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April 1st, 2020, 12:03 Posted By: wraggster
People buy Nintendo consoles because of Nintendo games. It's an old adage that is broadly true. If you're not interested in Nintendo's roster of famous characters and franchises, then there's very little reason to buy into its platforms.
That's not to say third-party games cannot perform on Nintendo machines. Indeed, we've seen some third-party successes from Bethesda, CD Projekt, Ubisoft and Activision on Switch over the last year, and I'm sure the upcoming slate of 2K releases will achieve decent results -- although I'm not convinced by the logic of releasing them all on the same day.
But generally third-party games are not the reason people buy Nintendo consoles. If you look back at the best-selling games across every single Nintendo platform, you have to go back to the Super Nintendo and Street Fighter II to find any third-party game in the top ten. Only Ubisoft's Just Dance has come close in the last 20 years.
The reliance on first-party creates a challenge for Nintendo when trying to generate momentum for its devices. Inevitably there will be times when its biggest studios simply don't have anything to show. In the first year of Switch, Nintendo launched four mainline titles based on its biggest selling IP -- Zelda, Mario Kart, Splatoon and Super Mario. That's some of its most acclaimed development teams done and finished and not likely to return for three or four years.Wii U has given Nintendo a number of titles it can spruce up, update and re-release to fill gaps in the release schedule
In that regard, Wii U has been Nintendo's secret weapon this generation. Wii U's commercial failure is well documented, but the games it released on the platform were far from disappointing. From the very moment the Switch launched, Nintendo had a slate of high quality HD games that comparatively few people had played. Three of the ten best-selling games on Switch -- Mario Kart 8, The Legend of Zelda: Breath of the Wild and New Super Mario Bros U -- were all initially Wii U games.
https://www.gamesindustry.biz/articl...-xbox-series-x
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April 1st, 2020, 12:58 Posted By: wraggster
If you’ve ever dabbled in emulation, you’ve probably heard of RetroArch at least once as it’s a front-end that allows you to manage & run dozens of emulators and game engines using so-called cores. Other than simply being a convenient way to play games from multiple retro systems, it also comes with a whole slew of features including support for screen filters, a runahead feature to reduce input latency, a common UI for all cores, the ability to create game playlists and many more. However, its high popularity is probably a result of its availability on many hacked consoles such as the PSVita, Switch, PlayStation 3, PlayStation 4 (currently unofficial), Wii (U), 3DS not to mention support for Windows [back to Windows 95], macOS and Linux!
Now, RetroArch 1.8.5 has been released and this relatively minor update brings along:
- The default menu driver (i.e. user interface) has been changed to Ozone from XMB which provides a Switch-esque UIRetroArch 1.8.5 running on Windows 7 with the brand-new ‘Nord’ theme. This release is slim on RA-wide features but it comes with a good deal of core updates which will be described in a later report!
- Lakka, a Linux distribution built primarily to run RetroArch, will still ship with XMB as default
- Ozone has received some improvements including:
- Elements are now scaled as per DPI
- It’s now possible to configure scaling manually
- Widgets/Notifications are now scaled appropriately
- Two new themes, namely Nord & Gruvbox Dark have been added
- Some minor quality-of-life (QoL) changes have been performed
- Various new cores have been added and some were updated especially on older consoles; these will be detailed in an upcoming cores progress report. Among these, we find:
- You may grab RetroArch 1.8.5 from this link by selecting the platform of your choice. You may support RetroArch’s development on Patreon or GitHub.
http://wololo.net/2020/03/23/emulati...e-psvita-more/
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April 1st, 2020, 13:19 Posted By: wraggster
CTCaer has released a new version of their custom NX Bootloader for the Nintendo Switch:
This version supports booting ALL current OS/CS CFW, Linux chainloading and payload tools.
No more SD card removals
Latest HOS supported: 9.2.0
New in this version
•Fixed an issue with booting CFW on < 7.0.0
A missing check was causing old versions to boot complete stock.
•Fix issues with the usual sd card suspects when doing a warmboot based reboot.
The SD Card regulator is now disabled on HW init and re-enabled at the appropriate time.
•Support for Atmosphère experimental content.
Use the fss0experimental=1 key on a boot entry to enable it. For now it's only for NCM.
•Support fatal context version AFE2
•Add more Minerva checks, in case it is paired with old bootloader folder contents.
•Support coreboot.rom chainloading that is not 1MB.
emuMMC
•Fixed an issue with HOS 1.0.0. Based on m4xw/emuMMC@d12dd54
Nyx v0.8.6
•Fixed all touchscreen issues. In Nyx and HOS.
In case you have the issue, you can boot Nyx while pressing VOL- and VOL+.
This will force a re-calibration of the touchscreen. (The tool version will come later.)
Do not run this if you don't have issues, it is intended as a mismatch touchscreen calibration fixer
•Fixed an issue with lvGL heap which was causing hangs
•Fix Archive bit tool when filepath is bigger than 256 chars.
•Allow canceling of emuMMC creation.
https://github.com/CTCaer/hekate/releases
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April 2nd, 2020, 14:30 Posted By: wraggster
m64p (2020/04/01) is released. m64p uses mupen64plus-gui, a brand new mupen64plus frontend written in Qt5. It supports all thing things you’d expect from a frontend (savestate management, pausing, screenshots, etc..). m64p comes bundled with GLideN64 for the graphics plugin. It should give you the best out-of-the-box experience available for N64 gaming.
m64p changelog:
Now includes the Raphnet Raw Input plugin. You can switch to this input plugin by going to Settings->Plugin and Path Selection
New hashing algorithm (XXH3), should provide some performance improvement
Some foundational things to get closer to being able to boot more homebrew ROMs, but nothing visible yet
https://m64p.github.io/
http://www.emucr.com/2020/04/m64p-20200401.html
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April 3rd, 2020, 21:01 Posted By: wraggster
Nintendulator 0.985 beta (2020/04/01) 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/2020/04/nintend...-20200401.html
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April 3rd, 2020, 21:02 Posted By: wraggster
GB Enhanced+ v1.4 is released. GBE+ is an experimental GBA emulator and the planned successor to the original GBE project. Game Boy Enhanced (GBE for short) aims to be a fully functional Game Boy emulator. The goal is to create a highly portable emulator using C++ and SDL, document the Game Boy's functions through clear code, and add as many enhancements (scaling filters, cheats, custom sprites) as reasonably possible.
GB Enhanced+ changelog:
Improved NDS support. Still very WIP, but now a number of commercial games boot and run.
Added support for the Multi Plust On System
Added support for the Turbo File GB and Turbo File Advance
Added Game Boy Wars 3 data for internal GB Mobile Adapter server
Added the ability for GBE+ to connect to a recreated GB Mobile Adapter server (such as the one from the Reverse Engineered Open Network)
Added support for the AGB-006 and emulated CDZ models Zoids.
Added a full database of all 70 Cosmic Characters for Full Changer used in Zok Zok Heroes.
