebalance
- More distinct Professions, each with their own stats and abilities
- Horses actually make map movement faster over certain terrain types and are not just cosmetic
Note that this hack does not alter sound/music and is aimed at being compatible with future sound/music hacks.
Have fun exploring Sosaria again!
http://www.romhacking.net/hacks/4949/
https://twitter.com/FoxCunning2
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February 24th, 2020, 20:49 Posted By: wraggster
Aiguanachein is working on a very nice Game Boy Color platform game named Powa! The game will feature different worlds, music by sergeeo and certainly final bosses. After exchanging emails with the main author there might be physical carts, once the game is final.
We at PDRoms already had the pleasure to play the game and it plays solid and is fun, we would really love to see this game in final stage.
https://pdroms.de/nintendo-gameboy-g...boy-color-game
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February 24th, 2020, 20:52 Posted By: wraggster
higan v107.21 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:
* genius: compilation fix.
* Windows compilation fix.
* Quick workaround for an internal compiler error with some GCC versions.
* PulseAudio compilation fix.
* higan v07.21:
* Neo Geo Pocket: added flash ROM save support
* Super Famicom: improved appended firmware size detection [devinacker]
* ruby: added dynamic rate control support to Linux/ALSA driver [RedDwarf]
* ruby: added dynamic rate control support to Linux/PulseAudio driver [RedDwarf]
byuu v0.14:
* PC Engine: fixed sprite rendering issue
* PC Engine: nearly doubled performance via audio decimation
* Game Boy Advance: 20% performance increase via lower-precision CPU synchronization
* added auto-save memory option
* added optional native file dialog support
* added warning when trying to map inputs with no input driver active
* abort input mapping attempts after closing settings window
* added 50ms delay for input mapping so that pressing enter won't automap said key
https://gitlab.com/higan/higan
http://www.emucr.com/2020/02/higan-v10721.html
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February 24th, 2020, 20:55 Posted By: wraggster
Cemu v1.17.2b 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 1.17.2b:
general: Improved robustness of settings.xml parser to avoid crashes when loading bad or outdated settings files
general: Display CPU menu if Cemuhook is installed (for Cemuhook affinity settings)
OpenGL: Fixed a regression which broke depth-stencil texture formats when graphic packs were enabled
gfxPacks: Added support for @h suffix in patch parser (Used by XCX 60FPS pack)
# New in 1.17.2:
general: Fixed an issue where the game list would display updates/dlc instead of the base game, if no base game was found
general: Removed redundant global options for cpu and vertex cache in the menu bar
general: Removed precompiled shaders option from game profiles since there isn't really a reason to configure it per-game
general: Added a new debug option to the general settings to enable the creation of crash dumps
coreinit: Overhauled MP task queue API. The previous implementation required a game-specific workaround for Toyko Mirage Sessions which is now no longer necessary
coreinit: Fixed several race conditions which could lead to deadlocks in multi-core recompiler mode
coreinit: The default PowerPC thread for core 1 is now also the thread that begins execution in the game's main() method. Some games rely on this behavior.
This change fixes crashes in Paper Mario Color Splash
Vulkan: Fixed a rare crash that could occur in any game due to a hash collision in the pipeline runtime cache
Vulkan: Fixed custom shaders not being applied for V5 graphic packs (#270)
Vulkan: Several minor tweaks to increase stability
nn_boss: Fixed a crash that could occur when the game requested to run an invalid task
http://cemu.info/
http://www.emucr.com/2020/02/cemu-v1172b.html
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February 24th, 2020, 21:02 Posted By: wraggster
bsnes-hd beta 10.3 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:
Mac builds (standalone and libretro core) are now available on release, using a new build system (Thanks to Margen67) [#11]
Added a first simple version of per-ROM setting override files (see readme for details) [#7]
Fixed gamma formula and general color conversion and also changed default gamma value from 150 to 100 [#31]
"aspect correction" is now consistently disabled by default and also renamed to "pixel aspect correction" for clarity [#33]
Improved previous workaround for non-hires backgrounds in hires-scenes, e.g. Kirby's Dreamland 3 (keeping the improvements to pseudo transparency, but eliminating the new vertical combing that originally introduced) [#10]
https://github.com/DerKoun/bsnes-hd
http://www.emucr.com/2020/02/bsnes-hd-beta-103.html
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February 24th, 2020, 22:19 Posted By: wraggster
Now, the 3DS has just received a new piece of homebrew called uae3DS which is a port of uae4all letting you emulate the Amiga 500.
