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March 13th, 2019, 17:37 Posted By: wraggster
Parents in the US spend on average $433 per year on video game content for their children, according to a report from market intelligence firm Interpret.
Considering children aged between three and 12, the GameByte report found that parents' spending on gaming content had increased 34% year-on-year, and accounted for one-third of all entertainment spending.
In total, the average amount a parent spent on entertainment for their child in 2018 was $1,300, which amounts to a 25% increase over 2017.
Of children in this age bracket, the report also found that 91% ask permission before making an in-app purchase.
"That means publishers and advertisers need to be mindful that they're essentially targeting a dual customer base," said Jesse Divnich, vice president of research and strategy at Interpret.
"Parents are always going to look out for what's best for their children, and convincing parents that your game aligns with parents' expectations is an important step in the engagement process.
"Understanding the complexities of this dual customer base is difficult and sometimes expensive. However, the publishers and advertisers that do put in the effort are far more successful in the market."
http://www.dcemu.co.uk/vbulletin/new...newthread&f=27
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March 13th, 2019, 17:41 Posted By: wraggster
Today, Nintendo announced the upcoming launch of the fourth kit in its Nintendo Labo series: a VR kit that will offer "shareable, simple VR gaming experiences."
The Nintendo Labo VR Kit includes the Nintendo Labo software for the Nintendo Switch as well as six cardboard DIY sets, one of which is a pair of VR goggles. The goggles are then usable with the other five projects in the kit for various simple games, such as fighting aliens with a cardboard blaster gun or taking photos of underwater creatures with a camera.
https://www.gamesindustry.biz/articl...do-labo-vr-kit
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March 13th, 2019, 17:42 Posted By: wraggster
Concerned with its self-image, Nintendo has reportedly asked some of its mobile game development partners to adjust the microtransactions in their titles so that users won't overspend.
The Wall Street Journal reports that sources at CyberAgent, which owns Dragalia Lost developer CyGames, have asked the studio to adjust its microtransaction-driven character lottery so players won't pour as much money into it trying to win rare characters.
"Nintendo is not interested in making a large amount of revenue from a single smartphone game," one CyberAgent official reportedly said. "If we managed the game alone, we would have made a lot more."
The sources say that Nintendo is apparently worried it will be seen as greedy if players are spending too much. All of Nintendo's mobile games have been free to play or start, with microtransactions optional.
So far, Nintendo hasn't managed to produce a true mobile hit. Its first attempt, Miitomo, was shut down after only two years. Nintendo president Tatsumi Kimishima said that Super Mario Run, a game that was free-to-start with a paywall for later levels, "did not meet our expectations."
Fire Emblem Heroes seems to be doing better. Using a more traditional microtransaction model where players can pay to acquire new hero characters, the game had brought in around $400 million in worldwide revenue since launch as Sensor Tower reported back in August. At that same time, it had far outstripped Animal Crossing: Pocket Camp, which made only $42 million from its launch in November 2017 to August of 2018, and has been criticized over time for its excessive reliance on microtransactions for players to make progress.
Dragalia Lost, Nintendo's most recent mobile endeavor, also seems to be struggling. CyberAgent lowered its projections for the 2019 fiscal year in its Q1 financial report for the first time in 17 years, going from ¥30 billion ($268 million) to ¥20 billion ($179 million). As president Susumu Fujita acknowledged in his statement about the lowered forecast, this was partly due to Dragalia Lost not maintaining momentum despite interest at launch.
https://www.gamesindustry.biz/articl...ending-so-much
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March 13th, 2019, 20:58 Posted By: wraggster
Kevin Mellott has announced MultiBoy 32, the first ever Virtual Boy multicart! It comes equipped with an SD card slot and can store up to 32 games of up to 32 Mbit each on its internal 1 Gbit flash chip. A battery-free MRAM chip adds standard-sized SRAM for each of the 32 game slots, and is connected through a full 16bit bus width instead of the production 8bit width.
Features:
- Flash space: 32 slots of 32Mbit RAM via a 1Gbit Flash.
- RAM space: 256k x 16 SRAM space (8k x 16 per slot) using MRAM (no battery needed).
- Full 16bit SRAM bus instead of the production 8bit width.
- On board 32bit microcontroller (MCU) for programming slots.
- USB input for interfacing and control.
- Games loaded via SD card slot.
- On screen game selection themed around my 8bit VB character Do-Do.
- Arduino compatible MCU (custom firmware development if you're so inclined).
The cart should be out this summer, at a price of around a reasonable $150. But the price ultimately depends on the number of preorders, so make sure to share your enthusiasm for this amazing piece of hardware! Check out the announcement thread for all the yummy info.
https://www.planetvb.com/modules/new...hp?storyid=459
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March 13th, 2019, 21:09 Posted By: wraggster
Here is an announcement for Moero!! Juudou Warriors on the NES. Moero!! Juudou Warriors is now fully playable in English! In this game you master Judo fighting by challenging opponents all around the world to later on compete in the Olympics. Also you can play with a friend in 2 Player and see who is the best! We hope you enjoy this release!
http://www.romhacking.net/translations/4303/
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March 13th, 2019, 21:10 Posted By: wraggster
Yes, you read that right! Here is a brand-spanking-new (incomplete) translation of Kou Dai Guai Shou, a Chinese Pokémon Diamond bootleg game for the NES. SaveState is in charge of the project, and is keeping a good pace.