Added support for a few NDS Slot-2 devices (Rumble Pak, Ubisoft Thrustmaster Pedometer, HCV-1000).
https://github.com/shonumi/gbe-plus
http://www.emucr.com/2020/04/gb-enhanced-v14.html
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April 3rd, 2020, 21:21 Posted By: wraggster
pFBN v4.2 is released. pFBA is a FBNeo for PC & Nintendo Switch.
pFBN v4.2 changelog:
pemu: vita: fix roms paths in config.cfg not correctly loaded
pemu: fix input configuration option menu (inputs, highlight, textures..)
pfbn: fix option menu audio interpolation loop
pemu: vita: fix "Renderer:nUpdate" called twice
pfbn: vita: add crappy frameskip option (not working very well..)
pemu: bump version to 4.2
https://github.com/Cpasjuste/pemu
http://www.emucr.com/2020/04/pfbn-v42.html
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April 3rd, 2020, 21:22 Posted By: wraggster
Dolwin v0.11 is released. Dolwin is a Nintendo GameCube Emulator for Windows. Dolwin is an emulator of Nintendo Gamecube console. This platform is based on PowerPC-derivative processor, produced by IBM Corp. and codenamed Gekko. Dolwin mainly purposed to emulate homebrewn applications.
Dolwin v0.11 Changelog:
Fuh, it’s hard to tell in a nutshell, but I’ll try.
Firstly, the development has been restarted since 2004. Can you imagine what fossils you had to work with. Major changes:
Multithreading: the emulator engine is prepared for multitask execution of all components. Now the interface, processor emulation, DSP and non-invasive debugger can simultaneously work on the background. All this can be stopped and run separately at any time.
Basic emulation of GameCube DSP. It’s enough that the games do not hang at the very beginning. In future releases, support will be improved for sound output.
The new JDI infrastructure has been added to the debugger (more details can be found here: https://github.com/ogamespec/dolwin/...ugInterface.md)
The interface is translated to Unicode, the settings are now stored in Json. The settings themselves are greatly simplified.
The source code is cleaned and divided into sub-projects
Plans for the next releases can be viewed on GitHub: https://github.com/ogamespec/dolwin/milestones
https://github.com/ogamespec/dolwin
http://www.emucr.com/2020/04/dolwin-v011.html
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April 3rd, 2020, 21:48 Posted By: wraggster
RocketRobz released TWiLight Menu++ 13.0.0 for the 3DS which comes with more AP fixes among other things.
Check here on how to update TWiLight Menu++.
Includes nds-bootstrap v0.32.0, and a new GBARunner2 build (for DS, DSi, and 3DS)!
What's new?
- TWL (DSi-Enhanced) cartridges now boot (but only in DS mode for now)!
- If there's an existing soft-reset parameter file on the SD card, when launching TWiLight Menu++, the last-launched DS(i) game will boot with the existing parameters.
- Early (but not all) SDK2 games, as well as a few SDK3-4 games, will now no longer show the heap shrink option!
- The DS Classic Menu now indicates you can press B to go back to the ROM menu.
- (RetroGameFan) Fixed AP-fix files for Final Fantasy Crystal Chronicles: Echoes of Time.
- Added AP-fix for:
-Megaman Battle Network: Operate Star Force (ENG)
-Nora to Toki no Koubou: Kiri no Mori no Majo (CHN)
-Puyo Puyo!! 20th Anniversary (ENG)
- (gamemasterplc) Added widescreen support for B-17 - Fortress in the Sky (USA).
- Added Chinese and Korean per-game language options.
- User settings are now read from TWLCFG, if found!
- Added other languages for the DSi splash screen, as well as the iQue DSi splash screen for the Chinese language!
DS mode flashcard users will still show the regular DSi splash.
- 3DS/2DS console is now found by checking the NAND, instead of the Nintendo 3DS folder on the SD card.
- (@R-YaTian) DS Classic Menu: CHN and KOR Pictochat and DLP are now copied from NAND.
- Fixed CHN and KOR Pictochat and DLP showing error.
- If you are using DSiWarehax (e.g. sudokuhax, Memory Pit, etc.) to run TWiLight Menu++ and nds-bootstrap, you can now set what DSiWare exploit you're using, alongside the region, in TWLMenu++ Settings.
This allows nds-bootstrap to soft-reset, or exit out, when using DSiWarehax.
- Added nds-bootstrap options Expand ROM space in RAM and Cache block size, to Games/Apps settings page.
NOTE: For Expand ROM space in RAM, the +512KB option will break Download Play functionality, even for games that don't use cloneboot.
- Added option in the GBARunner2 settings page, to simulate GBA colors.
- When running on CycloDSi iEvolution in DSi mode, the console will now reboot, if FAT init gets stuck in a loop.
Bug fixes
- If the DS(i) ROM banner text isn't found for the user-set language, it'll now fall back to the previous one from the user's, and further, if that isn't found.
Fixes banner display for Minna no Mahjong DS, for non-Japanese users.
- DS Classic Menu: Fixed Pictochat and DLP not being copied from the NAND at all.
- DS Classic Menu: Fixed DLPlay copy from NAND, overwriting Pictochat on SD.
- Attempted to fix IR breaking after accessing DS Classic Menu. (Not tested!)
Known bug
- The Gen 5 Pokemon games as cartridges crash when selecting either Yes or No for C-Gear communications. (Reported by JosephNeale)
Regression
- The Nintendo DS Browser now doesn't work from cartridge.