This port, which was released by Badda this weekend, is currently work in progress but performance is said to be pretty good on both the Old and New 3DS which allows many titles to be playable according to the developer. In the future, there are plans to add quite a few features including:
- A CIA version
- Some form of auto-updater presumably making use of an internet connection
- Keyboard and mouse functionality on the bottom screen
- Key mapping with the ability to save combos to SDCard
- Autofire functionality
- An option to get rid of black borders and do screen scaling/zooming
- Other stuff like moving the status bar to the bottom and attaching/mounting a directory on the SDCard as an emulated hard drive
You may read more about uae3DS and find its download links on its GBATemp thread.
http://wololo.net/2020/02/23/vita-sw...mulator-for-t/
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February 24th, 2020, 22:24 Posted By: wraggster
masagrator, who’s released numerous 60FPS mods for commercial games, has released Status Monitor Overlay. This overlay homebrew, which makes use of the recently released Tesla environment, lets you see some statistics about the functioning of your system including:
- CPU usage
- CPU, GPU & RAM frequency
- RAM usage categorised into Total, Application, Applet, System and System Unsafe
- SoC, PCB & Skin temperatures
- Fan Rotation Speed
Status Monitor Overlay updates on-screen information every second and you may exit it by holding the left and right stick simultaneously. In the future, masagrator plans to add statistics about GPU usage and the ability to reduce window size.
You may read more about it and download it from its GBATemp Thread.
http://wololo.net/2020/02/23/vita-sw...mulator-for-t/
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February 25th, 2020, 17:42 Posted By: wraggster
Polinym has released the first-ever translation of the unlocalized Dragon Quest for the Famicom.
Dragon Warrior/Dragon Quest is essentially the father of the modern JRPG. It follows the story of a hero, descendant of the legendary Loto the Brave, who must slay the villainous Dragon King, rescue Princess Laura, reclaim the Light Orb, and restore peace to Alefgard.
One day Polinym noticed that no had ever translated the original before. After looking and seeing that it was not too difficult a task, he wondered why no one had done this before, and took it upon himself to translate the entire game.
The goal was to be as accurate to the original as possible, given the space provided, technical restrictions, and Polinym’s beginner/intermediate knowledge of Japanese.
Because an already localized and fantastic version called Dragon Warrior already exists, little to no attempts were made to localize or change existing content and is thus not a “Woolsey Fan Company” project. Rather, this was just a personal project because of Polinym’s fondness for the Dragon Warrior series.
Also included in addition to the pure translation patch is the “Quick EXP” patch, which grants large amounts of experience and gold after every fight and alleviates the need to grind.
Polinym also created a basic trailer to show off the translation and what the game is about, which can be found on YouTube here: ( ), or in the RELATED LINK.
http://www.romhacking.net/translations/5416/
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February 25th, 2020, 17:52 Posted By: wraggster
Super Mario 64 romhacks have reached impressive heights, thanks to talented romhackers throughout the years, keeping the N64 classic alive and playable in ways never previously imagined. The latest release of a new project--Mario Party 64--attempts yet another interesting premise: recreating the original Mario Party game boards as fully-fledged platforming stages. The creator of this romhack, MrComit, managed to take classic Mario Party levels such as Yoshi's Tropical Island or DK's Jungle Adventure, and make them into their own adventure, complete with minigames and 70 Stars to collect. Version 1.02 is available to download in the video description as a .bps patch, which can be applied to a copy of Super Mario 64.
https://gbatemp.net/threads/mario-pa...levels.558792/
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February 26th, 2020, 22:08 Posted By: wraggster
higan v107.23 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:
* v107.23
* SNES: fixed important issues in the new scanline renderer
** (mosaic vcounter and OAM address reset behavior)
* v107.22
byuu v1:
* SNES: fixed hires and interlace rendering with new scanline-based renderer
* Mega Drive and Neo Geo Pocket (Color): default to English/NTSC-U for multi-region games
* Windows: fix an occasional crash when unloading games
* Windows: fix beeping sound when assigning inputs and hotkeys
http://www.emucr.com/2020/02/higan-v10723.html
https://gitlab.com/higan/higan
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February 27th, 2020, 22:16 Posted By: wraggster
higan v107.24 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:
* v107.24
* SFC: scanline renderer - fixed an issue where the backdrop color was showing while the screen was disabled
* SFC: scanline renderer - fixed an off-by-one issue with the vertical sprite positions
* SFC: scanline renderer - added known scanline render position overrides from bsnes
* SFC: dot renderer - fixed an issue with scrolling in hires mode
* MS: fixed the pause button mapping (also, it binds to the start button now)
https://gitlab.com/higan/higan
http://www.emucr.com/2020/02/higan-v10724.html
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