As of the time of this news, the translation of this game only goes up to Route 202, with many other things edited, such as some outdoor tiles and the battle system text.
http://www.romhacking.net/forum/index.php?topic=28111
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March 13th, 2019, 21:12 Posted By: wraggster
SaveState proudly presents:
A new and updated version of Super Rex Dash is now released to the public! The game overall contains many new features, such as:
- New character: Rex
- New levels almost through World 3
- New, redone sprites (SaveState worked especially hard on that level-end castle!)
- A few other bells and whistles, such as a checkpoint flag
This game started out a few years ago as a fun little thing SaveState was doing for his brother, letting him draw out some levels that would go into the game. Over the past few months, the game underwent major changes and overhauls, resulting in this project!
Also, this hack was made without the use of assembly hacking, all hex and editing tools
http://www.romhacking.net/forum/index.php?topic=28110
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March 14th, 2019, 17:16 Posted By: wraggster
Ahead of GDC, Microsoft has announced that Xbox Live services will be coming to iOS and Android.
That includes features such as achievements, gamerscore, friend lists, family settings and Xbox Live security measures. Developers are now able to implement these into their smartphone titles.
"If you watch what we've done, especially with Minecraft, over the past few years, we've taken Xbox Live to as many platforms as Minecraft is on as possible," says Kareem Choudhry, Microsoft CVP of Gaming Cloud. "We're uniting those communities together with a consistent, singular experience for all of those gamers.
"We're now making that available to developers with our new mobile SDK for developers, which is available for iOS and Android. With one sign-in, iOS and Android games will have a consistent experience with fan favourite Xbox Live features such as achievements, gamerscore, hero stats, friends lists, club memberships, and even family settings -- no matter what device you're playing on.
"All of those features will be made available to mobile game developers, whether they're looking for the entire experience that we offer in Minecraft, or Solitaire, but also standalone features like achievements or gamerscore. Xbox Trusted Identity Network supports log-in, privacy, online safety, and child accounts. All things around safety, security, and privacy that we hold near and dear."
However, the company has nothing to report in terms of these services coming to Nintendo Switch. Microsoft was expected to announce a similar tie-up with Nintendo's machine, as detailed in a GDC talk description.
https://www.gamesindustry.biz/articl...not-switch-yet
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March 14th, 2019, 17:20 Posted By: wraggster
In its patch notes for Fortnite today, Epic Games announced it was adjusting how cross-platform play pools are set up by default in the game.
Before, the game's cross-platform capabilities put Xbox One, PS4, Nintendo Switch, iOS, and Android players all in the same matchmaking pools for games. Now, it seems Epic has opted to divvy them up to improve the game experience for those on Switch and mobile.
Now, Xbox One and PS4 players will be grouped together by default, while Switch users will be grouped with mobile. This does not apply if players are in cross-platform parties already. Fortnite will still allow cross-platform play across all platforms for those already in parties or who accept an invite to one. So, if a Nintendo Switch user is in a party with a friend on Xbox One, they can still play together.
https://www.gamesindustry.biz/articl...d-mobile-users
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March 14th, 2019, 17:23 Posted By: wraggster
Here is an announcement for Nishijin Pachinko Monogatari 2 which is not fully playable in English! As someone who has lost their job, you have decided to take up Pachinko as a way to pay their bills! 99% has been fully translated so now you can navigate through the Pachinko Halls and learn how to use these machines at ease. We hope you enjoy this release!
http://www.romhacking.net/translations/4306/
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March 14th, 2019, 18:44 Posted By: wraggster
Another Switch CFW joins the 7.0.X compatible list, and this time it's @Reisyukaku 's and @EliseZeroTwo ReiNX! The update has been rumored for a while and while there is still no stable release, an early build has been shared with the community for anyone who wants to stay on the bleeding edge. The new build chainloads sept to boot on said firmware using a non-byok approach. While most components should work correctly, there are currently some issues that prevent sleep mode from working properly. If you encounter any bugs, you're encouraged to let the developers know by using the discussion thread.
Quoted from elise (from the Discord server):
7.0.X release. This is an early build/release that uses sept. Some games may not work as this is an early build, I just wanted to get a release out as fast as possible, there was not much testing of this. If you are not on 7.0.X already then do not update still until further notice. As always report all bugs to me and Rei.
[...]
forgot to mention, sleep mode is broken for the time being.
As previously stated, this is still considered an unstable build and may contain bugs: for this reason the dev team recommends to stay on lower firmware versions until a proper stable release is out. However, if you want to see the build in action for yourself, a link is provided in the sources below.
https://github.com/Reisyukaku/ReiNX
https://gbatemp.net/threads/reinx-up...-7-0-x.533493/
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March 14th, 2019, 18:47 Posted By: wraggster
EasyRPG Player is an open source implementation of the RPG Maker 2000/2003 engine.
Check out the EasyRPG Blog for latest news and release notes about EasyRPG
Check out the Download section of the EasyRPG website for all supported (and contributed) builds.
Downloads for the latest stable version and for the latest nightly build are provided. Nightly builds are the newest builds representing the current development state but they can be unusable and not recommended for general use (try them when a game fails with the stable version).
