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April 7th, 2018, 18:33 Posted By: wraggster
Had a few weeks off newsposting but here i start again with some news thanks to Emu 64:
mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.
Features:
- Near full Game Boy Advance hardware support[1].
- Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
- Qt and SDL ports for a heavy-weight and a light-weight frontend.
- Save type detection, even for flash memory size[2].
- Real-time clock support, even without configuration.
- A built-in BIOS implementation, and ability to load external BIOS files.
- Turbo/fast-forward support by holding Tab.
- Frameskip, configurable up to 9.
- Screenshot support.
- 9 savestate slots. Savestates are also viewable as screenshots.
- Video and GIF recording.
- Remappable controls for both keyboards and gamepads.
- Loading from ZIP files.
- IPS and UPS patch support.
- Game debugging via a command-line interface (not available with Qt port) and GDB remote support.
mGBA v0.6.2 Changelog:
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Bugfixes:
- Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
- 3DS: Fix opening files in directory names with trailing slashes
- LR35902: Fix watchpoints not reporting new value
- GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
- GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
- GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
- GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
- GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
- GBA: Fix SharkPort saves for EEPROM games
- GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
- GBA BIOS: Fix incorrect exit condition in LZ77
- GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
- GBA Cheats: Fix slide codes not initializing properly
- GBA DMA: ROM reads are forced to increment
- GBA Hardware: RTC accuracy improvements
- GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
- GBA Memory: Fix copy-on-write memory leak
- GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
- GBA Savedata: Fix crash when resizing flash
- GBA Video: Force align 256-color tiles
- GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
- PSP2: Fix issues causing poor audio
- Python: Fix package directory
- Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
- Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
- Wii: Fix screen tear when unpausing
- Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988) |
Misc:
- 3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
- GB MBC: Remove erroneous bank 0 wrapping
- GBA: Improve multiboot image detection
- PSP2: Use system enter key by default
Windows Vista or newer
OS X 10.7 (Lion)[3] or newer
Linux
FreeBSD
Nintendo 3DS
Wii
PlayStation Vita
https://mgba.io
via http://www.emulation64.com/view/2851...v062-released/
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April 7th, 2018, 18:34 Posted By: wraggster
Heres a new version of the Nintendo WiiU Emulator:
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.11.6b Changelog:
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# New in 1.11.6b:
general: Updated MK8 EU game profile (GPU buffer cache accuracy now set to low instead of high)
general: Fixed a bug where changing the 'GPU buffer cache accuracy' UI option would have no effect while a game was running
# New in 1.11.6:
general: Added game list
general: Minor tweaks to UI
general: Updated gameprofiles
general: Added new options to gameprofiles (cpuMode, useRDTSC, loadSharedLibraries)
general: Overhauled logging
input: Input settings window is now resizeable
input: Fixed a crash that could occur in input settings
input: Added home button as an assignable button to wiimote input configuration
padscore: Improved behavior of WPAD/KPadConnectCallback
coreinit: Added API FSGetClientNum
GX2: It is now possible to toggle between conventional shaders (pre Cemu 1.8.0) and separable shaders (default since Cemu 1.8.0)
Both modes are compatibile with existing graphic packs (custom graphic pack shaders might need to be updated if they were used in combination with a geometry shader)
Each mode uses separate shader cache files (conventional shader cache has the suffix _j, e.g. 8d354cea_j.bin)
GX2: Fixed alpha channel for BC5 textures
GX2: Added API GX2GetMainCoreId
GX2: Fixed 1D shadow samplers on AMD
GX2: Adjusted the way attributes are passed from geometry to pixel shader so it works on AMD
IOSU_ACT: Retry NNID login if it fails |
For Windows
http://cemu.info
news via http://www.emulation64.com/view/2850...116b-released/
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April 7th, 2018, 18:42 Posted By: wraggster
The NES Emulator gets an update:
Mesen has its first release for 2018, now at 0.9.5. The NES and Famicom emulator has been updated with this change log:
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New Features
* Debugger: Tons of new features, UI improvements, performance improvements and bug fixes.
* HD Packs: New features, performance improvements and bug fixes.
* FDS: Improved compatibility of the automatic disk insertion feature.
* UI: Added a few minor options (and increased the number of savestate slots to 10).
Bug Fixes
* Input: Changed input polling timing to reduce input lag by 1 frame.
* Linux: Improved SDL error handling to prevent crashes.
* Accuracy: Fixed a mirroring issue with mapper 30 games.
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Download at https://www.mesen.ca/
via http://www.emulation64.com/view/2845/Mesen-095/
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April 7th, 2018, 18:46 Posted By: wraggster
Gameboy Advance Emulator for Nintendo Wii Updated:
A new release of mGBA, version 0.6.2, is available. This version is a bugfix release, which contains many stability and accuracy fixes. An extensive list of changes follows after the cut.
Bugfixes:
Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
3DS: Fix opening files in directory names with trailing slashes
LR35902: Fix watchpoints not reporting new value
GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
GBA: Fix SharkPort saves for EEPROM games
GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
GBA BIOS: Fix incorrect exit condition in LZ77
GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
GBA Cheats: Fix slide codes not initializing properly
GBA DMA: ROM reads are forced to increment
GBA Hardware: RTC accuracy improvements
GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
GBA Memory: Fix copy-on-write memory leak
GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
GBA Savedata: Fix crash when resizing flash
GBA Video: Force align 256-color tiles
GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
PSP2: Fix issues causing poor audio
Python: Fix package directory
Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
Wii: Fix screen tear when unpausing
Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988)
Misc:
3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
GB MBC: Remove erroneous bank 0 wrapping
GBA: Improve multiboot image detection
PSP2: Use system enter key by default
download https://mgba.io/2018/04/03/mgba-0.6.2/
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:47 Posted By: wraggster
Heres an Update of the GBA Emulator for the Nintendo 3DS/2DS:
A new release of mGBA, version 0.6.2, is available. This version is a bugfix release, which contains many stability and accuracy fixes. An extensive list of changes follows after the cut.
Bugfixes:
Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
3DS: Fix opening files in directory names with trailing slashes
LR35902: Fix watchpoints not reporting new value
GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
GBA: Fix SharkPort saves for EEPROM games
GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
GBA BIOS: Fix incorrect exit condition in LZ77
GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
GBA Cheats: Fix slide codes not initializing properly
GBA DMA: ROM reads are forced to increment
GBA Hardware: RTC accuracy improvements
GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
GBA Memory: Fix copy-on-write memory leak
GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
GBA Savedata: Fix crash when resizing flash
GBA Video: Force align 256-color tiles
GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
PSP2: Fix issues causing poor audio
Python: Fix package directory
Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
Wii: Fix screen tear when unpausing
Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988)
Misc:
3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
GB MBC: Remove erroneous bank 0 wrapping
GBA: Improve multiboot image detection
PSP2: Use system enter key by default
download https://mgba.io/2018/04/03/mgba-0.6.2/
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:48 Posted By: wraggster
Cpasjuste has ported ScummVM over to the Nintendo Switch, awesome news:
Hi,
Here is a port of the excellent ScummVM engine to the switch. I don't have the time to write a lot of information's right now.. i'll update this post later.
In the meantime, here is the (very minimal) release information from the release page :
INFORMATIONS
runs at a pretty good framerate even with HQ scalers
default gfx is 2x fullscreen. The game is rendered at 2x the resolution, and (linear) scaled to fit screen. My personnal choice would be fullscreen tv2x thought. 3x fullscreen/windowed is probably a good choice too (less "linear blur")
KNOW BUGS
no sfx in some "scumm" engine games (curse of monkey island, full throttle) !
intro in "the secret of monkey island" CD version hang, audio play fine and can be skipped. Other versions seems to works fine.
mp3 decoder doesn't seems to work (crash), but this format should not be used anyway
TODO
fix "scumm" engine SFX (imuse/dimuse)
add touchscreen support
fix mp3 decoding (libmad? does it worth it?)
download https://github.com/Cpasjuste/scummvm/releases
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:50 Posted By: wraggster
Nice to see the Homebrew coming so fast for the Switch:
This is a Switch homebrew app for downloading and installing more homebrew from Switchbru's repository.
To use it, see the instructions in the readme. Homebrew is only currently publicly compatible with 3.0.0 Switch's.
The first load will take a while as it caches some icon and banner data, loads after that should be much faster. The best way to interact with the app is by using the touch screen, but there are also gamepad controls.
Known issues:
vgmoose/get#1 - empty folders aren't removed when uninstalling package
#5 - Pynx takes about 5 minutes to extract files from zip
#2 - downloading should use libcurl
Reporting issues can be done on Github or on the Switchbru Discord (or #switchbru on Freenode)
download https://github.com/vgmoose/appstorenx
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:52 Posted By: wraggster
Cpasjuste is back with another port for the Nintendo Switch:
Hi,
Here is the first release of the REminiscence (flashback) engine, initially developped by "Gregory Montoir", for the Nintendo Switch.