https://github.com/DS-Homebrew/TWiLightMenu/releases
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April 6th, 2020, 19:15 Posted By: wraggster
Nintendulator 0.985 beta (2020/04/05) 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/2020/04/nintend...-20200405.html
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April 6th, 2020, 22:42 Posted By: wraggster
1964 - Carnivorous Edition (2020/04/05) is compiled. Unofficial fork of 1964. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 - Carnivorous Edition Changelog
Bundle
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Updated GLideN64 to WIP build
Fixed GLideN64 mipmaps
Updated GLideN64 to WIP build
New GLideN64 texture pack for GoldenEye (HUD only)
Updated GLideN64 to WIP build
Added DirectInput plugin
Updated readme FAQ and install guide
Updated GLideN64 (Public Release 4.0)
Updated GLideN64 to WIP build
Recompiled RSP.dll
Added beta crosshair to texture pack
Updated GLideN64 to WIP build (split-screen supported)
Updated readme FAQ
Updated 1964.ini to use correct defaults for all ROMs
Updated readme FAQ (thanks to Graslu00)
Added 30fps cheat for GE\GF
Replaced No Audio 1964.dll with No Audio.dll (more stable)
Updated readme FAQ (thanks to DuskyLW and Pheonarx)
Updated N-Rage plugin to 2.3d
Added counter factor settings to 1964.ini for GE\PD
Updated Glide64.ini to use new buffer swapping for Perfect Dark\GoldenEye: X
Inserted Goldfinger 64 CRC to 1964.ini\Project64.rdb\Glide64.ini
Cleaned up readme
New Glide64 texture pack for GoldenEye (HUD only)
Removed standalone Perfect Dark speed-hack (now included in 1964)
Unpacked UPX compressed dlls msvcp60d.dll and msvcrtd.dll (caused antivirus false positives)
Replaced ASPack'd zlib.dll with unmodified zlib.dll
Replaced saves with more complete saves
Updated readme guide and FAQ (thanks to Graslu00 and Oxygen)
Fixed typo in readme (thanks to Rekrul)
Updated GLideN64 (Public Release 2.0)
Inserted GoldenEye: X 5e CRC to 1964.ini\Project64.rdb
Inserted GoldenEye: X 5d CRC to 1964.ini\Project64.rdb
Removed GE-MP (unfinished and source of false positive antivirus detection)
1964
Rewrote PD speed-hack (thanks to Ryan Dwyer)
Added option to auto hide cursor on launch
Will ask user which video plugin to use on first launch
Fixed borderless fullscreen bug on ROM close
Added borderless fullscreen mode
Always disable autoload cheats on start up
Fixed Memory Pak corruption for players 2\3\4
Added 60fps firing rate fix to GE
Added region checks for GE\PD hacks
Adjusted filename for loading RSP.dll
Only update Project64.rdb if using Jabo
Status bar shows correct CF on launch
Default rdram\counter factor set to - 1 & 8mb
Opening cheats will now restore mouse cursor
Fixed show\hide cursor bug when returning from dialog window
Cheat settings will load from 1964.cfg
Combat boost now works at 60fps
No longer reset counter factor settings for GE\PD
Tweaked the default window size
Improved timing stability for GE\PD
Fixed GoldenEye TLB gamehack that caused issues with 24MB ROM hacks
Removed maximize button
Added option to increase PD speed-hack frequency
Reduced PD speed-hack inject rate (less aggressive)
Fixed bug that caused game to soft lock when unpaused
Fixed Memory Pak corruption on first write
Improved GE\PD ROM detection for loading default settings (supports Perfect Dark +)
Added PD speed-hack from Mouse Injector (more stable)
Will ask user for ROM folder on first launch
Profiling stats disabled by default
Changing states will display the new slot # in the Status Bar
Reverted relative filepath for saves\plugins as it caused issues with Windows 10
Removed CTRL+R hotkey for RSP plugin settings
Fixed bug with ROM properties window not displaying the correct defaults for GE\PD
Lock counter factor to 1 while Overclocking
Default counter factor set to 2
Extended overclock to 18 times (requires powerful CPU)
Removed overclock profiles (combined all in one exe)
Integrated overclocking into menu
Fixed save issue with uncommon characters in filepath
Removed registry functionality (uses 1964.cfg instead)
New icon provided by deuxsonic
Maximum Kernel Frequency on by default
New option - Set Maximum Kernel Frequency (thanks to deuxsonic)
New option - Disable Status Bar
Cursor is unhidden when opening plugin configuration windows
Backported 1964 1.1 cheat engine (better compatibility)
TAB now hides status bar (thanks to deuxsonic)
On first load, set input plugin to Mouse Injector in registry
Unpause only when entering fullscreen
Fixed cursor hiding while changing plugin settings
Fixed show\hide cursor bug (TAB now toggles cursor)
Changed filenames - caused emu detect issues in W10 (thanks to Stunning Cactus)
Auto enable\disable RSP emulation for GoldenEye 007\Perfect Dark (ROM name detection)
Adds ROM CRC to Project64.rdb when running new ROM (for Jabo compatibility)
Default plugins set to Jabo - Mouse Injector - Azimer
Romlist shows filename by default
Set Perfect Dark\GoldenEye: X to EEPROM 16KB (ROM name detection)
Two overclock profiles - six\nine times
Compiled non-overclocked 1964 version - for slow cpus\novelty
Mouse Injector
Version 2.0 Released
Adjusted Discord Rich Presence text and descriptions
Adjusted UI
Rewrote BONDDATA scanning
Lowered FOV range for speedrun build
Adjust weapon position for override FOV
Compensate for override FOV while in aim mode
Limit SetCursorPos execution
Updated Copyright
Sanity check pickup threshold before overwriting
Created speedrun build (removes FOV advantage and pickup threshold adjustment)
Version 1.9 Released
Lock crosshair X axis when driving the tank while tank equipped as weapon
Override camera y axis pickup threshold (from -45 to -60)
Added enum type for mouse\keyboard
Enable revert after clicking detect input button
Flush input when starting injection thread
Replaced pthread_create with CreateThread
Doubled BONDDATA scanning time
Use beta crosshair when show crosshair is enabled
Fixed EMU_ReadShort()
Removed offset parameter from memory.h
Version 1.8 Released
Cleaned up ini loading and device function
Safely close ManyMouse and Discord Rich Presence on shutdown
Added option to compile without discord rich presence in makefile
PD - Compute recoil rotation
Increased FOV sanity check range (for ROM hacks)
Added Discord Rich Presence support
Version 1.7 Released
Reduced mouse acceleration
PD - Cursor aiming now supported
Emulate centering code when cursor aiming is disabled
Removed overclock requirement for cursor aiming
Recalibrated aiming table for GE
Added GE hack for jitter free aiming mode
Removed unused define in goldeneye.c
Analog stick value set to 127 from 120
Fixed FOV hack not replacing init value for GE
Version 1.6 Released
Restored autolock option (thanks to deuxsonic)
Fixed sanity check for FOV ini load
Emulate logic for camspy\slayer
Added intro skip button combo for GE\PD (FIRE+AIM)
Added camspy\slayer compatibility for PD
Fixed non-zooming weapons reverting to default FOV
Replaced autolock option with unlock on window loss
Added geshowcrosshair to INI_Reset()
Now removes GE autostand code
Added Show Crosshair for GE option
Version 1.5 Released
Added Copyright notice for ManyMouse library
Fixed edge case where ManyMouse would fail to initalize (thanks to Marthur)
Inlined memory functions used by goldeneye.c\perfectdark.c
Refactored codebase to use headers more effectively
If Mouse Sensitivity is set to 0%, show None instead
Allow Mouse Sensitivity to be set to 0%
Removed PD speed-hack
Rewrote Hoverbike pointer scanning (less false positives)
Increased FOV ViewModel Warning (only displays above 75*)
Uses wide character filepath to access ini file
Mouse Acceleration is applied for GoldenEye cursor aiming
Fixed bug where bike pointer was incorrectly detected
Use double slash argument for fopen
Replaced atol with atoi
Version 1.4 Released
GE - While in menus, Aim button is binded to B button
New option - Mouse Acceleration
Fixed GE ROM hack crouch bug
Fixed keyboard race condition - input would not detect keydown every poll
FOV compensates for horizontal aspect ratio
UI Improvements
Version 1.3 Released
Fixed clear bug when profile was empty
Accept all device input if one player is the only active profile
Uncheck Cursor Aiming and speed-hack for non-overclocked 1964 (to avoid confusion)
PD - Improved speed-hack
New option - Field of View slider (thanks to SubDrag)
New option - Perfect Dark speed-hack toggle
Created MinGW makefile
Converted Mouse Injector to ISO C11
Version 1.2 Released
Increased sensitivity range to 500%
Replaced windows injection with direct injection
Removed ReadProcessMemory\WriteProcessMemory functions
Fixed secondary button load bug
Version 1.1 Released
Fixed bug where secondary buttons would not apply
Fixed revert button bug (reverted all players instead of current player)
New option - Autolock Mouse on Window Focus
Fixed edge case where foreground window is incorrectly set upon launching ROM
Cleaned up code and fixed comment typos
Optimized input and injection (bypass disabled players)
PD - Disable speed-hack if slo-mo cheat is detected (ignored for PD ROM hacks)
Removed Project64 support (unstable and incompatible with ManyMouse)
Fixed edge case crash when initializing plugin
Created icon for standalone speed-hack
Created standalone Perfect Dark speed-hack for N-Rage plugin
Informative message boxes now have icons
PD - Fixed rare case where radial menu direction would become stuck
PD - Clicking in radial menu now resets back to center
PD - Fixed bug where radial menu direction would apply after match ended
Increased mouse wheel tickrate
Fixed crash when opened config window after closing ROM
Supports 4 players
Converted to plugin
Mouse locks correctly on multi-screen setups
Now reads from driver (thanks to ManyMouse by rcg)
Replaced strcmp with strcasecm - possible source of emu detect issues
New option - Radial menu mouse control for Perfect Dark
New option - Toggle Crouch
PD - Disable speed-hack if player is using combat boost or match is slow motion
Capped emulator search rate
Capped injection rate for Perfect Dark speed-hack (was unstable)
Changed description for Aim Mode to Cursor Aiming
Crosshair Movement set to 50% by default
http://www.shootersforever.com/forum...pic.php?t=7045
http://www.emucr.com/2020/04/1964-ca...-20200405.html
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April 6th, 2020, 23:12 Posted By: wraggster
GBARunner2 (2020/04/04) is released. GBARunner2 ia a GBA hypervisor for DS. By default GBARunner2 will look for a "GBA" folder in the root oft the SD card, and open it. Otherwise, it will open the root of SD card. Put roms and a gba bios as "bios.bin" in the "GBA" folder or the root of your sd card. Make sure the roms are sram patched if needed. Hidden or system files and folder won't be shown, so "bios.bin" file can be hidden.