A new version for the Wii (and other platforms) is automatically compiled when a new commit is pushed to the Github repository.
http://wiibrew.org/wiki/EasyRPG_Player
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March 14th, 2019, 20:42 Posted By: wraggster
Cemu v1.15.3d is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.3d Changelog:
# New in 1.15.3b:
CPU/JIT: Fixed potential instability and crashes caused by recompiler optimizations
debug: Fixed WUD filesystem dump feature
debug: Frame profiler now displays 9 different stats. From bottom to top:
gray -> Idle (waiting for more commands from CPU)
pink -> Wait for async (waiting for texture readback, occlusion queries. Explicit or by GX2DrawDone)
dark red -> Texture creation, texture upload, texture cache management, sampler settings
dark green -> Attribute/vertex buffer management, attribute data upload
blue -> Shader management, shader compilation, uniform buffer management, uniform data upload
purple -> Index cache management, index data upload
green -> Render target management, FBO creation, texture creation
yellow -> OpenGL glDraw calls
light gray -> Everything else
# New in 1.15.3:
general: Display meta/bootTvTex.tga when booting a game and while compiling shaders (ref: http://bugs.cemu.info/issues/1)
general: Reworked shader cache loading screen to scale better on higher resolutions
general: Changed settings.xml to be more portable (use relative paths where possible)
CPU/JIT: JIT recompilation of functions is now multi-threaded if multi-core recompiler is enabled (slightly reduces micro-stutter caused by recompilation)
debug: Added debug option which dumps the WUD filesystem of the currently running game to dump/ folder (WUD/WUX extractor)
debug: Fixed a bug where the RAM dump feature would silently fail because it would not create the dump folder
GX2: Added frame profiler (can be toggeled via debug menu)
GX2: Optimized texture loader
GX2: Minor optimizations in various GX2 API functions
GX2: Fixed random crash due to out-of-bounds access in texture code
GX2: Fixed crash that could occur when GPU buffer cache accuracy was set to high
GX2: Increased time before restorable textures are dropped from texture cache (from 15 seconds to 2 minutes)
coreinit: Fixed incorrect timeout calculation in spinlock AcquireSpinLockWithTimeout API
padscore: WPADGetInfoAsync no longer crashes when no callback is provided
input: DirectInput rumble will only be initialized if the rumble value is set to non-zero (workaround for a crash bug in a common DirectInput driver)
http://cemu.info/
http://www.emucr.com/2019/03/cemu-v1153d.html
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March 14th, 2019, 20:45 Posted By: wraggster
higan v106r116 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:
* Update to v106r116 release.
byuu says:
some fixes to unmapped register bits, flash memory write commands, and some
other things ... a couple of NGP games are now playable, but the Z80 is
definitely not talking to the PSG correctly, still only DAC sound output.
https://gitlab.com/higan/higan
http://www.emucr.com/2019/03/higan-v106r116.html
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March 14th, 2019, 20:53 Posted By: wraggster
iNES v5.5 is released. iNES is a program that emulates Nintendo Entertainment System (NES) and Famicom videogame consoles on your computer. It plays NES games on PCs, PocketPCs, Macs, Unix boxes, etc.
iNES v5.5 Changelog:
- Changed MMC3 to start with 16kB page at $8000
- Plants Vs Zombies works now (assumes 16kB page at $8000).
- Changed VBlank-to-NMI distance to 7 clocks.
- Antarctic Adventure works (needs 7+ VBlank-to-NMI clocks).
- Ultimate Basketball works (needs 6+ VBlank-to-NMI clocks).
- Road Worker works (needs 6+ VBlank-to-NMI clocks).
- Brither Ball works (needs 6+ VBlank-to-NMI clocks).
http://fms.komkon.org/iNES/
http://www.emucr.com/2019/03/ines-v55.html
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March 18th, 2019, 18:06 Posted By: wraggster
@Reisyukaku and @EliseZeroTwo's Switch custom firmware just received an update, bringing the version counter up to 2.1! The project had already added 7.0.x compatibility in an earlier unstable build, however this is the first stable release to include it. Unlike the early build, sleep mode has also been fixed and now works fine. Other changes and improvements include JIT patches and support for exosphere/lp0fw.
The full official changelog is as follows: - 7.0.x support
- JIT patches
- support for exo/lp0fw
- Stability™
Click to expand...
If you are running the older unstable version, it's highly recommended you update to this newer stable release as soon as possible. As usual, a download link is available in the source down below.
Source
https://gbatemp.net/threads/reinx-2-1-released.533862/
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March 18th, 2019, 18:07 Posted By: wraggster
We know everyone has been eagerly anticipating support for firmware 7.x, some even said it would never come.. but the wait is now over!This new 2.6 BETA of SX OS adds full support for Nintendo Switch firmware 7.x, including ALL functionality you expect when using our product. We've been pioneering our own unique and proprietary solution for defeating any future firmware protection and we're quite happy with the results so far.
This release is marked as BETA because we changed things drastically under the hood to streamline future firmware updates and some things may inadvertently behave differently.
That does not mean it hasn't been vetted at all, so give it a shot today!
Of course, we haven't been sitting idly behind the scenes either. A lot of our development resources and attention has been dedicated to bringing SX OS to those "unhackable" switches. We are working hard to bring the SX OS experience to all of you who are stuck with an "unhackable" switch. Stay tuned for more news!