From the release page :
Installation (switch)
copy "REminiscence.nro" from "REminiscence-1.0_switch.zip" to "/switch/REminiscence/" folder
copy "DATA" folder from "flashback_data.zip" to "/switch/REminiscence/" folder
Controls (switch)
A = ENTER
B = SPACE
X = SHIFT
Y = BACK
PLUS = ESCAPE (menu)
download https://github.com/Cpasjuste/REminiscence
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:54 Posted By: wraggster
Nop90 has released a new version of the Neo geo pocket emulator for the Nintendo Switch:
Neo Geo Pocket and Neo Geo Pocket Color emulator.
This is a preview release, I just compiled the emulator with my SDL lib making only minor tweaks, so there is a lot of work left for oprimizing everything.
Config save is missing and saving state seems to not overwrite a previous savestate. Also there ara some options to map to Switch controls.
This emulator miss a gui for loading roms, so I made a quck hack of the Homebrew loader to turn it in a rom forwarder. This is a planned feature for the official HBL, so in the future probably the forwarder will be removed.
In the release package I added an Homebrew rom (bomeberman from Thor, that is a menber of the Retroguru Team too), so to make testing the emulator easy. To install everything simply decompress the content of the zip archive in the root of the sd card.
if you want You can add other roms in the /roms/neogeopocket folder.
Everything is untested on a real switch, so I'm releasing this alpha version to receive feedbacks. If the forwarder doesn't launch a rom correctly, you can always move the neopop.nro in a folder named /switch/neopop and run it directly; this way, when launched without parameters, it will try to load a file named rom.ngc from the /roms/neogeopocket folder. I already added a copy of bomberman named rom.ngc in the rom folder.
Note: Exiting the emulator will crash the launcher. I'm working on it.
Source code isn't available yet.
The nros for the emulator and the forwarder are released on github (http://github.com/Nop90-Switch/neopop-SDL/releases/)
Changelog
Ver. 0.2 (21 March 2018)
Some bugs fixed
Ver. 0.1 (19 March 2018)
Preview version
Controls
Keypad - directions
A - A button
B - B button
X - Option button
Y - Pause emulator
MINUS - Exit the emulator
RR - Save game state
RL - Load game state
L - Toggle fullscreen
download https://github.com/Nop90-Switch/neopop-SDL
via http://www.nintendomax.com/viewtopic...e3e6ea65090de4
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April 7th, 2018, 18:56 Posted By: wraggster
The Final Burn Emulator for the Nintendo Switch gets an update:
pFBA 1.54:
switch: fix audio
switch: add 4 player support. When joycons are not docked (multiplayer), use "L STICK" button press for start or coin instead (+) or (-)). All players share the same button configuration for now.
switch: fix a random crash on exit (hopefully)
switch: lower font size
switch: use linear filtering as default option (faster)
pfba: fix button textures not deleted when changing menu
pfba: fix version not correctly handled on some platforms
pfba: fix missing rom path slash on new config
download https://github.com/Cpasjuste/pfba/tree/new
via http://www.nintendomax.com/viewtopic.php?f=168&t=16511
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April 9th, 2018, 20:40 Posted By: wraggster
Heres a new homebrew release for the Switch from carstene1ns:
Help the Super Methane Brothers Puff & Blow! Trap baddies in a gas cloud. Suck into your gas gun. Throw against a wall to destroy them.
Controls:
Hat - Movement
A - Jump
B - Gas Gun
X - Toggle between Puff and Blow
Minus - Pause Game
Plus - Exit Game
Still waiting for my Switch to arrive. Sound support in the emulators is not really usable for now, so this is without sound and music.
No data files required, waiting for test reports. Thanks!
download http://methane.sourceforge.net/
via http://www.nintendomax.com/viewtopic...1ddeae2018e3e7
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April 9th, 2018, 20:42 Posted By: wraggster
Heres a updated version of the Snes Emulator for the 3DS from bubble2k16:
Never thought I'd be making such a major change to this emu anymore, but here it is:
v1.30 released:
Improved sound synchronization.
Added BlargSNES DSP Core (experimental) for performance. The original Snes9X DSP core (default) suffers from sound skipping in some games like Aladdin and Gradius 3. You can choose which DSP core to use from the Options menu. The BlargSNES DSP Core sounds similar to the Snes9x Core for most games. Sounds like Final Fantasy 3's the howling wind sound different.
Added support for Tengai Makyou Zero English Patch (for hopefully all future versions)
download https://github.com/bubble2k16/snes9x_3ds
via http://www.nintendomax.com/viewtopic...1ddeae2018e3e7
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April 9th, 2018, 20:45 Posted By: wraggster
bubble2k16 has posted a new version of his Nes Emulator for the 3DS:
VirtuaNES for 3DS v1.02 Released (21 Mar 2017)
This is a port of VirtuaNES to 3DS as an alternative to existing NES emulators. It used to be considered one of the best emulators before FCE and Nestopia, and it runs quite fast for lower spec-ed computers (at the cost of some emulation accuracy). But because of that, the Old 3DS / 2DS is able to benefit from this fast running emulator core. This runs full speed on an old 3DS / 2DS with support for tonnes of mappers. Although it doesn't support every single mapper, the library of games that can run on this are probably fairly huge already.
As always this will also work on a new 3DS.
Download latest from Github:
https://github.com/bubble2k16/emus3ds/r ... -v1.02.zip
To use:
Homebrew Launcher:
Copy virtuanes_3ds.3dsx, virtuanes_3ds.smdh and virtuanes_3ds_top.png into the /3ds/virtuanes_3ds on your SD card.
Place your NES ROMs inside any folder.
Go to your Homebrew Launcher (either via Cubic Ninja, Soundhax or other entry points) and launch the virtuanes_3ds emulator.
CIA Version:
Use your favorite CIA installer to install virtuanes_3ds.cia into your CFW. You can also use FBI to download from TitleDB.
Place your NES ROMs inside any folder.
Copy virtuanes_3ds_top.png to ROOT of your SD card.
Exit your CIA installer and go to your CFW's home screen to launch the app.
FDS BIOS
To load .FDS games, make sure that you get the FDS BIOS.
Rename the BIOS to disksys.rom and place it in /3ds/virtuanes_3ds/bios/disksys.rom
When in-game:
Tap the bottom screen for the menu.
Use Up/Down to choose option, and A to confirm. (Hold down X while pressing Up/Down to Page Up/Page Down)
Use Left/Right to change between ROM selection and emulator options.
You can quit the emulator to your homebrew launcher / your CFW's home screen.
Releasing v1.02 to fix some of issues:
- Fixed bug in MMC5 mapper that was causing Castlevania 3's graphics to corrupt.
- Optimized rendering to 16-bit buffer to reduce cache misses, and minor optimizations for MMC5 rendering.
- Fixed occassional crashing bug when loading a ROM.
download https://github.com/bubble2k16/emus3ds/
via http://www.nintendomax.com/viewtopic...1ddeae2018e3e7
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April 9th, 2018, 20:53 Posted By: wraggster
A new flash cartridge for the Snes has recently been released and heres an update:
RedGuyyyy continues to fix up his Super FX support for sd2snes by releasing yet another build a couple of hours ago!
- Fixed CBR write/cache flush bug.
- Fixed potential PBR write bug.
- Fixed bug with how save ram size is detected. Should fix most (all?) startup problems for games and some graphical glitches.
- Fixed icache invalidation bug.
- Added periodic saving back in. Saves are now backed up every few seconds.
- Fixed doom graphical glitch.
- Fixed in-game hooks by temporarily disabling with gsu games.
- Fixed save problem with non-gsu games.
For the latest updates, progress reports, check out the links below:
OFFICIAL GITHub Page: --> https://github.com/RedGuyyyy/sd2snes/releases
NEWS SOURCE: gsu (superfx) support (via) Krikzz
via http://www.maxconsole.com/threads/nintendo-super-fx-games-now-running-on-sd2snes-new-gsu_v04-build.46730/
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April 9th, 2018, 20:54 Posted By: wraggster
Heres a new hacking release for the Nintendo Switch:
After a few early setbacks, developer @ShinyQuagsire has been able to get U-Boot working on his Switch console, now this is nothing ground-breaking as you will still need a 'custom binary loader' to do anything useful in the NVidia DFU mode which can be triggered by removing the eMMC module (no Switch NAND found), or by dangerously shorting out something as recently explained in the FAQ: Fusée Gelée Exploit but once all the rest of the puzzle pieces are released we might be able to do something useful and cool on our exploitable firmwares after connecting the proper USB-C to A cable to our PC and uploading some custom code (bring your own loader) via the now released forked version of U-Boot for the Switch.