GBARunner2 changelog:
Prevent DSP audio desync, pause audio during saving and in ingame menu
https://github.com/Gericom/GBARunner2
http://www.emucr.com/2020/04/gbarunner2-20200404.html
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April 7th, 2020, 12:24 Posted By: wraggster
News via http://www.emulation64.com/view/3044...ta-1-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:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
|
* Fix warnings
* Disable matrix rendering for the momment
* Upate gitignore
* Update .gitignore
* MS Visual Studio 2019 project
* Fix warnings
* Fix SDL config path pointer
* Update Roboto font format
* Merge branch 'develop' of https://github.com/drhelius/Gearboy into develop
* Merge branch 'develop' of https://github.com/drhelius/Gearboy into develop
* Change Robot font format
* Add SDL dependency
* Add Glew dependency
* Remove Qt references
* Merge branch 'develop' of https://github.com/drhelius/Gearboy into develop
* Update README.md
* Merge branch 'master' into develop
* Create FUNDING.yml
* Update README.md
* Update README.md
* Minimium window size
* Video scale factor
* Fix loading cheats without ROM
* Open recent roms
* Update Dirent
* Minor refactor
* Game Genie and GameShark cheats
* Customizable dmg palettes
* Default palettes
* Customizable Gamepad
* Gamepad config
* Update README.md
* Update README.md
* Pause on focus lost
* Customizable keyboard
* Disable input when using GUI
* Persistent keyboard config
* Keyboard working
* Minor refactor
* Minor refactor
* Avoid noise when empty
* Ignore tmp files
* About window as modal
* About window as modal
* Load/Save RAM files
* Add Roboto font
* Update README.md
* Refactor
* Read/Write settings file
* Changing config lib to mINI
* Fix warnings in macOS
* Add inih library
* Improve gui
* Improve save state operation
* Ensure closed files for save states
* Avoid running emu when idle
* Disable pause after init
* Init buffers to avoid noise
* Fix missing glew lib for Linux
* Emulator build info
* Emulator sync
* Fix build on Linux an Windows
* Initial rendering
* Merge branch 'target-color-format' into develop
* Fix GB_Color_Format enum
* Use RGB565 in rpi app
* Use RGB565 in iOS app
* Run for N cycles in PS2
* Expose internal DMG buffers
* Add BGR pixel formats
* Runtime flag to select pixel format RGB555 and RGB565 (default)
* Natively rendering in RGB565
* Fix ImGuiFileBrowser alphabetic sort
* Audio working
* Add cross platform data dir
* Fix warnings in ImGuiFileBrowser
* Changed file browser
* Fix README
* Basic gui implementation
* Set emulator name as constant
* Minor structure change
* Update Travis CI
* Basic structure for ImGui app
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Fix Travis for ImGui
* Add vscode
* Push version to 3.0.0 and enable debug
* ImGui initial commit
* Delete Qt files |
https://github.com/drhelius/Gearboy
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April 7th, 2020, 22:18 Posted By: wraggster
Animal Crossing: New Horizons sold more than 2.6 million physical copies in its first 10 days on sale, according to Famitsu sales data.
The sales total covers February 24 through March 29, but Animal Crossing: New Horizons didn't launch until March 20.
Famitsu previously reported that New Horizons had sold 1.88 million copies in Japan in its first three days on sale.
The next best-selling game in the monthly chart was another Switch title, Pokémon Mystery Dungeon Rescue Team DX, which sold more than 218,000 copies for the month. Nioh 2 on the PlayStation 4 was the only other game with a six-digit sales figure, topping 129,000 copies sold.
https://www.gamesindustry.biz/articl...-2-6m-in-japan
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April 11th, 2020, 22:08 Posted By: wraggster
Animal Crossing: New Horizons has been delisted from Chinese online shopping sites Taobao and Pinduoduo after a crackdown from government regulators.
Though the game has not yet been approved for sale in China, it has nonetheless been picked up through retailers selling imported cartridges, as well as users who own imported Nintendo Switch systems purchasing the game digitally through other countries' eshops.
Reuters reports that the game was delisted from Taobao and Pinduoduo late this week, while Niko Partners analysts Daniel Ahmad points out on Twitter that this was due to an enforcement order from the Chinese regulator.
Ahmad adds that such enforcement orders on games typically occur due to a game becoming too popular, or a game containing content deemed to be inappropriate by the regulator.
https://www.gamesindustry.biz/articl...g-new-horizons
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April 11th, 2020, 22:18 Posted By: wraggster
Nintendo insists that more stock is on the way as Switch console supply dries up globally.
The firm issued a note to Japanese customers yesterday stating that only those who had reserved a Switch console (including the new Animal Crossing special edition) would be receiving their units this week. Standard shipping to retailers was not going ahead and there was no information on whether there would be any the following week, either. The firm's official position is that stock shipments have been 'delayed'.
It's a situation that's reflected globally, with the standard Switch console almost entirely sold out across Europe and the US. Sales of Switch games and consoles have plummeted over the past two weeks according to latest figures from GfK and GSD. There is still some availablity of Nintendo Switch Lite.