That's it for today.
Enjoy this new BETA of SX OS. And don't forget to send us your feedback!
https://team-xecuter.com/
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March 19th, 2019, 18:28 Posted By: wraggster
Secret of Mana: Relocalized just got better!
That’s right, the hack that updated FuSoYa’s beloved VWF hack and uncensored everyone’s favorite Murderbot, was just updated to version 1.6 and has now added a major quality of life improvement: Mixed Case Naming!
Additionally, this update includes:
- Revised spell descriptions with Statistical Data like MP Cost and Spell Power.
- Some spell, status, and item names were updated for improved conciseness, comprehension, or modernized to match the Seiken Densetsu series’ current nomenclature.
- Reversion to the punctuated message system used in all versions prior to v1.5.
- Removal of non-canon references to Popoi’s gender during the Sandship scene.
Want to download the new update? Click “Relevant Link” below.
Want to discuss it? Click “RHDN Project Page” above.
http://www.romhacking.net/forum/index.php?topic=27418.0
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March 19th, 2019, 18:31 Posted By: wraggster
We have addressed two (important) regressions in this new 2.6.1 BETA release.- SXOS Online License Activation
People who anticipated the 2.6 release for a while but didn't have a valid license on their microSD card yet experienced an issue where they were unable to activate their copy of SX OS. This has been addressed and fixed!
- USB Harddisk support regression
It turns out that we broke support for USB Harddisks on firmware 7.x during our final iterations of development. This has been corrected, you can all enjoy your external storage again!
That's all we have for today! Keep an eye out for what's yet to come.
https://team-xecuter.com/
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March 28th, 2019, 18:10 Posted By: wraggster
Earlier in the week, the Wall Street Journal reported that Nintendo plans to release two new variants of its Nintendo Switch console later this year. One variant is suggested to be some sort of updated take on the current Nintendo Switch with, "enhanced features targeted at avid gamers." The other, according to the report, will be a smaller, more portable, more affordable version of the Switch that is designed to replace the Nintendo 3DS as an entry-level games device.
Both devices, the report suggested, could be unveiled as early as this Summer.
Now, releasing a new Nintendo Switch model with incremental improvements over the current Switch makes perfect sense. In today's extremely competitive environment it's simply the done thing, and all console makers do it with varying degrees of frequency. Nintendo itself has released enhanced variants of its Nintendo DS and Nintendo 3DS systems in the past, so no surprises there.
On the other hand, a smaller Switch variant that's designed to replace the Nintendo 3DS isn't quite as easy to understand. The Switch is already a portable games device that does what it's meant to do wonderfully. Why does it need to be even smaller? What purpose would that serve?
https://www.gamesindustry.biz/articl...switch-opinion
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March 28th, 2019, 18:12 Posted By: wraggster
Xenoblade developer Monolith Soft is hiring staff to work on a new Zelda game, having previously contributed to the development of the Switch launch title Breath of the Wild.
A post on the Japanese developer's website advertises a variety of open positions -- including programmers, designers and technical artists -- to work on a new Legend of Zelda game.
Monolith Soft has three studios in Japan, the largest of which is in Tokyo and worked on The Legend of Zelda: Breath of the Wild. The second studio in Kyoto has also contributed to Nintendo games, including Splatoon and Animal Crossing.
The website, which was translated by GamesIndustry.biz contributor Ishaan Sahdev, is working on one other production in addition to the new Zelda project. That game is being developed by the Xenoblade team.
https://www.gamesindustry.biz/articl...-zelda-project
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March 28th, 2019, 18:20 Posted By: wraggster
Two new versions of the Nintendo Switch could be unveiled as soon as E3, according to a new report from The Wall Street Journal.
One version will be a new Switch with, "enhanced features targeted at avid gamers," which The Wall Street Journal noted will not be as powerful as the PlayStation 4 Pro or the Xbox One X. The report cited multiple sources who have seen a prototype of the hardware, including, "parts suppliers and software developers."
The second model will be aimed at casual gamers and sold at a lower price -- Nintendo's attempt to address a similar market to the Nintendo 3DS.
On Twitter, Wall Street Journal tech reporter Takashi Mochizuki elaborated on the article, quoting a source who claimed that the new hardware is, "different from the original and you'd be surprised."
One source pointed to E3 as the likely window for the new hardware to be unveiled, with a full launch, "a few months later."
https://www.gamesindustry.biz/articl...ournal-reports
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March 28th, 2019, 18:23 Posted By: wraggster
At GDC this week, Nintendo released an updated list of the ten best-selling indie games on the Switch.
At a GDC session, which was attended by Kotaku, Nintendo revealed that familiar indie hits Stardew Valley, Shovel Knight, Celeste, Golf Story, Enter the Gungeon and Overcooked had made the list for the second consecutive year.
There were four new entries on the list, which is not in order of sales volume: Overcooked 2, Undertale, Dead Cells and Graceful Explosion Machine.
https://www.gamesindustry.biz/articl...switch-to-date
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March 28th, 2019, 18:31 Posted By: wraggster
Xbox Live is coming to Switch after all. Nintendo kicked off presentation today by announcing that StudioMDHR's run-and-gun action game Cuphead would launch on the Switch April 18.