ShinyQuagsire said:tfw stuff is Just Working
OK low-key, I got u-boot set up on my Switch so that I could have fastboot for faster iteration time or w/e, but this USB mass storage gadget is even better. Can even rig up u-boot scripts to prop up sdcard/emmc mass storage with different volume button combos.
Probably gonna push sources within a day or so btw, right now you kinda need UART to debug anything (no LCD, USB power is broke, not sure if it's worth the effort tbh), so bring your own hax-con I guess?
(yeah I realize that this isn't that useful w/o vulns but it'll be nice to have cool stuff ready for when they actually drop)
Switch u-boot sources live at https://github.com/shinyquagsire23/u-boot …, bring your own loader.
via http://www.maxconsole.com/threads/u-...uagsire.46754/
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April 9th, 2018, 20:59 Posted By: wraggster
A new Nes Emulator has been released in the GO Language:
The language GO has become very popular recently, as its just as simple to learn as BASIC was, and to show off how easy it is @rbaron has written an NES Emulator called awesomenes in GO and you can check it out below, and start to enjoy some retro gaming on your GO compatible device and at the same time study how he did it to program something cool yourself in GO.
Getting and running
awesomenes uses sld2 for rendering and input processing. It may be necessary to install it beforehand. On macOS, using homebrew:
Code:
$ brew install sdl2
Other systems/package managers should provide similar sld2/libsdl2 packages. Then use the go get:
Code:
$ go get github.com/rbaron/awesomenes
$ awesomenes MY_ROM.nes
Status
Games that use the mapper 0 (NROM) mostly work, although without audio so far. Games that use mapper 4 (mmc3) should work with some eventual glitches.
Tested games:
- Donkey Kong (NROM)
- Super Mario Bros. (NROM)
- Super Mario Bros. 2 (mmc3)
- Super Mario Bros. 3 (mmc3, with some glitches)
Controller inputs
Keyboard (controller 1)
Arrow keys -> NES arrows
A -> NES A
S -> NES B
Enter -> NES start
Right shift -> NES select
Nintendo Switch Joycon (controller 1)
Directional -> NES arrows
Down arrow -> NES A
Right arrow -> NES B
SL -> NES select
SR -> NES start
Roadmap
✅ CPU emulation
✅ Video support (picture processing unit - PPU)
✅ Keyboard input
✅ Mapper 0
✅ Joystick input (tested with Nintendo Switch Joycon)
✅ Mapper 4 (...kinda)
➖ More mappers
➖ Save state
➖ Audio support (audio processing unit - APU)
Resources
All the information used to build this emulator was found on the awesome nesdev wiki.
OFFICIAL SITE: --> https://github.com/rbaron/awesomenes
via http://www.maxconsole.com/threads/an...n-in-go.46759/
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April 9th, 2018, 21:03 Posted By: wraggster
Some more Nintendo Switch hacking news:
There is still alot of unanswer'ed questions, and much speculation, and now @ktemkin has decided to clear the air regarding the upcoming usage of their 'coldboot exploit' on hackable Switch firmwares, and the various options and problems users will have depending on firmware they are on, which they are planning to include in the upcoming CFW 'maybe summer time' release by @SciresM.
ktemkin said:I’ve collected answers to some of the most common questions I get about Fusée Gelée and put them on my website:
Many thanks to @reswitchedteam member @Qyriad for helping to collect and organize questions!
OFFICIAL SITE: --> http://www.ktemkin.com/faq-fusee-gelee/
NEWS SOURCE: @ktemkin (via) Twitter
via http://www.maxconsole.com/threads/reswitch-developer-releases-faq-on-their-upcoming-fusée-gelée-exploit.46748/
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April 9th, 2018, 21:04 Posted By: wraggster
Heres yet more Nintendo Switch Hacking news:
The developer @RetroGamer74 is surprising, after having bluffed us on the PlayStation 4 with a full Playground, he is back with a Playground ESP8286 for the Nintendo Switch. The ESP8266 can as on the PS4 be installed on a console Nintendo Switch firmware 3.0.0 to launch the Homebrew Launcher. The bundled file is a bin file that incorporates a custom version of Homebrew 2.0 and relies on the Pegaswitch hack.
ESP8266_Homebrew_2.0_Switch_Pegaswitch
This is a firmware to be used to flash ESP8266 chip.
The firmware contains an adapted and bit re-coded version of original HomeBrew 2.0 and Pegaswitch hack for Switch that you can also find here: https://github.com/switchbrew/nx-hbexploit300
In order to proceed with the installation follow next instructions:
You can use next program to flash ESP8266 chip. This application is available for Windows x86, Windows x86_64, y MacOSX.
https://github.com/marcelstoer/nodem...eases/tag/v3.0
- Download firmware from this repository.
- Download and Run the pyflasher Application you can download from the link above.
- Select the firmware.
- Select the COM port.
- Program the flash memory of the ESP8266 chip.
- Once finished, wake up your Nintendo Switch.
- Go to Settings.
- Select Internet.
- Select Internet Setup
- Choose SWITCHWIFI network.
- Try to connect.
- When the connection fails touch on Continue.
- In the new window, choose, only for the first time, INSTALL option.
- When it crashes, which is completely correct, reboot your device.
- Repeat the steps, but next time choose RUN instead INSTALL.
- Follow screen instructions.
- When the last popup dialog appears saying you have to close that window, click OK to Close it.
- Wait for 5 seconds and press once the home button in the joycon.
- Apparently it won't respond. But it's ok. It will do it in 6 seconds more or less.
- Once in the home screen, select Album again. You should see Homebrew screen.
OFFICIAL SITE: --> https://github.com/RetroGamer74/ESP8...tch_Pegaswitch
via http://www.maxconsole.com/threads/th...aswitch.46747/
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April 9th, 2018, 21:06 Posted By: wraggster
Yet another item of Switch hacking news:
BBB has fired their warez 'cannonball' back the anonymous group that leaked 'master_key_03' earlier, but also confirmed the key is real, and have gone back to their original 3DS roots, by now dumping the .NSP eShop games, the new .CIA format for Nintendo Switch.
Hopefully, this puts an end to the 'scene drama' for now, and we can all get back to being Jolly Roger's without the cannonballs!
NEWS SOURCE: First Switch eShop dump released by BBB (via) GBATemp
via http://www.maxconsole.com/threads/first-switch-eshop-dump-released-by-bigbluebox.46746/
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April 9th, 2018, 21:12 Posted By: wraggster
The amount of recent switch news is staggering, heres some more hacking news:
BigBlueBox has been doing their part in the past leaking other keys, but there was still one missing as mentioned in their last .NFO file, but a newer key has now been leaked via anonymous 'pastebin' in the form of 'trading cards' of the various scene developers that sadly were DOXed recently, but BBB is not part of this leak which also sadly takes a big swipe at their personal lifestyle choice.
So there we go, all 'released' games can be decrypted, unpacked, modded now, except of course when big 'N' starts using 'master_key_04' for their upcoming newer game cartridges that will be shipping soon that needs v5.0.x firmware to run!
(Our thanks to @Qwee for the 'pastebin' leak link)
via http://www.maxconsole.com/threads/ni...3-leaks.46740/
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April 9th, 2018, 21:25 Posted By: wraggster
Yet another release for the Switch:
This is a major version, as a reminder, Joy-Con Toolkit allows you to change the synchronization colors of Joy-Con controllers and GamePad Pro, but also backups SPI flash Nand, see addresses S / N and Mac, and the firmware versions of each device the console.
To use the program you must have a Bluetooth adapter and a Windows PC and NET Framework v4.5.x and Visual C ++ 2017 x86 redist. Here is the list of features introduced by this version v5.0.0:
Near Infrared Camera
Look through the IR camera of the Joy-Con (R) controller
- Capture and save a photo or Stream video
- Fully configurable
- Resolution, IR leds, Exposure time, Digital gain and External IR light filter (filters lighters/candles, sunlight, etc.)
- 4 color filters to choose: Grey, Ironbow (pseudothermal color), Night vision (green) and Red
NFC
- Check simple info (type and uid) from NFC tags, credit cards and nfc-enabled phones via the Pro controller and Joy-Con (R)
Edit analog sticks user calibration
- Edit the analog stick's X/Y ranges and centers. All controllers are supported.
- This can correct accidental walking and slow running when the switch's calibration does not let you calibrate them correctly.
Updated color edit
- You can now edit the Grips color for the Pro controller individually along the body and buttons color.