It's a combination of factors that has led to the scarcity of stock. With the lockdown keeping families in doors, there's been a spike in demand for the hardware. Across many markets, Switch sales jumped by more than 150% during March. However, with distribution and manufacturing severely impeded due to the coronavirus crisis, Nintendo has struggled to resupply. Switch components are largely made in China, which had shut down manufacturing due to the pandemic, although factories are gradually reopening.
A US representative told GamesIndustry.biz: "Nintendo Switch hardware is selling out at various retail locations in the U.S., but more systems are on the way. We apologize for any inconvenience."
https://www.gamesindustry.biz/articl...-out-worldwide
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April 11th, 2020, 22:21 Posted By: wraggster
Good news everybody! Kevin Mellott's HyperFlash32 flash cart is finally done and a first batch of 25 is en route for circa late May. A larger second batch will follow soon after.
Both batches have long been sold out, so even if you preorder one right now, you will have to wait some more months for your cart. There's still a chance to get your hands on one as soon as the first batch lands, though. Kevin is now holding an eInk label art contest and the best label art will be awarded with a HyperFlash32 cart. Check out the thread for more info and get ready to push some pixels. Still 3 weeks to go, go, go!
https://www.planetvb.com/modules/new...hp?storyid=467
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April 11th, 2020, 22:31 Posted By: wraggster
Double Dragon III Classic Enemies is a hack of the NES game Double Dragon III, The Sacred Stones. This hack replaces many of the enemies of the original game with the classic enemies seen in Double Dragon 1 and 2.
This hack aims to bring personality to a game with solid mechanics, but bland enemy design.
In addition, this hack aims to lower the difficulty of the game until the player recruits extra characters in level 2, making progress much less stressful and more enjoyable.
https://www.romhacking.net/hacks/5041/
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April 11th, 2020, 22:31 Posted By: wraggster
After various trials and tribulations, the very first Knight Gundam game makes it way into English thanks to the efforts of aishsha and Pennywise.
The project was originally started by KingMike years back and was taken over by aishsha who did the lions share of hacking and translating the game and as usual Pennywise came along and polished everything up to what you see now. Special thanks to TheMajinZenki who reviewed all the names in the game and then some.
A special note about the translation. It is currently only playable in FCEUX and possibly a few others due to a ROM expansion that exceeds the mapper’s limit. If you’d like to see other emulators support the translation, send the devs a message asking for them to support the translation.
http://yojimbo.eludevisibility.org/
http://www.romhacking.net/translations/5482/
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April 11th, 2020, 22:34 Posted By: wraggster
After a period of heavy effort, testing and proofreading, a new translation of Final Fantasy VI makes its way into Spanish thanks to the sacrifice of Rod Merida, the project’s hacker and translator, and the invaluable help in script reviewing of Vicks Dg and Bernar Carrasc, all of them members of Crackowia group.
The project was originally started several years ago, back in 2004, after the aforementioned members had just got and completed a full but faulty translation of FF3us, made by Latin-Americans, full of typos, wrong pointer addressings, that made some messages appeared partially repeated, spare grammar and orthograph mistakes, and no accented letters, opening question and exclamation marks at all, besides the constant substitution of second person plural pronoun “Vosotros” and its conjugations by polite treatment Ustedes ─something usual in Latin American Spanish in colloquial speech─. All this made this work faulty and unserious in the eyes of a minimally critical player. There was a strong agreement a retranslation to Spanish was necessary of this historical RPG whose story and game mechanics had amazed the group; the game worthed it, but there was, back in that moment, a surprisingly annoying lack of it.
So after some initial doubts and tribulations, ROMhacking techniques gathering and trials with some hex editing applications, like Hexposure 0.44, Thingy and TBL searchers, the project translator, Rod Mérida, decided to start the work. Once the first major obstacles, such as finding the character table and being able to decode the DTE compressed character pairs, or getting to see and edit the font tiles inside the ROM in order to add accented letters, had been solved, the project was advancing. However, it is a game with extensive dialog script, and a myriad of enemy and item names, abilities, combat messages, and descriptions in menu of all kinds of matters. Thus the project lengthened over time, extended and complicated, because in addition to translating it, it was necessary to test it and manually modify the pointer table every time the translated messages didn’t fit in the original string. The discovery of FF3edit, an application that readdressed dialog pointers automatically, accelerated this process, but the existance of other personal projects, like University and studying, delayed it. In the end, laziness overcame.
About four months ago, in late December 2019, the translator decided to get back the partially hacked ROM from silence and put the turbo in it. By January a first fully playable version was finished, with all its dialogs and enemy or item names translated. After that the script has been fully replayed and reviewed by Vicks Dg, followed by hundreds of text corrections and fixes. A second proof-reading, with minor fixes added, has been developped by Bernar Carrasc.
A final version of this translation was released in April 9th, 2020, in romhacking website, and can be downloaded and enjoyed by everyone interested.
http://www.crackowia.gq/
https://www.romhacking.net/translations/5487/
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April 13th, 2020, 22:26 Posted By: wraggster
Nintendo spent big on TV ads last month, especially to promote Animal Crossing: New Horizons, and it looks like no other gaming brand came close to touching a similar total spend.
According to data shared by VentureBeat and iSpot.tv, Nintendo spent an estimated $14.6 million on TV ads last month, $3 million more than it spent in February.
That money went toward 20 different ads that aired over 3,000 times, with seeing the largest budget for a single ad.
Nintendo was the only gaming company to spend over $1 million on TV ads, with the second-biggest spend coming from Bethesda at an estimated $866,000 split between two ad spots. $499,000 of that went toward the Doom: Eternal official launch trailer.
Xbox spent the third most, with $641,000 across four ads and its biggest spend -- $269,000 -- on a Doom: Eternal ad in partnership with Bethesda.
https://www.gamesindustry.biz/articl...v-ads-in-march
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April 13th, 2020, 22:32 Posted By: wraggster
For GC and Wii.
In an alternate timeline…
Metroid Prime 2: Echoes on the Gamecube and in Metroid Prime Trilogy for the Wii was an anomaly to the Metroid series, giving Samus limited shots of her ‘Light’ and ‘Dark’ beam weapons. Since its release in 2004, many Metroid fans have wondered: What would Metroid Prime 2 have been like without beam ammo?
The fan mod Metroid Prime 2: Unlimited Beams Authorized answers just that. Compatible for all GCN regions and for the USA Trilogy, U.B.A. gives Samus her energy back, and removes beam ammo from the game entirely. Players will no longer expect to see beam ammo pickups drop from crates, enemies, or environmental debris. Samus’ HUD graphics in her visor for her beams are gone as well: players will be able to choose using the patcher utility whether to keep or remove her beam ammo bars, which can be used instead to indicate how many beam ammo expansions Samus has picked up on her journey. The number display which acts as the beam ammo counter, however, is removed by default.
“U.B.A.” gives gives a renewed sense of enjoyment to Metroid Prime 2: Echoes. Take in the lush environments of Torvus Bog, and focus on your health - not your ammo - while venturing into the poisonous Dark Aether world, which will continually eat your suit, sapping Samus’ energy. The initial testers for the mod experienced a “relaxed feel and balanced difficulty” to the game.