"You can thank StudioMDHR for making their award-winning game so special, and our friends at Microsoft for helping us bring Cuphead to even more players," Nintendo manager of publisher and developer relations Kirk Scott said during the clip.
https://www.gamesindustry.biz/articl...live-to-switch
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March 28th, 2019, 18:46 Posted By: wraggster
Over the past month, Pokemon Perfect Crystal, the hack that has been made to be an idealized definitive version of Pokemon Crystal that has every Pokemon available to catch and to fix a number of glaring glitches has received a number of updates!
These updates include:
Update (18/02/2019):
- Moved the 3 legendary birds to more logical locations around Johto and Kanto.
Update (24/02/2019):
- Fixed a bunch more glitches such as the Magikarp length bug, Light Ball bug and the Belly Drum glitch.
Update (01/03/2019):
- Adjusted the levels of the 3 legendary birds to have a more appropriate move set when you encounter them.
- Made all but one of the unobtainable decorations unlock upon defeating the Elite 4.
- Made the Gold Trophy unlock upon defeating Red.
Update (21/03/2019):
- Cleaned up the entrance to Cerulean Cave by extending the ledge on Route 4 over the water. This avoids a bug where your sprite disappears when you start surfing off the ledge.
- Cleaned up the added dialogue by replacing instances of “. . .” with “…” to match the rest of the game.
https://www.romhacking.net/hacks/3840/
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March 28th, 2019, 18:48 Posted By: wraggster
Finally, Super Mario Bros. NES european Revision A now receives an unofficial revision, which is called Revision B. This revision contains further bugfixes, improvements, and a few differences. Here they are:
- The Lakitu now throws the Spiny Egg correctly.
- Mario and Luigi have separated fire color palette.
- Except Bowser and the mountain graphic, all the green-colored enemies/items/graphics have darker green color.
- After having more than 9 lives, the counter shows the actual hexadecimal values.
- The edge of the cloud/bush is now fully filled with black line.
- Between ‘THANK YOU’ and ‘MARIO!’ (or ‘LUIGI!’) there is now a comma.
- The exclamation mark and the dot has been resized.
- The original game over music is now replaced with the unused alternative one.
- The musics and the sounds have their original speed again.
- The coin’s sound is different.
- The coin’s counter has 3 digits.
- The “x” graphic at the coin counter has been moved up a little bit.
Thanks for Eden GT for his techincal helps. Thanks for 4matsy for the ASM code that separated Mario’s and Luigi’s fire color palette. Thanks for doppelganger for disassembling SMB NES. Thanks for MrWint for disassembling the PAL version. Thanks for SpiderDave for converting the source code.
What else to say? Enjoy!
https://www.romhacking.net/hacks/4424/
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March 28th, 2019, 18:54 Posted By: wraggster
via http://www.emulation64.com/view/2954...0104-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 v0.104 Changelog
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Fixed graphical problem with xBRZ filter.
Fixed mappers 50, 90, 156, 178, UNL-KOF97, UNL-VRC7, MMC3 KT-008 PCB.
Fixed possible issue with High DPI monitor.
The shortcuts were not applied and saved correctly. Fixed.
For the general UxROM mapper use a full 8-bit bank select register.
Fixed compilation with QT 5.12 under Windows.
Fixed the management of the zapper that now also correctly manages the X coordinates.
Updated the Russian translation (thx Alter0ne).
Fixed the disappearance of the mouse cursor after two seconds.
Fixed the emulator freezing if pressed "Switch Sides" hotkey.
Added the rewind function that replaces the timeline.
Now it is possible to "rewind" the game. Once the rewind function has
been activated (at any time during the game) it is possible to move
forward and backward in the gameplay one frame at a time or at different
speeds (1x, 2x, 4x, 8x, 16x, 32x or 64x). You will be able to move
freely in the recording until you press the "play" button, from that
moment all the gameplay memorized after the selected frame will be lost.
In the "general settings" you can select the duration in minutes of the
recordable gameplay (the different options are: disable, 2mins, 5mins,
15mins, 30min, 60mins or unlimited) but keep in mind that the more
minutes you can record the more space on the hard disk will be used. |
https://github.com/punesemu/puNES/releases
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March 28th, 2019, 20:30 Posted By: wraggster
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:
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Arisotura finally stopped being lazy, among other things, so here we go, we present you melonDS 0.7.4.
This release is hardly going to be revolutionary though, but I had to get it out before starting work on the hardware renderer.
The highlight of this release is the upgrade to the online wifi feature. Two main points there:
1. Under direct mode, you can finally choose which network adapter will be used by libpcap. The wifi settings dialog also shows their MAC and IP as to help you ensure you're picking the right adapter.
2. Indirect mode, which, as mentioned before, works without libpcap and on any connection. However, it's in alpha stages and it's a gross hack in general, so you can feel free to try it out, but don't expect miracles.
As usual, direct mode requires libpcap and an ethernet connection, and that you run melonDS with admin/superuser privileges.
Other than that, there are a few little fixes to the SDL audio code. melonDS now only emits sound when running something, so it shouldn't emit obnoxious noises when starting anymore. Also, it no longer crashes if you use WAV microphone input with a file that has multiple channels.
And other little things.