- (Viewing the grips color is only supported in Switch update 5.0.0+)
- The controller preview is now optimized and way faster
Other
- Added traffic logging by using the command line argument -d
- Made it fully non-blocking. Now the app will mostly not hang when the controller is disconnected when it does an operation
- Countless bugfixes and optimizations
OFFICIAL GITHub Project Page: --> https://github.com/CTCaer/jc_toolkit
NEWS SOURCE: Joy-Con Toolkit v5.0.0 (via) Logic-SunRise
via http://www.maxconsole.com/threads/re...-ctcaer.46723/
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April 9th, 2018, 21:28 Posted By: wraggster
Kgsws has ported Doom to the Nintendo Switch, heres the release news:
Of course there is an 'official DOOM' for the Nintendo Switch, but there is nothing better they being able to load up some 'original and modded WAD' files and enjoy them finally on your v3.0.0 Switch console using the now ported 'kgDoom' version by scene developer @kgsws that was released earlier this Easter weekend for all nineties to enjoy some classic FPS action!
x0x0 said:kgsws released few hours ago on github completed code to compile his kgdoom for Switch.
Working with HBL, support saves, lua scripting, analog targeting. The one bug i discovered is cannot back to HBL after start the .nro. I hope he fix this very fast.
I uploaded ready nro with doom1 shareware wad - just put folder to sdcard. You can use other wads, but u need to google them.
MORE INFO: --> https://github.com/kgsws/kgdoom/tree/lua-scripting
Manual: --> https://github.com/kgsws/kgdoom/tree...ripting/manual
NEWS SOURCE: kgdoom by kgsws (via) GBATemp
via http://www.maxconsole.com/threads/release-kgdoom-for-nintendo-switch-ported-by-kgsws.46722/
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April 9th, 2018, 21:32 Posted By: wraggster
Yet another awesome release for the Nintendo Switch:
It's a driver that lets you use your JoyCons/Pro Controller with your PC with a lot more functionality than the default Windows driver (Analog stick support, Gyro Controls, Combining JoyCons, etc...)
The above text answers the common first big question: "What actually is this thing and why should I use it?", and below is the overview settings, features and comments from its developer @mfosse regarding this awesome new release which allows us to finally fully enjoy the proper usage of your Nintendo Switch JoyCon and PRO controllers on your Gaming Desktop PC or Laptop rigs.
Settings and features (some settings are only in the config file!)
- Pro Controllers are supported (because someone is going to ask)
- Combine JoyCons
- Combines a pair of JoyCons into a single vJoy device
- Reverse Stick X/Y
- Reverses the X/Y direction(s) for both sticks
- Gyro Controls
- Enables controlling the mouse with a JoyCon like a WiiMote
- Prefer Left JoyCon
- By default, the right JoyCon is used (if found), this forces the program to use the left JoyCon (if found)
- Gyro Controls Sensitivity X/Y
- Controls the sensitivity -> higher = more sensitive
- The X sensitivity also controls the gyro sensitivity for Rz/sl0/sl1 in vJoy
- Gyroscope Combo Code
- A number that tells the program which button or set of buttons to use to toggle gyro controls
- To figure out what number to put in the config, look at the Gyro Combo Code when you press your desired keycombo
- Quick Toggle Gyro
- Changes the behavior of the Gyro toggle from a standard switch, to a "always on unless keycombo is pressed" mode
- Gyro Window
- Opens up a visualizer for the JoyCon's gyroscope
- Mario Theme
- Plays the Mario theme on the first connected JoyCon at startup
- Debug Mode
- Prints debug info to the console
- Write Debug to File
- Writes the debug info to a file
- Force Poll Update
- Don't enable this, probably
I'm already aware of this post, but some of the info is pretty out of date, and I figured I should make an official thread.
I've made two reddit posts about this now, and occasionally browse this forum, but still haven't made a post on here about this yet.
Like with the reddit post's I've made before I'll do my best to answer any questions or comments you have.
I don't have a full tutorial on how to use the program at the moment, but I have a basic outline of what to do on the GitHub page, I'll update this if me or someone else makes a full tutorial. If you're willing to make a tutorial contact me and I'll put it on the GitHub page (as well as here)
Other Links:
As much as I wish my code was perfect, it probably isn't so if you find any bugs or want to request a feature, you can do that here.
DOWNLOAD and MORE INFO:
NEWS SOURCE: JoyCon-Driver v0.98 for PC (via) GBATemp
via http://www.maxconsole.com/threads/re...-for-pc.46721/
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April 9th, 2018, 21:36 Posted By: wraggster
If your lucky enough to have a Nintendo Switch that can be hacked then the upcoming release of a custom firmware for the Switch is awesome news:
From the two screen-caps taken from Team ReSwitched Discord Channel, @SciresM talks about his time-line for the first release of his currently 'work-in-progress' Atmosphere which could turn out to be the very first user-installable 'Custom Firmware', and he notes his plans is to make it work on all currently released firmwares, but staying on v4.1.0 for now will be best, and having the even older v3.0.0 will make install even easier, but of course the GITHub ground-work progress on his Atmosphere firmware is still based on launch v1.0.0.
HackInformer also points out the above logo is not final one, but in the meantime good news for Switch owners waiting for 'homebrew & emulators' and other (cough) goodies that running a Switch-CFW might give them, it does not seem you will have to wait much longer.
NEWS SOURCE: Switch CFW Atmosphere to be Released this Summer (via) HackInformer
via http://www.maxconsole.com/threads/nintendo-switch-cfw-atmosphere-by-sciresm-to-be-released-this-summer.46706/
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April 9th, 2018, 21:44 Posted By: wraggster
More Switch hacking news is out, here it is:
@SciresM has leaked on purpose via the Discord Reswitched channel, the script used on v1.0.0 to v3.0.0 PegaSwitch-enabled consoles to dump game cartridges, now you too can be baddie closet 'pirate' just like 'BigBlueBox', which is now more useful since they just leaked some 'master_keys' and 'HACToolGUI' is out.
Nintendo Content Archive (.NCA) is a file format similar to .CIA files on the 3DS. With the release of the dump_nca file by SciresM, you can now rip your own NCA files from retail Switch game cards. In layman's terms, if there was a backup loader available publicly, this would be what you needed to dump your own games to run on it.
For now, this doesn't mean much to the end-user, as any currently released Switch backups are not playable on any Switch, but that will all change soon with the upcoming Team-Xecuter Switch mod, and releases of 'Custom Firmware' by various groups with patches.
NEWS SOURCE: SciresM Releases Switch Game Cart Dumper (via) GBATemp
via http://www.maxconsole.com/threads/sciresm-releases-switch-game-cart-dumper.46686/
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April 9th, 2018, 21:46 Posted By: wraggster
Heres some 3DS hacking news for a change:
Nintendo Scene Developer @Fishguy6564 has put together a 'neat program' to help 3DS gamers to create 'cheat codes', check it out:
Fishguy6564 said:I have noticed that there is a lack of information on how to make assembly based cheat codes for 3DS. Due to this inconvenience, I have created an all-purpose tool that will simplify the process of creating assembly cheats for beginners who are interested in making their own.
This tool contains a branch target calculator, a conditional generator, a button activator generator, and an assembler for assembling your assembly instructions into a usable format that both CTRPF and Gateway's code handler can use.
This tool is designed for more advanced cheat creators who know how to write assembly. If you are interested in learning the ARMv7 instruction set, then I advise any beginner who is interested to look into the ARM info center to learn what the instruction set is for this architecture.
When extracting the file, please ensure that all of the files included are in the same directory. Of course, if you have any concerns or want to report a bug with the program, then my contact information is located in the about tab which can be found in the program.
Note: Do not try to compile by adding excess lines to the instructions you want to compile, or else the output code will not format properly.
If you have any further questions about the program, then feel free to post a comment about it. Other than that, I hope you enjoy this utility and I am looking forward to the cheats that will be created with this!
[Release] 3DS ARM Assembly Cheat Creator for Gateway and CTRPF
NEWS SOURCE: 3DS ARM Assembly Cheat Creator (via) GBATemp
via http://www.maxconsole.com/threads/3d...guy6564.46685/
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April 9th, 2018, 21:47 Posted By: wraggster
Heres yet another release for the Nintendo Switch:
Soon after the big news of the Switch Game Cartridge master_keys leaking from the warez scene group 'BBB', developers were quick on making a GUI for the previously released 'hactool', so check it out below and get yourself fully prepare into 'modding' some Switch games for soon in the future usage on your Switch console running CFW with backup-enabled-kernel-patches (which is still yet to appear in the wild!)
Well, in honour of Master_Key_01 and Master_Key_02's release, I present to you...