So what other impacts does Unlimited Beams Authorized have to the game? The creators behind this mod were careful to preserve as much of the original game as possible. You will be relieved to hear that Missiles, Energy, and Powerbombs all drop as normal, and from the correct enemies, as well. Most* of the bosses still drop energy and missiles after you’ve defeated them, while a couple fights may feel even more intense than before.
Will this affect my logbook scans, or my item completion rate if ammo is removed? No, common item pickups aren’t counted as scans for the logbook in Metroid Prime 2, and Beam Ammo Expansions are still collectable pickups, and still count toward 100% item completion.
Save file compatibility will still be the same. You will be able to use your existing Metroid Prime 2: Echoes save file with Unlimited Beams Authorized, and freely switch between the original game and U.B.A. without fear of corrupting or changing anything important in your saves.
In the 1.0 release, no script changes were made. However, a language patch is planned with a future update. It will change some of the in-game text (for example, upon picking up a Beam Ammo Expansion) to talk about the items in the past-tense, for example, as if they were for someone else. The language patch will be completely optional and will be able to be selected using the patcher utility.
Let’s talk about some more changes and features.
U.B.A. features additional alternate playstyles. There are two secret “hardmodes” that can be enabled using the patcher utility. When asked whether to “keep” or “remove” the ammo bars, simply press either the “h” or “s” key to activate them. Pressing “h” activates Hardmode1, while press “s” activates Hardmode2. They both make the game much harder: Since no ammo is dropped from the game, then Samus will have to search elsewhere for her ammo. But Samus will still use her beam ammo… truly a hard mode! Hardmode2 takes this a step further and removes Samus’ beam ammo counter and beam ammo bars, keeping Samus in the dark on how much beam ammo she has left (beam ammo can still be refilled at ammo stations and her gunship.
In multiplayer mode, all players are now given unlimited beam ammo. Simply pickup one of Samus’ beam weapon upgrades and you’re good to go.
The authors of the mod hope you will enjoy Unlimited Beams Authorized, and they hope to see more Metroid Prime mods in the future.
Notes.
- While it was mentioned that most bosses will drop energy and missiles afterward, 1.0 users should be warned that Alpha Blogg, Grapple Guardian, Dark Samus 2, and the entire final fight will not drop any items at all. A fix is planned for some of these bosses in a future update.
- As well, most swarm enemies in the game will not drop either energy or missiles, either. This includes Hydlings, Dark Chykka’s chyklings, and Ing Larva Swarms, to name a few. It is best if these swarm enemies are seen as destructible hazards, instead.
https://www.romhacking.net/hacks/5057/
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April 13th, 2020, 22:33 Posted By: wraggster
The Woolsey Fan Company, or really just Polinym, has released what he calls the “Spring Cleaning” update to the two localizations of Pop Star Debut and Stardom Warriors! These updates bring new additions and bug-fixes.
Pop Star Debut:
Pop Star Debut is the English version of Japanese text-adventure game “Idol Hakkenden”. The game revolves around the talented young Sabrina E. Seltzer who dreams of becoming a world-famous pop star. On her quest to reach fame, she is confronted by an evil Pop Czar Feld who seeks to lure Sabrina to his evil Czarmy and conquer the world.
In this “Spring Cleaning” update, Pop Star Debut now comes with a full localization of the original game’s manual, modeled after actual Nintendo of America Instruction Booklets. All of the game’s typos, text-overflow, mistakes, and formatting mistakes have all been fixed. As usual, the game still has ALL text carefully formatted by hand so as to avoid sloppy text with line breaks in the middle of words with dashes.
Pop Star Debut also features several fixes to the original game found exclusively in the WFC version. One image in the end, the “Pop Czarina”, originally had the Czarina’s hair shifted over with part of her whip floating in the air. The WFC located the missing/unused tile and recreated the intended image.
The game’s cover and all promotional art features the character Sabrina with blonde hair. However, the original game displays her hair in-game as orange. This new update restores the intended design for the character and returns Sabrina’s hair to blonde. With this correction, Pop Star Debut aims to be the ultimate way for English-speakers to experience this game.
The WFC also has released the long-overdue official trailer for this localization:
Stardom Warriors:
Stardom Warriors is the English version of LaSalle Ishii’s Childs Quest for the Nintendo Entertainment System. It is a parody RPG starring a manager who leads his up-and-coming band of talented young girls to stardom and uncovers a dark and sinister force.
The occasional typos and text-overflow errors have seemingly all been fixed. Some of the game’s lines have been revised to include more of the “lore” that enhances the English version. The issue of incorrect colors being displayed on a portrait in the “thirsty” message has been fixed. An image near the end has also been polished up thanks to feedback.
In addition, although not a part of this particular update, Polinym’s famicom Dragon Quest translation received an update a while ago that solved the password issue, as well as some other mistakes.
Special shout-out to user Fray for offering feedback and catching many of the two localizations’ typos and mistakes!
http://www.romhacking.net/translations/4972/
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April 13th, 2020, 22:35 Posted By: wraggster
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:
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Windows, Linux and macOS:
Fix font rendering in retina displays.
Dot matrix screen simulation.
Customizable emulation parameters.
Configurable screen scale and aspect ratio.
All platforms:
Several bug fixes. |
https://github.com/drhelius/Gearboy/releases
http://www.emulation64.com/view/3047...v302-released/
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April 13th, 2020, 22:36 Posted By: wraggster
As the COVID-19 outbreak continues, many people have been washing their hands and disinfecting their belongings on a constant basis. But one object you might not want to be cleaning with alcohol-based cleaner is your Nintendo Switch. Nintendo of Japan's customer support team Tweeted out that Switch owners should avoid using alcohol wipes on their system, as it can "cause the plastic parts to fade in color or deform". Even the use of non-alcoholic cleaners is advised against, as certain ones can still damage the plastic housing or Joy-Cons. Instead, users are recommended to simply use a dry cloth to wipe down their game console.
https://twitter.com/nintendo_cs/stat...07634211790849
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April 13th, 2020, 22:43 Posted By: wraggster
GBARunner2 (2020/04/12) is released. GBARunner2 ia a GBA hypervisor for DS. By default GBARunner2 will look for a "GBA" folder in the root oft the SD card, and open it. Otherwise, it will open the root of SD card. Put roms and a gba bios as "bios.bin" in the "GBA" folder or the root of your sd card. Make sure the roms are sram patched if needed. Hidden or system files and folder won't be shown, so "bios.bin" file can be hidden.
GBARunner2 changelog:
This makes the average number of gba cycles per frame equal to a real gba,
but with the ds base clock. This fixes problems with games that use timer
sync for audio. Sample rates are also no longer fractions
https://github.com/Gericom/GBARunner2
http://www.emucr.com/2020/04/gbarunner2-20200412.html
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April 13th, 2020, 22:52 Posted By: wraggster
pSNES v4.3 is complied. pSNES is a SNES Emulator for Switch. The main goals of this snes9x port are: have a basic but user friendly user interface on non windows devices; use a recent rendering interface for speed and effects support ; cross-platform and code portability ; easy updates of snes9x core (no modifications to the original sources).