Now, full steam ahead towards 0.8! Or not quite. I also need to finish the redesign for this site, among other things. |
http://melonds.kuribo64.net/
For Nintendo Switch jailbreak:
https://github.com/Hydr8gon/melonDS/releases
via http://www.emulation64.com/view/2952...v074-released/
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March 28th, 2019, 20:33 Posted By: wraggster
@XorTroll has released an important update for Goldleaf, his Nintendo Switch title installer and Swiss Army knife. Goldtree, its USB companion app, has also been updated aswell.
Version 0.5 sports a quite lenghty changelog and has been described by the developer as, quote, "the most stable update ever". Let's go through some of the highlights quickly: the user interface has been revamped and now supports touch controls, a new config file enables users to customize the UI to their liking, USB installations are more stable and reliable due to some backend changes, 7.0.X support has been added (it had been available in nightly builds already, however this is the first stable release to include it officially), NSP installation received some reliability improvements (mainly to avoid being left with corrupted data due to bad installs and there's also a new check to make the installation of newer/older versions of titles more streamlined) and a good number of quality of life improvements.
On the other hand, NCA extraction has been removed temporarily as the developer plans to implement a completely rebuilt system to support it. The CFW menu is no longer present aswell due to redundancy and usefulness issues (NXThemes are now handled externally, meaning its only good feature would be to check if qlaunch was replaced in your CFW of choice).
As usual, the full changelog is available below: - Huge UI refactor:
- Dialogs have been refactored, now they aren't full-screen, and are roundy and well designed
- Several graphics have changed (main logo)
- Touch support, mainly noticeable in dialogs and menus. (scrolling still not supported)
- On file browsers (SD / console memory), the element size has been changed from 100 to 50, doubling the element count being showed, and improving browsing in very populated directories.
- As Plutonium changed on 0.2.1, now moving up on the top element in a menu will move to the latest one, and down on the latest one to the top one.
- USB is in a better state now:
- Installations are no longer handled by two different threads, which makes them more stable.
- USB system has been changed on the libnx fork, hence some things are easy to handle now, like connection issues or callbacks while USB reading.
- Don't worry, multi-installation USB is planned for 0.6 or sooner versions
- New and rebuilt content manager:
- Titles are sorted by all their subcontents (in case they have updates or DLC)
- Any kind of content can be deleted individually
- System titles are also supported, but deleting them is not allowed by default.
- New config file! Goldleaf.ini:
- Support to replace UI colors and assets.
- Support to enforce a custom language
- Via RomFs replacing icons, texts, even translations can be replaced!
- File browsers:
- Files and directories are sorted properly now.
- NSP installs:
- 7.x installs are supported by doing a temporary copy of CNMT and control NCAs to NAND SYSTEM (which gets deleted right after the install, don't worry)
- Install dialog might take a few seconds to show up as the change mentioned above. Just a small delay, nothing dangerous.
- Bad installs will (attempt) to remove half-installed contents to avoid corrupted installs.
- If the title is already installed, Goldleaf will uninstall it so that the new one can be installed. This might happen with updates (share the same application Id so are considered as the same title internally)
- USB installs:
- Sizes were fixed, transferring methods were revised... now USB installs are more stable than ever (after those tons of bugs with 0.4)
- Goldtree also had small changes related to USB commands, so other PC clients should get updated too. Not a big change, but a really relevant one.
- Error handling:
- Not a very big addition, but now caught errors are displayed on a FBI-ish style (dialog showing error type, description..., not just the error code on the footer)
- NXTheme installs:
- Now Goldleaf doesn't handle these installs itself, instead it uses NxThemes installer, which should be installed in order to install themes. This fixes compatibility with new changes.
- User accounts:
- Now icons are checked whether they are valid 256x256 JPEG icons before using them for account icons.
- On previous versions the only user (in case there was just one) could be deleted. Now that has been corrected.
- Removed features!?
- NCA file support (extractions) was removed as a new system to dynamically mount and access NCAs is being worked on for next versions
- CFW support as it resulted in a pointless menu, which just was useful to see whether qlaunch was replaced in the selected CFW.
- General system stability improvements to enhance the user's experience.
Click to expand...
Source
https://gbatemp.net/threads/goldleaf...leased.534644/
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March 28th, 2019, 20:34 Posted By: wraggster
Do you own a modded Switch or a Wii U? Would you like to get your homebrew directly to your console? If you answered yes to both questions then you most likely already know about @vgmoose and Team 4TU's Homebrew App Store and if not, it's a great time to give it a shot!
The new version 2.1 is available for both of the aforementioned consoles and delivers a good number of improvements. For starters, you can expect faster downloads as well as a new miscellaneous category for homebrew apps, while platform-specific Switch additions include a smoother UI thanks to hardware accelerated rendering, a new category dedicated to themes (with the ability to install them once downloaded) and being able to launch NROs after installing them. Of course, there are also several Wii U-specific improvements as well: a search function has been added, more details are available for each package, the code was synced with the Switch version of the hb-appstore (so you'll be able to enjoy some features and enhancements perviously exclusive to that version) and a few others.
Those are just some of the highlights - if you're interested in reading about all that's available in this version, the full changelog is available below!
Switch:
- new theme category + allow theme installation
- NRO launching after installation
- uses GPU to render (smoother)
Both:
- faster downloads
- can actually exit with minus button
- misc category added
Wii U:
- synced with switch codebase! Now using SDL2
- can search now!