HACToolGUI! - It does everything you need to extract XCI and NCA files.
Features:
- Simple to use and easy to understand GUI
- Built-in keylist manager (Bring your own keys)
- Uses HACTool to extract XCI and NCA files
- Supports all keys up to Master_Key_02, Master_Key_03 support will come when it appears in a big blue box...
- Choose to dump as plaintext NCA, or to extract the files to a folder
- Tiny filesize; around 44KB decompressed
- Portable, no installation required
- Package1 and Package2 support coming soon!
Dependencies:
- Requires the latest release of hactool.exe and all its .dll files in the same directory.
- Get it from here.
Note: Source code coming soon, or whenever I clean up the messy code!
Attached File Been Updated to Version v0.1b - Fixed all known bugs and signed application to stop the SmartScreen issue
NEWS SOURCE: [Release] HACToolGUI v0.1 (via) GBATemp
via http://www.maxconsole.com/threads/sw...onmkwii.46684/
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April 14th, 2018, 21:23 Posted By: wraggster
Heres some news Nintendo Switch News:
Alot of 'Nintendo Switch Keys' are generated internally, as long as you know the 'source' and 'master' keys which you can find in our MaxConsole UnderGround Skull & Crossbones Nintendo Switch Package, you can figure out the rest, and now @SocraticBliss has been working on nice 'Python' script that does the mathematical calculations for you, so you can quickly generate the full set of keys needed for your educational research needs only!
SocraticBliss [Mastarifla]
Copyright 2018 All rights reserved
Feel free to submit code changes/optimizations/updates
Instructions for use [replace X's]
- Add master_keys
- Add the following source keys
- package2_key_source
- titlekek_source
- aes_kek_generation_source
- aes_key_generation_source
- key_area_application_source
- key_area_key_ocean_source
- key_area_key_system_source
- header_kek_source
- header_key_source
- sd_card_kek_source
- sd_card_save_key_source
- sd_card_nca_key_source
- Save file and Open a command window
- pip install pycrypto
- python deriveSwitchKeys.py
- Copy generated keys to your keys.dat
OFFICIAL SITE: --> https://github.com/socraticbliss/deriveSwitchKeys
NEWS SOURCE: Derive Switch Keys (via) GBATemp
via http://www.maxconsole.com/threads/wi...icbliss.46794/
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April 14th, 2018, 21:56 Posted By: wraggster
The Snes Game has finally been translated to English:
Last Bible III for the SNES has finally been translated from Japanese into American English and the patch is now available for download.
The Last Bible series of games began on the Game Boy as a spinoff of the Megami Tensei franchise. Instead of the usual near-future apocalypse setting, Last Bible’s setting is closer to light medieval fantasy. Combat is turn-based, and retains the Megaten standard of being able to persuade enemies to join your team, as well as fusing them together to create stronger beasts.
The English translation project started in April 2017 at the request of Tom, the same person who translated the Game Boy Color version of Last Bible II. DDSTranslation did all of the hacking, and FlashPV was in charge of the graphics work and font.
Now after a year of coding, translating, and testing, the final result can be enjoyed by all Megaten and JRPG fans. (Despite what you may have heard online, and despite the seemingly childish cover art, this game is not intended for children.)
download https://www.romhacking.net/translations/3545/
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April 14th, 2018, 22:19 Posted By: wraggster
Heres a release you dont see everyday:
Last year’s Castlevania 30th Anniversary facelift patch was recently updated. It is now available in a form of an HD pack for the Mesen NES emulator.
This HD Pack applies to a NES version of Castlevania (USA non-RevA ROM only) and replaces its graphics with the higher resolution graphics from Castlevania for mobile phones. It also replaces the game’s music tracks with ogg files.
In order to use this pack you have to download the latest Mesen emulator (0.9.5 and up) from
http://www.mesen.ca
Then you should unzip and run it. Mesen will greet you with a configuration window. Pay attention what folder will be specified there as a “Data Storage Location”.
You need to place the contents of this HDPack zip file into the [Data Storage Location]/HdPacks/[CastlevaniaRomName] folder (e.g “HdPacks/Castlevania (USA)” if you are loading “Castlevania (USA).nes”)
After extracting the HDPack you should enable HDPacks in Mesen.Tick the box at Options-Video-Enable HDNes HD Packs, and then load the ROM into Mesen.
https://yadi.sk/d/XXkso2kp3U7sjz?lang=en
via http://www.romhacking.net/forum/index.php?topic=26114
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April 14th, 2018, 22:26 Posted By: wraggster
Heres a cool sounding release for the GBA:
Video game randomisers are quite popular. With them, one can get a fresh experience playing their favourite games. Many games have randomisers, and the Game Boy Advance Fire Emblem games were no exception. However, circleseverywhere decided to dispense with the randomiser executable and just create a hack that randomises itself.
The Fire Emblem Self Randomising ROM is exactly what it says on the tin. Apply the patch, input your desired settings when starting a new game, and you have a randomised Sacred Stones ROM, no executable required. This makes the process of randomising the game much simpler for people using mobile devices; the game itself is the randomiser.
Many things can be randomised, ranging from character growth rates to what items are given in what places to what music plays on the maps. Some quality of life improvements such as speeding up animations and having health bars display on the map are also included.
A word of warning: this is a Sacred Stones hack, and is not compatible with Blazing Sword. Other than that, randomise in game to your heart’s content.
http://feuniverse.us/t/fe8-self-rand...om-v1-1/3426/1
via http://www.romhacking.net/forum/index.php?topic=26106
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April 14th, 2018, 22:30 Posted By: wraggster
Heres another awesome bit of Snes News:
After roughly 4 years of production at Dynamic-Designs, G.O.D. is ready for the world to play! It may have taken longer than planned and may have been fraught with slowdowns, but this great, classic RPG has finally attained the level of attention, detail, and polish it so deserves.
G.O.D. (Growth or Devolution) is a classic SNES RPG, and before today, was one of the last great SNES RPGs left untranslated. Avoiding as many spoilers as possible, this game follows the story of Gen as he travels the world, using his special abilities to put a stop to the alien menace plaguing the planet.
So what are you waiting for? Pick up the patch today and start enjoying a game that has remained in obscurity for over 20 years!
http://www.dynamic-designs.us/index.shtml
via http://www.romhacking.net/forum/index.php?topic=26095
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April 14th, 2018, 23:35 Posted By: wraggster
2 homebrew releases in one day, awesome:
OpenBOR (Open Beats of Rage) is an open source engine to play Beats of Rage. Beats of Rage is a freeware open source video game and modifiable game engine made by Senile Team and inspired by Sega’s classic Streets of Rage series. The term “modifiable” means that the program allows users to create their own content, and thus their own beat-’em-up game, which is then called a “mod”.
via https://pdroms.de/wii/openbor-v3-0-b...-wii-misc-port
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April 15th, 2018, 00:15 Posted By: wraggster
So many NES news items, heres another:
Alfonzo’s Arctic Adventure for NES got an updated demo!
Release notes:
I’ve uploaded a new demo for the Alfonzo game, now titled “Alfonzo’s Arctic Adventure”. This demo contains the same first world and melee mode as the previous demo, but with the updated features that will be available in the full version of the game, including cut scenes, a world map, and secret exits. Personally, I believe it is much more polished and professional looking. Give it a try and see for yourself!
via https://pdroms.de/nintendoentertainm...1-wip-nes-game
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April 15th, 2018, 00:23 Posted By: wraggster
A commercial release for the NES, in 2018 ?
Most of us possibly missed Vegetablets Go by Japanese delevoper Tulip House. Guide your bear and carry the crops (cabbage, spinach, strawberry) in the field to the harvest point! There were 10 NES and 10 FAMICOM copies and they are sold out. Keep an eye at the discussion over at NintendoAge.
There is a little chance to see more cartridges being sold in the future. Let’s hope for those, who can’t grab a copy in time, there will be a free ROM sometime in the future.
via https://pdroms.de/nintendoentertainm...rcial-nes-game
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April 15th, 2018, 01:02 Posted By: wraggster
Heres a new release for the NES:
Krill considers his latest NES game Nim & Nom finished! Time for us, to spread out the word about this cute platformer as it’s a really beautiful game. Don’t waste time and download the ROM as soon as possible, you won’t regret. There are plenty of levels to enjoy and the challenge get’s harder, which makes it not a game for just a few minutes, but makes you play it again and again!
via https://pdroms.de/nintendoentertainm...-v1-1-nes-game
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April 15th, 2018, 01:35 Posted By: wraggster
Heres another game for the 3DS:
Puzzle3DS is a simple memory game for the 3DS by trainboy2019. All you have to do is memorize the pattern shown on the bottom, then when the indicator in the top left is green, repeat the pattern.