Capabilities
* Support save states
* Support cheats (put a "rom_name.cht" file with game genie codes in cheat folder)
* Support 2x, 3x, fit, fit 4/3 and fullscreen hardware linear scaling
* Support software filtering (tv2x, smooth, supereagle, 2xsai...)
* Support titles, previews, and icons images (png), named as the rom name with png extension instead zip/sfc, in their respective directory (to be created if needed).
* Support database file for rom handling. You'll need a "db.xml" file located alongside the application. The current "db.xml" file comes from dat-o-matic, and contains a complete "no-intro" romset. Your rom files must be zipped and named as per this set (http://datomatic.no-intro.org). You can enable/disable this option from the option menu (restart required).
Currently supported devices
* Linux (sdl1, sdl2)
* Nintendo Switch (libnx, sdl2)
* Sony Ps Vita (vitasdk, vita2d)
pSNES v4.3 Changelog
psnes: fix audio crackling
psnes: hide unneeded options from options menu
psnes: allow listing unknown files in rom listing
psnes: add BLOCK_INVALID_VRAM option
psnes: add TRANSPARENCY option
psnes: add DISPLAY_MESSAGES option
psnes: add FRAMESKIP, TURBO_MODE and TURBO_FRAMESKIP options
psnes: allow frameskip on switch, while not really needed...
psnes: update snes9x core to latest version (03/31/2020, 432fc08498b33190a41ae659c3c5fccbeb5b8b3e)
psnes: include all pFBN changes since last pSNES release (a lot)
all: add SHOW_REAL_NAMES ui option to show zip names (or fbn names) instead screenscraper name in rom listing
all: lower videos previews size (1/2 size, 20 seconds instead 36).
https://github.com/Cpasjuste/psnes
http://www.emucr.com/2020/04/psnes-v43.html
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April 13th, 2020, 22:54 Posted By: wraggster
BetterJoyForCemu v6 is released. Allows the Nintendo Switch Pro Controller to be used with the Cemu Emulator and Cemuhook. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
BetterJoyForCemu Changelog:
Added option from starting the application minimized to tray
thanks marco-calautti
Fixed gyro drift on some controllers
thanks brakhane
Added option to config to remove affected devices at application shutdown
Should prevent any more issues of the controller being unusable after the program (even though this can be fixed if you read the README)
Added battery level indicator by changing background colour of respective controller icon
Fixed multi-joycon lag
thanks quark-zju
Allow for more than one pair of joycons to be joined up
Fixed stick casting overflow
thanks idan-weizman
Separated swap buttons into swapAB and swapXY; hid BetterJoy from Alt+Tab when minimised
Added way to automatically enumerate options and enable to control them directly from the UI. Any further options can be supported.
Click the arrow to open config panel.
thanks StarryTony
Fixed joycon LED bug and minimising behaviour.
thanks agustinmorantes
Added option to calibrate gyroscope for 3rd (and 1st) party controllers.
Experimental - only supports pro controllers at the moment
thanks xqdoo00o
see NonOriginalController option
Fixed exception when pressing Add Controllers button
thanks spacechase0
Added the ability to toggle the HOME button ring LED on and off
thanks Houdini111
Perform null check on enumerate.serial_number. Caused by Mayflash Dolphinbar and nonOriginal selected
thanks Trozmagon
Added a way to use single joycon in vertical mode
with a single joycon attached, click on the icon to change its orientation
Added Switch SNES controller support
thanks KurtYilmaz
Added option to use gyro input as mouse input
works quite well actually! It's a bit like playing Wii!
with left-handed mode
Improved start-up and shut-down time
improves usability immensely
Added option to disable motion server
Fixed USB lag (hopefully)
Added option to remap special buttons to keybindings
https://github.com/Davidobot/BetterJoyForCemu
http://www.emucr.com/2020/04/betterjoyforcemu-v6.html
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April 13th, 2020, 22:56 Posted By: wraggster
Dolwin v0.12 is released. Dolwin is a Nintendo GameCube Emulator for Windows. Dolwin is an emulator of Nintendo Gamecube console. This platform is based on PowerPC-derivative processor, produced by IBM Corp. and codenamed Gekko. Dolwin mainly purposed to emulate homebrewn applications.
Dolwin v0.12 Changelog:
This release is an intermediate (WIP).
It was decided to slightly move the original plans for adding a recompiler and transfer them to 0.13.
This is due to the fact that the planned sound support, as it turned out, requires significant redesign of two Flipper components: DI and AI.
Redesigned interface for interaction with the DVD subsystem. It has become closer to the real interface of the connector. (#62)
Added support for DVD Audio and ADPCM decoder (#63)
Supports AI DMA (#20)
Sound output using DirectSound (#20)
Problems with sound synchronization still remain, but they are associated with some architectural limitations and how to fix them is also clear.
This release does not include traditional documentation (the Docs folder), but I’ll add a couple of documents that were created during the development process.
I hope that they are useful to someone else :=)
Be healthy)
https://github.com/ogamespec/dolwin
http://www.emucr.com/2020/04/dolwin-v012.html
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April 14th, 2020, 12:08 Posted By: wraggster
Animal Crossing: New Horizons has been removed from sale on various Chinese websites.
Nintendo's latest best-seller is not officially available in China yet, but has been sold to the region by importers on online marketplaces such as Taobao.
However, listings on such sites have now been removed, the BBC reports.
Niko Partners analyst Daniel Ahmad noted via Twitter that the order "comes from China's regulators" and enforces "an old policy from 2017."
This policy saw Taobao ban the sale of imported games but "hasn't really been enforced all that much, only on select games."
While no official reason appears to have been given, it is most likely Animal Crossing was selected in this case because of the growing number of players using the game as part of the ongoing Hong Kong protests.
Images have been shared around social media of in-game creations and events sharing the protestors' message, such as banners reading "Free Hong Kong - Revolution Now" or adding face masks to characters.
In one tweet, several users are seen hitting pictures of Hong Kong governor Carrie Lam with fishing nets.
Earlier this month, leader of the Hong Kong youth activist group Demosisto Joshua Wong tweeted that Animal Crossing was "fast becoming a new way for Hong Kong protestors to fight for democracy."
Restrictions around the spread of COVID-19 have prevented public rallies, so players have been using Animal Crossing as a platform. Our sister site USGamer has more information on this.
https://www.gamesindustry.biz/articl...-kong-protests
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April 14th, 2020, 12:10 Posted By: wraggster
A system software update is available, would you like to update now? Nintendo put out a new firmware version for the Nintendo Switch today, adding a bit more than the typical stability we're used to. Version 10.0.0 brings some new features to the system, including the ability to remap your controllers and save custom layouts for Joy-Cons, Switch Pro Controllers, and the Switch Lite buttons. There's also a new section in the system settings that lets you toggle displaying your play data to others, or deleting it outright. Those that want to spice up their profile icons can do so, with six new Animal Crossing: New Horizons images that have been added. Another useful feature in 10.0.0 also allows users to transfer games from their system storage to a micro SD card, or the other way around. This works for game data, updates, and DLC, but it does not work for transferring save files to an SD.