- can control without touch screen
- can scroll and read more details about packages (size, changelog, etc)
- can install files anywhere on SD (Retroarch, haxchi, etc updated)
- sort apps, smoother scrolling, and other quality of life things from syncing with Switch
The PC build has also started migrating to Buck + Buckaroo for building and dependency management. It is my long term goal to use the same Buck configuration to compile across all platforms!
Click to expand...
Source
https://gbatemp.net/threads/homebrew...leased.534637/
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March 28th, 2019, 20:35 Posted By: wraggster
NXBlood is a port of NBlood for the Switch which itself is a attempted Source port of the 1997 game Blood
the port is relatively feature complete compared to the existing version of NBlood
This is my first homebrew application so there are still some issues and the mapping of buttons isn't perfect yet
Installation:
- move NBlood.nro into your /switch folder
- make a folder called nblood on the root of your SD and copy the following files into it
BLOOD.INI
BLOOD.RFF
BLOOD000.DEM-BLOOD003.DEM
GUI.RFF
SOUNDS.RFF
SURFACE.DAT
TILES000.ART-TILES017.ART
VOXEL.DAT
- copy nblood.pk3 into the nblood folder
- start NXBlood
Controls:
THERE CURRENTLY IS NO WAY OF CHANGING CONTROLLER CONFIGURATIONS IN-GAME
if you do want to change your controls anway you can edit the nblood.cfg in your /nblood folder
Joycons:
Menu:
A - Select Option
B - Nothing (back button will be implemented soon)
Start - Crashes the game (unintended, will be fixed soon)
Up/Down/Left/Right - Goes Up/Down/Left/Right in the menu
In-game:
Left Joystick - Movement
Right Joystick - Looking around
Right Joystick pressed - Crouching
A - Use
B - Jump
ZR - Fire
R & L - Switching Weapons
Left & Right - Switch items
Keyboard and Mouse are fully supported and you are free to use them
CREDITS:
Downloads:
- Source Code: https://github.com/Jan200101/NXBlood
- Binaries (.NRO): https://github.com/Jan200101/NXBlood/releases/latest
via https://gbatemp.net/threads/nxblood-...switch.534587/
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March 28th, 2019, 20:37 Posted By: wraggster
Another day, another June 15th - @SciresM and his team has just released version 0.8.6 of his Custom Firmware for the Nintendo Switch!
The update fixes a rather well-known issue occurring in Exosphère when overclocking the CPU, so now the system should no longer crash if you use tools such as Freebird or sys-clk with all the due precautions, as well as a plethora of other minor or lesser known ones (with another smaller yet notable fix bringing back compatibility with firmware 1.0.0). There are also a few other important changes: a couple of improvements have been made to the cheat sysmodule allowing users to create more complex cheats - see the changelog for more in-detail explaination - and cheat toggles are now loaded/saved to a text file when opening/closing a game, the Homebrew Launcher is now accessed by holding down R and opening the Album or any installed game (instead of opening the Album without holding R) and a few functions have been added for homebrew developers to let their applications use web applets.
As usual, most of the previously mentioned features' behaivor can be customized by changing INI values, however due to HBL's new launching method the hbl_config!title_id=app setting has been deprecated and will be removed starting from Atmosphère version 0.9.0.
The full changelog can be seen below: - A number of bugs were fixed, including:
- A case of inverted logic was fixed in fs.mitm which prevented the flags system from working correctly.
- Time service access was corrected in both creport/fatal.
- This fixes the timestamps used in fatal/crash report filenames.
- A coherency issue was fixed in exosphère's Security Engine driver.
- This fixes some instability issues encountered when overclocking the CPU.
- Loader now unmaps NROs correctly, when ldr:ro is used.
- This fixes a crash when repeatedly launching the web applet on < 3.0.0.
- Usage of hidKeysDown was corrected to hidKeysHeld in several modules.
- This fixes a rare issue where keypresses may have been incorrectly detected.
- An issue with code filesystem unmounting was fixed in loader.
- This issue could occasionally cause a fatal error 0x1015 to be thrown on boot.
- Two bugs were fixed in the implementations of dmnt's cheat virtual machine.
- These could cause cheats to work incorrectly under certain circumstances.
- PM now uses a static buffer instead of a dynamically allocated one during process launch.
- This fixes a memory exhaustion problem when building with gcc 8.3.0.
- A workaround for a deadlock bug in Horizon's kernel on >= 6.0.0 was added in dmnt.
- This prevents a system hang when booting certain titles with cheats enabled (ex: Mario Kart 8 Deluxe).
- set.mitm now reads the system firmware version directly from the system version archive, instead of calling into set:sys.
- This fixes compatibility with 1.0.0, which now successfully boots again.
- dmnt's cheat virtual machine had some instruction set changes.
- A new opcode was added for beginning conditional blocks based on register contents.
- More addressing modes were added to the StoreRegisterToAddress opcode.
- These should allow for more complex cheats to be implemented.
- A new system for saving the state of cheat toggles between game boots was added.
- Toggles are now saved to atmosphere/titles/<title id>/cheats/toggles.txt when either toggles were successfully loaded from that file or the system setting atmosphere!dmnt_always_save_cheat_toggles is non-zero.