Release notes:
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April 15th, 2018, 01:55 Posted By: wraggster
Some more news for the NES
Publisher Mega Cat Studios has another NES title in the pipe. Little Medusa is an extended improved homage to Kickle Cubicle and similar colorfull and cute. The game can be currently pre-ordered starting from 49.99 US$ excluding shipping.
Become a polymorphed deity and take back Mount Olympus in this action puzzler. The Titans have escaped their eternal prisons and transformed Artemiza, a young goddess, into a gorgon. Now she must petrify enemies, solve puzzles, and dodge traps in her battle to save the realms of the gods.
via https://pdroms.de/nintendoentertainm...rcial-nes-game
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April 15th, 2018, 20:57 Posted By: wraggster
Never heard of this but heres the news regardless:
Nintendo has a bad habit now in locking down 'extra content' to only open when you tap the Amiibo needed on the corner of your 3DS, lucky for us we have scene developer @Ev1l0rd that has coded up for us this neat little app to unlock all the 3DS goodies for us!
This release mostly adds in a lot of missing error checks and adds in gamecard support + support for mismatched regions. This release would not have been possible without the help of @Sonlen1414 .
v1.1 Changes:
- Closes #1 (no gamecard support). Thanks to astronautlevel for the bug report and Sonlen for testing my fixes. If a gamecard is found, it is chosen over any local installation.
- Closes #2 (no support for mismatched regions). Thanks to astronautlevel for this bug report. You are now prompted if the program detects multiple regions. If there is only one region, it is autodetected and you are not prompted.
- Closes #4 (no support for missing save files). The program only allows you to choose existing save files. If there is only one save file, it is autodetected and you are not prompted to select a save file.
- Restart functionality! You can at any point now press the L button to restart the entire process. Useful if you selected the wrong save file or region.
- Savedata readouts! After selecting a save file, the program now reads out the current state of the save file and shows it on the bottom left screen.
- Cleaner interface! The main text prompts by the program are now dedicated on the top screen. The bottom screen now contains a list of save data info on the left and a list of your choices made in the program on the right (this include autodetection).
Under the hood changes (you probably don't care about this but for my own memory it's here):
- Loads and loads. Really, I've rewritten about 90% of the program logic except for the ctrulib function calls themselves.
- No more if blocks. The entirety of the state machine is now handled with a switch.
- Got rid of editprofile.c completely and split it up into various functions inside save.c with lowid selection getting moved to title.c.
- Dedicated failure state that is separate from SUCCES state.
OFFICIAL SITE: --> https://github.com/ev1l0rd/SRAU/releases
NEWS SOURCE: SRAU - Samus Returns: Amiibo Unlocker (via) GBATemp
via http://www.maxconsole.com/threads/3d...ev1l0rd.46804/
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April 15th, 2018, 21:05 Posted By: wraggster
New WIP update for the Wii Homebrew game:
Owen heavily works on Newo Fox for Nintendo’s Wii.
Quote:
Not gonna get much work done today on my on rails shooter game but here is last week’s progress. #screenshotsaturday #wii #homebrew #starfox
The screenshots might start to look familiar because I have stabilized the #procedural #generation of the 100 stages in the game. Removing the randomness that you usually get from #procgen
via https://pdroms.de/wii/newo-fox-v2018-04-14-wip-wii-game
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April 15th, 2018, 21:17 Posted By: wraggster
New version of the Multi Nintendo console emulator released:
higan v106r14 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 v106r14 release.
byuu says:
Changelog:
- game/memory/type/battery → game/memory/volatile
- (manufacturer.)content.type → (architecture.)content.type
- nall: Markup::find() strips spaces from values in comparisons
- higan: updated game manifest loading/saving code for all cores
- GBA: flash memory ID is internally selected based on the
manufacturer and memory size
- SFC: ST018 (ARM6) frequency can be modified via game manifest now
- WS: EEPROM::name removed (not useful)
- icarus, genius: battery→volatile updates
I did my best to look over the diff between r13 and r14, but it's 84KiB
excluding the game database changes. It's just too much for me. I'd
greatly appreciate if someone could look over it and check for any
errors in this update. But more than likely, I suppose we'll iron out
any issues by determining which games fail to load.
Right now, I know the Super Game Boy support doesn't seem to work. But
all non-SFC cores should work fully, and all normal + NEC DSP SFC games
should work as well. Unsure about the rest.
Also, I'm planning to change the Game Boy “MBC1M” mapper to “MBC1#A” to
indicate it's an alternate wiring configuration of the stock MBC1, and
not a new mapper type.
download https://gitlab.com/higan/higan
via http://www.emucr.com/2018/04/higan-v106r14.html
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April 15th, 2018, 21:23 Posted By: wraggster
Heres a new release of the Nes Emulator for Windows:
My Nes v7.2.6677 is released. My Nes is a portable open source NES/FAMICOM emulator written in C#. It's EXACT nes cycle emulator, very accurate and uses exact ppu scanline timing. My Nes compatibility is very high, and most of the games that supported run perfectly.
My Nes Features:
- Roms browser with bility to disblay additional information of each rom like snapshot and info.
- Save/Load state in defferent 9 slots or in file using save/load state as feature.
- Sound recorder which record sound of current playing rom in wav format (Mono, 44100 Hz, pcm 16-bit).
- Developer console with full access emulation commands.
- Support INES (*.nes) file format.
- Can read from archive (*.zip, *.7z and *.rar)
- Profiles for control mapping.
- CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
- PPU :8x8 and 8x16 sprites with transparency and priority, background tiles and sprites evulation, internal ntsc palette generator, default PAL palette, Cycle based ppu, real scanline and scancycle timing, Emphasis and monochrome effects.
- Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
- Systems : PAL , NTSC
- Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140, 142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!
My Nes v7.2.6677 Changelog:
– My Nes old GUI is back, along side with the Launcher.
– Fixed issues in the emu core.
download http://sourceforge.net/projects/mynes/
via http://www.emucr.com/2018/04/my-nes-v726677.html
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April 15th, 2018, 22:39 Posted By: wraggster
Heres another Nes Emulator for windows:
HalfNES HalfNES v0.62 is released. HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application.
Current Features:
- Joystick support through both Direct Input and xInput (thanks Zlika)
- Supports Mapper 0, 1, 2, 3, 4, 5, 7, 9, 10, 11, 19, 21, 22, 23, 24, 25, 26,
- 34, 38, 64, 66, 68, 69, 70, 71, 78, 87, 89, 93, 94, 97, 107, 118, 119, 140, 152,
- 0, 185, 200, 203, 226, 240, 246
- SRAM save support (no save states however)
- Accurate sound core
- Fast video code with NTSC filter (filter is still slow)
- Full screen support
- Cross-platform portable
- Added options dialog for easier remapping of keys
HalfNES v0.62 Changelog:
062 (3/25/2018)
– first release in 2 years
– fixed temp file creation issue
– fixed Micro Machines
– NSF and APU improvements
061 (2/16/2016)
– Minor speed improvements and code cleanups
– Improved VRC7 Envelopes again with values properly calculated from docs
– Audio output is done in stereo now (though no interface to pan channels)
– Build system changed to Maven
– Framework for unit tests is begun (incl work on headless mode)
– JavaFX UI for the RetroPi is included but not used by default.
(It needs more work for desktop use.)
download https://github.com/andrew-hoffman/halfnes
via http://www.emucr.com/2018/03/halfnes-v062.html
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April 15th, 2018, 22:47 Posted By: wraggster
Awesome app for the wii and Wii U :
Nintendont v4.483 is released. A Wii Homebrew Project to play GC Games on Wii and vWii on Wii U.
Features:
-Works on Wii and vWii on Wii U
-Full speed loading from an USB device, or a SD card
-Loads 1:1 and compressed .ISO disc images
-Loads games as extracted files (FST)
-Play retail discs (Wii only)
-Play backups from writable DVD media (Old Wii only)
-Memory card emulation
-Use real memory card (Wii only)
-GBA-Link cable (Wii only)
-Play audio via disc audio streaming
-Bluetooth controller support (Classic Controller (Pro), Wii U Pro Controller)
-HID controller support via USB
-Custom button layout when using HID controllers
-Cheat code support
-WiiRd (Wii only)
-Changeable configuration of various settings
-Reset/Power off via button combo (R + Z + Start) (R + Z + B + D-Pad Down)
-Advanced video mode patching, force progressive and force 16:9 widescreen
-Auto boot from loader
-Disc switching
-Allow use of the Nintendo GameCube Microphone
-Use the official Nintendo GameCube controller adapter
download https://github.com/FIX94/Nintendont
via http://www.emucr.com/2018/03/nintendont-v4483.html
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April 15th, 2018, 22:50 Posted By: wraggster
PicoDrive 3DS v0.94 is released. This is a port of notaz's PicoDrive emulator to the old 3DS and old 2DS. Currently supports Sega Master System and Mega Drive games only. If you want Sega CD and 32X support, Retroarch is your best bet for now.