- This removes the need for manually setting cheats from all-on or all-off to the desired state on each game boot.
- The default behavior for loader's HBL support was changed.
- Instead of launching HBL when album is launched without R held, loader now launches HBL when album or any game is launched with R held.
- Loader will now override any app in addition to a specific title id when hbl_config!override_any_app is true in loader.ini.
- Accordingly, the hbl_config!title_id=app setting was deprecated. Support will be removed in Atmosphère 0.9.0.
- First-class support was added to loader and fs.mitm for enabling homebrew to launch web applets.
- Loader will now cause the "HtmlDocument" NCA path to resolve for whatever title HBL is taking over, even if it would not normally do so.
- fs.mitm will also now cause requests to mount the HtmlDocument content for HBL's title to open the sdmc:/atmosphere/hbl_html folder.
- By default, this just contains a URL whitelist.
- General system stability improvements to enhance the user's experience.
Click to expand...
Source
https://gbatemp.net/threads/atmosphe...leased.534501/
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March 28th, 2019, 20:38 Posted By: wraggster
The other day, our users noticed we silently pushed out v1.51 without an announcement and many were asking what the changes were. At the time we didn't want to take focus off our major SX OS update news, but now that v1.52 of SX INSTALLER is now available to enjoy, here is the 'changelog' below, which is boring as this time around unlike our previous releases, no new features have been added.Overall System Stability
Small Minor Bug Fixes
Now Compatible with v7.x Firmwares
That's all for today. Stay tuned!
https://team-xecuter.com/sx-installer-v1-52-available/
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March 29th, 2019, 18:57 Posted By: wraggster
While the DosBox emulator is one of the most popular emulators around, the Switch and PSVita ports of it didn’t see as much love as other emulators.
Due to this, dynarec wasn’t working on both these ports but now, m4wx decided to change things a bit and has been to get DosBox’s aarch64 (ARM 64) dynamic recompiler (dynarec) working on the Switch. This means that many more MS-DOS games, such as WarCraft 2 (below) and Settlers 2, run great and performance in Windows 95/98/ME is probably much better which means that some older Windows games may be playable on the Switch!
Switching focus to the PSVita, its DosBox port is also seeing some love as frangar pushed some commits to GitHub relating to dynarec support. As of right now, no official word has been given on the state of DosBox’s dynarec on the Vita but MS-DOS/Windows 9x emulation on the device might get a significant improvement soon!
The Switch builds of DosBox with dynarec aren’t publicly available as of right now and are only available in beta form for Patreon supports of m4wx or rsn8887. That being said, they’ll probably be made available to everybody in the coming days/weeks as both developers are big contributors to the homebrew community.
http://wololo.net/2019/03/22/switch-...d-scummvm-for/
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March 29th, 2019, 18:59 Posted By: wraggster
If you aren’t a big fan of RetroArch and prefer standalone emulators for the Switch, then you’ve got some updates to install as 3 important emulators have just been updated! These are Cpasjuste’s pNES, pSNES and pFBA, all mature emulators that have been around since last year.
These updates (v3.1) apply to all three emulators and are available for both the Switch and Linux; they include:
- Support for zipped skins so you can have a more organised skins folder and save a bit of space along some other minor updates
- You may now select the skin of your choice from the main menu
- The save state menu received numerous bug fixes and is now able to return to the main menu when pressing the back button successfully among other things
- On the Switch, you can press the joystick on the left joycon for START and the joystick on the right joycon for SELECT
- The Force_60HZ option is not automatically applied, the auto interpolation options and NeoGeo BIOS selection have been fixed (Included in pFBA only through a separate v3.3 release)
To grab these updated emulators, simply download the ZIP files from this link for the platform you want (Switch/Linux) and enjoy! Make sure you get version 3.3 of pFBA as it’s not included in the pEMU 3.1 release collection.
http://wololo.net/2019/03/22/switch-...d-scummvm-for/
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March 29th, 2019, 19:01 Posted By: wraggster
rsn8887 has released yet another significant update to ScummVM for the Switch which brings about support for USB mice and keyboards.
This which will translate to a more faithful gaming experience and more accurate input as games that can be run in ScummVM are all ‘point and click’ adventure games like Leisure Suit Larry. Rsn8887 notes that not all mice may work and some keyboard/mouse combos don’t work either due to limitations in the Switch’s USB driver so if the mouse you try using doesn’t work, just try another one!
To grab this build of ScummVM (and an updated PSP build), simply follow this link and download the NRO provided.
http://wololo.net/2019/03/22/switch-...d-scummvm-for/
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March 29th, 2019, 19:13 Posted By: wraggster
Nintendulator 0.985 beta (2019/03/28) 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/2019/03/nintend...-20190328.html
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March 29th, 2019, 19:18 Posted By: wraggster
higan v106r125 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:
* Update to v106r125 release.
byuu says:
nothing useful, just refactoring of audio code
https://gitlab.com/higan/higan
http://www.emucr.com/2019/03/higan-v106r125.html
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March 29th, 2019, 21:26 Posted By: wraggster
Gearboy v2.7.0 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).
Gearboy Changelog:
Merge branch 'master' of https://github.com/drhelius/Gearboy
https://github.com/drhelius/Gearboy
http://www.emucr.com/2019/03/gearboy-v270.html
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