PicoDrive features:
- status line in main menu working
- bug fix: remove accidental wip svp code
- analog control working
- bug fix: svp dynarec freeze
- bug fix: load state background
- bug fix: accurate renderer
PicoDrive 3DS Changelog:
Added support to save battery-backed RAM for CD games
Fixed problems with games that show parts of the previous screens at the left/right edges
Added support for cheats.
Added configuration for region selection between (Default, US, Europe, Japan)
download https://github.com/bubble2k16/picodrive_3ds
via http://www.emucr.com/2018/03/picodrive-3ds-v094.html
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April 30th, 2018, 20:27 Posted By: wraggster
Heres a new release for the Nintendo Wii by Owen:
Newo Fox is a simple on rails shooter arcade game in the style of snes starfox. The game is a combination of 3 of my previous homebrew games; Newo Shooter, Newo Escape and Newo Sky.
[h=2]Features[/h]- 100 stages
- 4 difficulty levels (Boss rush, Hard, Normal, Easy)
- Online Leaderboards for high scores
- Sound effects and background music
via http://wiibrew.org/wiki/Newo_Fox
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April 30th, 2018, 20:29 Posted By: wraggster
3 Words, Come Get Some, Duke Nukem 3D ported to Nintendo Switch by Cpasjuste:
Installation:
copy "eduke32" folder to "/switch" folder
copy "DUKE3D.GRP" and "DUKE.RTS" to "/switch/eduke32" folder
enjoy !
Controls:
"Open", // KEY_A
"Jump", // KEY_B
"Inventory_Left", // KEY_X
"Inventory_Right", // KEY_Y
"Run", // KEY_LSTICK
"Crouch", // KEY_RSTICK
"Previous_Weapon", // KEY_L
"Next_Weapon", // KEY_R
"Quick_Kick", // KEY_ZL
"Fire", // KEY_ZR
"Map", // KEY_MINUS
"Menu", // KEY_PLUS
More informations:
http://wiki.eduke32.com/wiki/Installati ... figuration
download https://github.com/Cpasjuste/eduke32
via http://www.nintendomax.com/viewtopic...1d4210be99aa09
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April 30th, 2018, 20:33 Posted By: wraggster
The awesome RetroArch emulator which supports many systems has been updated for the 3DS, heres the release notes:
General changelog
ANDROID/OPENSL: Prevent crashes when setting audio latency too low (buffer count can never be lower than 2 now).
CRT: Added CRT SwitchRes.
COMMON: Hide the ‘Core delete’ option if the ‘Core updater’ is also hidden.
COMMON: Add way to reset core association for playlist entry.
COMMON: Fix invalid long command line options causing infinite loop on Windows
COMMON: Add OSD statistics for video/audio/core.
COMMON: Added runahead system; allows you to drive down latency even further.
COMMON: Fix buggy behavior that could happen with ZIP file reading on some platforms as a result of not initializing struct.
CHEEVOS: Support Atari 2600, Virtual Boy, and Arcade (only Neo Geo, CPS-1, CPS-2 and CPS-3 and only with fbalpha core).
CHEEVOS: Add option to automatically take a screenshot when an achievement is triggered.
CHEEVOS: Fixed incompatibilities with Neo Geo Pocket achievement sets.
CHEEVOS: Store only login token, not password.
D3D10: Added D3D10 driver to release build. Has working shaders (Slang), overlay, and menu display driver support. Should be on par capabilities wise with D3D11 driver except for there being no hardware rendering right now.
D3D11: Experimental hardware renderer. Allows for libretro cores to use D3D11 for hardware rendering. First core to use this is PPSSPP.
D3D11: Increase backwards compatibility, shaders compile with Shader Model 4.0 now, added support for more feature levels.
D3D10/D3D11/D3D12: Fix crashes with completely black or white thumbnail textures in XMB.
GUI: Support disabling window decorations on Windows and Linux.
LIBRETRO: Addition – Functions to enable and disable audio and video, and an environment function to query status of audio and video enables.
LOCALIZATION: Update Italian translation.
LOCALIZATION: Update Polish translation.
MENU: Add Rewind/Latency/Overlay settings to Quick Menu, add options to show/hide them (User Interface -> Views -> Quick Menu)
MENU/RGUI: Only show Menu Linear Filter for RGUI and only show it for video drivers that implement it (D3D8/9/10/11/12/GL)
MENU/RGUI: Add User Interface -> Appearance options.
MENU/RGUI: D3D8/D3D9: Hookup Menu Linear Filter
MENU/XMB: Disable XMB shadow icons by default for PowerPC and ARM for performance reasons.
MENU/XMB: Left/right thumbnails are now automatically scaled according to layout.
MENU/XMB: Add Left Thumbnails (additional to the right).
MENU/XMB: Fixed left/right tab regression.
MENU/XMB: Fix scaling of tall images that were cut on bottom previously.
MENU/XMB: Menu scale factor setting now changes texts length, image scaling and margins.
MENU/XMB: Mouse cursor scales correctly now.
MENU/XMB: Add toggle to show/hide Playlist tabs.
MENU/XMB: Add menu layout – can switch between Desktop, Handheld and Auto.
MENU/XMB: Don’t load menu pipeline shaders unless XMB is selected (D3D10/D3D11/D3D12/GL/Vulkan)
MENU/VIDEO: Only show black frame insertion for the video drivers/context drivers that support it (so far this includes – D3D8/D3D9, OpenGL, Vulkan)
MENU/VIDEO: Only show max swapchain images if supported by video driver and/or context driver (so far this includes – DRM EGL context driver, VideoCore EGL context driver, Vulkan)
MENU/MaterialUI: Automatic DPI Scaling should be much improved now, now scales as expected at 1440p and 4K resolutions.
MENU/MaterialUI: Fix wrong calculation of an entry height causing long playlists to end up outside of screen range. This also could cause crashes on low DPI screens.
IOS: Fixed crash when opening downloaded roms from Safari or using the “Open in..” functionality. Added the compiler flag to support keyboard remapping to controls.
IOS: Fixed buffer overlap that caused a crash while trying to download GLSL shaders from the buildbot.
PS3: fix URLS
REMAPS: Mapping keyboard keys from more than one gamepad (works with dosbox)
REMAPS: Mapping more than one button to the same action
REMAPS: Unmapping buttons
REMAPS: Unmapping analogs
REMAPS: Mapping a button to trigger an analog response (tested with mupen, can run on SM64 with the d-pad now, triggers a full analog tilt)
REMAPS: Mapping an analog to another analog (having more than one analog mapped to the same output causes issues)
REMAPS: Mapping an analog to produce a button response
SCANNER: Should be able to scan dual-layer Wii disc images now, filestream code now supports files larger than 4GB.
SHADERS/SLANG: Slang shaders should work again on Android version and MSVC versions (basically all the Griffin-based versions).
SHADERS: If GL context is GLES2/3/Core context, Cg shaders are unavailable. Applies to shader list too.
SHADERS: Hide cg/glsl shaders from being able to be selected if D3D8/9/10/11/Vulkan video drivers are selected.
SHADERS: Hide slang shaders from being able to be selected if D3D8/9/OpenGL video drivers are selected.
SHADERS: Prevent crashes from occurring if we have the GL video driver in use and we try to skip to a slang shader through next/previous hotkeys
SHADERS: Fix shader parameter increase / decrease functions
SUBSYSTEM: handle savestates properly (cart1 + cart2.state0)
VULKAN/X11: Fix X11 Vulkan bug from Wayland driver.
VULKAN: Fix multi-line text spacing in menus with Vulkan driver.
WINDOWS XP: Add Cheevos support.
WINDOWS/MSVC 2003/2005/2010/2013/2015/2017: Add Cheevos support.
VITA: Bugfix for ‘PS Vita takes many time to start to accept input’ issue.
X11: Allow compositor disabling on X11 fullscreen through _NET_WM_BYPASS_COMPOSITOR
X11: Prioritize NET_WM_STATE_FULLSCREEN in true fullscreen mode
WIIU: Fix OOB read/write in keyboard driver.
download https://www.libretro.com/index.php/r...-7-2-released/
via http://www.nintendomax.com/viewtopic...1d4210be99aa09
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April 30th, 2018, 20:34 Posted By: wraggster
The awesome RetroArch emulator which supports many systems has been updated for the Nintendo Wii, heres the release notes:
General changelog
ANDROID/OPENSL: Prevent crashes when setting audio latency too low (buffer count can never be lower than 2 now).
CRT: Added CRT SwitchRes.
COMMON: Hide the ‘Core delete’ option if the ‘Core updater’ is also hidden.
COMMON: Add way to reset core association for playlist entry.
COMMON: Fix invalid long command line options causing infinite loop on Windows
COMMON: Add OSD statistics for video/audio/core.
COMMON: Added runahead system; allows you to drive down latency even further.
COMMON: Fix buggy behavior that could happen with ZIP file reading on some platforms as a result of not initializing struct.
CHEEVOS: Support Atari 2600, Virtual Boy, and Arcade (only Neo Geo, CPS-1, CPS-2 and CPS-3 and only with fbalpha core).
CHEEVOS: Add option to automatically take a screenshot when an achievement is triggered.
CHEEVOS: Fixed incompatibilities with Neo Geo Pocket achievement sets.
CHEEVOS: Store only login token, not password.
D3D10: Added D3D10 driver to release build. Has working shaders (Slang), overlay, and menu display driver support. Should be on par capabilities wise with D3D11 driver except for there being no hardware rendering right now.
D3D11: Experimental hardware renderer. Allows for libretro cores to use D3D11 for hardware rendering. First core to use this is PPSSPP.
D3D11: Increase backwards compatibility, shaders compile with Shader Model 4.0 now, added support for more feature levels.
D3D10/D3D11/D3D12: Fix crashes with completely black or white thumbnail textures in XMB.
GUI: Support disabling window decorations on Windows and Linux.
LIBRETRO: Addition – Functions to enable and disable audio and video, and an environment function to query status of audio and video enables.
LOCALIZATION: Update Italian translation.
LOCALIZATION: Update Polish translation.
MENU: Add Rewind/Latency/Overlay settings to Quick Menu, add options to show/hide them (User Interface -> Views -> Quick Menu)
MENU/RGUI: Only show Menu Linear Filter for RGUI and only show it for video drivers that implement it (D3D8/9/10/11/12/GL)
MENU/RGUI: Add User Interface -> Appearance options.
MENU/RGUI: D3D8/D3D9: Hookup Menu Linear Filter
MENU/XMB: Disable XMB shadow icons by default for PowerPC and ARM for performance reasons.
MENU/XMB: Left/right thumbnails are now automatically scaled according to layout.
MENU/XMB: Add Left Thumbnails (additional to the right).
MENU/XMB: Fixed left/right tab regression.
MENU/XMB: Fix scaling of tall images that were cut on bottom previously.
MENU/XMB: Menu scale factor setting now changes texts length, image scaling and margins.
MENU/XMB: Mouse cursor scales correctly now.
MENU/XMB: Add toggle to show/hide Playlist tabs.
MENU/XMB: Add menu layout – can switch between Desktop, Handheld and Auto.
MENU/XMB: Don’t load menu pipeline shaders unless XMB is selected (D3D10/D3D11/D3D12/GL/Vulkan)
MENU/VIDEO: Only show black frame insertion for the video drivers/context drivers that support it (so far this includes – D3D8/D3D9, OpenGL, Vulkan)
MENU/VIDEO: Only show max swapchain images if supported by video driver and/or context driver (so far this includes – DRM EGL context driver, VideoCore EGL context driver, Vulkan)
MENU/MaterialUI: Automatic DPI Scaling should be much improved now, now scales as expected at 1440p and 4K resolutions.
MENU/MaterialUI: Fix wrong calculation of an entry height causing long playlists to end up outside of screen range. This also could cause crashes on low DPI screens.
IOS: Fixed crash when opening downloaded roms from Safari or using the “Open in..” functionality. Added the compiler flag to support keyboard remapping to controls.
IOS: Fixed buffer overlap that caused a crash while trying to download GLSL shaders from the buildbot.
PS3: fix URLS
REMAPS: Mapping keyboard keys from more than one gamepad (works with dosbox)
REMAPS: Mapping more than one button to the same action
REMAPS: Unmapping buttons
REMAPS: Unmapping analogs
REMAPS: Mapping a button to trigger an analog response (tested with mupen, can run on SM64 with the d-pad now, triggers a full analog tilt)
REMAPS: Mapping an analog to another analog (having more than one analog mapped to the same output causes issues)
REMAPS: Mapping an analog to produce a button response
SCANNER: Should be able to scan dual-layer Wii disc images now, filestream code now supports files larger than 4GB.
SHADERS/SLANG: Slang shaders should work again on Android version and MSVC versions (basically all the Griffin-based versions).
SHADERS: If GL context is GLES2/3/Core context, Cg shaders are unavailable. Applies to shader list too.
SHADERS: Hide cg/glsl shaders from being able to be selected if D3D8/9/10/11/Vulkan video drivers are selected.
SHADERS: Hide slang shaders from being able to be selected if D3D8/9/OpenGL video drivers are selected.
SHADERS: Prevent crashes from occurring if we have the GL video driver in use and we try to skip to a slang shader through next/previous hotkeys
SHADERS: Fix shader parameter increase / decrease functions
SUBSYSTEM: handle savestates properly (cart1 + cart2.state0)
VULKAN/X11: Fix X11 Vulkan bug from Wayland driver.
VULKAN: Fix multi-line text spacing in menus with Vulkan driver.
WINDOWS XP: Add Cheevos support.
WINDOWS/MSVC 2003/2005/2010/2013/2015/2017: Add Cheevos support.
VITA: Bugfix for ‘PS Vita takes many time to start to accept input’ issue.
X11: Allow compositor disabling on X11 fullscreen through _NET_WM_BYPASS_COMPOSITOR
X11: Prioritize NET_WM_STATE_FULLSCREEN in true fullscreen mode
WIIU: Fix OOB read/write in keyboard driver.
Download https://www.libretro.com/index.php/r...-7-2-released/
via http://www.nintendomax.com/viewtopic...1d4210be99aa09
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April 30th, 2018, 20:39 Posted By: wraggster
Heres a Zelda Snes type game for the Nintendo Switch:
Hi, this is the first release of "Mystery of Solarus DX" using the Solarus Engine.
Installation
Copy the folder from the zip archive to your "sdmc:/switch" folder.
Default Controls
Joystick = Movement
A = Action (Space)
B = Sword (C)
X = Left Item (X)
Y = Right Item (V)
PLUS = Pause menu / Inventory (Back)
MINUS = Close (only works from save selection menu)
Use Pause, then Sword button to Save and Return to save selection menu
The engine lets you reconfigure the in-game buttons, however the save selection menu
Download
Here on my website, it is too big for uploading as attachment.
Download (engine only for own quests): Also on my website, not uploading as attachment.
Source Code at GitHub: engine, game.
Known Bugs
Joystick movement messes up the name selection menu.
Alpha build 1&2 crash after short time.
There is no audio support yet.
download https://github.com/carstene1ns/solar...ee/switch-port
via http://www.nintendomax.com/viewtopic...1d4210be99aa09
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April 30th, 2018, 21:04 Posted By: wraggster
Heres a new release of the Game Boy Advance emulator for the Nintendo 3DS:
A new release of mGBA, version 0.6.3, is available. This version is a bugfix release to address some major audio and video regressions that snuck into 0.6.2. As such, all users of 0.6.2 are encouraged to update, especially if they are playing Game Boy games.
Bugfixes:
GB Audio: Revert unsigned audio changes
GB Video: Fix bad merge (fixes #1040)
GBA Video: Fix OBJ blending regression (fixes #1037)
Get it now in the Downloads section. Binaries are available for Windows, Ubuntu, macOS, 3DS, Vita, and Wii, and the source code is available for all other platforms.
download https://mgba.io/2018/04/14/mgba-0.6.3/
via http://www.nintendomax.com/viewtopic.php?f=132&t=16532
To read more of the post and Download, click here!
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April 30th, 2018, 21:09 Posted By: wraggster
Heres a new version of the GameBoy Advance Emulator for the Nintendo Wii:
A new release of mGBA, version 0.6.3, is available. This version is a bugfix release to address some major audio and video regressions that snuck into 0.6.2. As such, all users of 0.6.2 are encouraged to update, especially if they are playing Game Boy games.
Bugfixes:
GB Audio: Revert unsigned audio changes
GB Video: Fix bad merge (fixes #1040)
GBA Video: Fix OBJ blending regression (fixes #1037)
Get it now in the Downloads section. Binaries are available for Windows, Ubuntu, macOS, 3DS, Vita, and Wii, and the source code is available for all other platforms.
download https://mgba.io/2018/04/14/mgba-0.6.3/
via http://www.nintendomax.com/viewtopic.php?f=54&t=16531
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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