Ver. 10.0.0 (Released April 13, 2020)
Added a bookmark feature to News.
This feature allows you to bookmark your favorite news items. - A maximum of 300 news items can be bookmarked.
- An internet connection is required to view bookmarked News items.
- News items that are no longer available cannot be viewed, even if they were bookmarked.
Added an option to transfer software data between the system memory and an SD card.
- Users can now transfer downloadable software, update data, and DLC from the system memory to an SD card (and vice versa).
- Note that save data and some update data cannot be transferred to an SD card.
Added an option to remap the controller buttons.
- Analog stick and button configurations can now be changed for each paired controller.
- Custom configurations can be saved as favorites in System Settings > Controllers and Sensors.
- Custom configurations are stored on the Nintendo Switch system.
- Configurations can be customized for the following controllers: Joy-Con (L), Joy-Con (R), Nintendo Switch Pro Controller. Button configurations can also be customized on the Nintendo Switch Lite system.
- This feature is not available for other controllers.
- On each system, up to five favorite custom configurations can be saved for Joy-Con (L), five for Joy-Con (R), five for Nintendo Switch Pro Controller. Five configurations can also be saved as favorites for Nintendo Switch Lite.
Added a new section in User Settings for Play Activity Settings.
- The options for "Display play activity to:" and "Delete Play Activity" have been moved from Friends Settings to the new Play Activity Settings.
Added new selections to the lineup of user profile icons.
- Select from 6 new icons from the Animal Crossing: New Horizons game for your user.
General system stability improvements to enhance the user's experience.
Click to expand...
Source
https://gbatemp.net/threads/switch-f...-to-sd.562376/
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April 14th, 2020, 12:19 Posted By: wraggster
Other than letting you install plugins, emulators and homebrew, hacking your console also gives you the ability to use cheats in games which can make them infinitely less frustrating if you’re looking for a more casual experience.
Switch Cheats Updater is a nifty little homebrew utility that takes care of downloading and updating cheat files for you!
Obviously, cheats need to be supplied somehow and getting them on your console by copying them via FTP or taking out your microSD can be a tad annoying so Homlet decided to release Switch Cheats Updater to make your life easier!
As its name suggests, Switch Cheats Updater is a homebrew utility released a few days ago that updates cheat files for games you have installed by downloading them off the internet. For its source, matias3ds’ GBATemp cheat code list is used and this is forwarded over to a mirror by Homlet which should update daily. Ever since its release, it received various improvements which include:
- The ability to delete cheats and opt-in on downloading instructions
- Detection of games installed on the NAND or gamecards together with XCI support for SX OS users
- Some bug fixes relating to SX OS and cheats not being extracted for games whose Title ID was in lower case.
You may read more about Switch Cheats Updater and find download links in its GBATemp release thread.
http://wololo.net/2020/04/13/psvita-...er-which-lets/
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April 14th, 2020, 12:32 Posted By: wraggster
It's a port of Kirikiri which is a rather popular engine for visual novels in Japan. There's about a 1/2 chance any given VN is implemented on Kirikiri - this allows to run a sizeable chunk of them on the switch (with some compatibility hacks applied, depending on the game.)
Version 1.1.0 of Kirikiri for Nintendo Switch / ニンテンドースイッチ用の吉里吉里
Changes in this version:
- Higher quality icon
- Font system from krkrz dev_multi_platform branch is implemented
- Incorrect event conversion is fixed
https://github.com/uyjulian/krkrs/releases
via http://wololo.net/2020/04/13/psvita-...er-which-lets/
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April 19th, 2020, 23:24 Posted By: wraggster
Nintendo's latest firmware update for the Switch adds a feature oft-requested by accessibility advocates.
Released yesterday, Switch firmware version 10.0.0 adds the option to remap 17 of the system's buttons to perform any of 18 button functions. (The home button cannot be remapped.)
Additionally, the right and left analog joysticks can be swapped for one another, and up to five custom configurations can be saved in the system for users to swap between.
According to disability advocates at AbleGamers, Nintendo has trailed other console makers when it comes to accessibility features.
In 2017, AbleGamers COO called on Nintendo to add system-level controller remapping, saying the company was "still the worst" when it came to accessibility issues. Spohn noted that Nintendo was the only platform holder at the time to prevent the use of third-party peripherals like those some disabled gamers rely on. (Microsoft would actually make its own such product with the Xbox Adaptive Controller the following year.)
https://www.gamesindustry.biz/articl...rols-remapping
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April 20th, 2020, 16:26 Posted By: wraggster
The ongoing Nintendo Switch shortage can partly be attributed to online bots that are targeting new units as soon as they are listed on retail sites.
That's according to Motherboard, which revealed a community of resellers using open-source software to scan sites for new Switch listings, add units to their basket and complete the checkout process faster than human buyers ever could.
The main tool used appears to be the free Bird Bot but others were named, including Scottbot, Swift and Phantom.
A Phantom representative told the site it saw its software used to buy over 500 Switches in the first 24 hours.
These bots even have Discord communities that act as customer service to the various resellers using them. The server Motherboard joins had up to 1,000 participants active in recent weeks.
Motherboard reports some resellers are charging $500 or more for a Switch on eBay, or in the region of $750 for the recently launched Animal Crossing bundle -- hundreds of dollars higher than their retail prices.
The creator of Bird Bot, a reseller identified as Nate, said he originally "made it as a joke, but I quickly realised how powerful it could be."
He added that while the bot was specifically designed to purchase Nintendo Switch units, it can be used for other items as well.
Targeted sites include Walmart, Best Buy and GameStop. While retailers try to block automated buying bots like these, their designers and users have found ways to mitigate this, such as routing traffic through multiple computers before making a purchase.
https://www.gamesindustry.biz/articl...-reseller-bots
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April 20th, 2020, 16:29 Posted By: wraggster
An update has arrived for Arcana - Seal of Rimsala! This is a modernization of the original game, featuring removed 90’s era Nintendo censorship (alcohol, death), faster gameplay, and a more coherent story.
This version touts a major buff to the Level 3 spells and the Flee spell, music during the opening text crawl, a fan-requested change, stronger unarmed damage, and more!
Leave your thoughts in the Arcana SOR discussion topic!
http://www.romhacking.net/forum/index.php?topic=24593.0
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April 20th, 2020, 16:36 Posted By: wraggster
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:
|
Windows, Linux and macOS:
Tweaking options for screen ghosting, fast forward and dot matrix effect.
Improved gamepad support and configuration.
Add backers into About window.
Raspberry Pi 4:
Desktop app.
All platforms:
Fix MBC1 Multicart.
Several bug fixes. |
https://github.com/drhelius/Gearboy
via http://www.emulation64.com/view/3051...v303-released/
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April 20th, 2020, 16:37 Posted By: wraggster
via http://www.emulation64.com/view/3050...v100-released/
It is brand new doesn't found on http://www.emucr.com which you might have found many here on emutalk.net. It is not one of them at all.
Today I’m releasing PyBoy v1.0.0! A Game Boy emulator written in Python, focused on scripting, AI and learning.
Back in 2015, it started as a university project. But I’ve kept working on it, and others have started contributing as well over the years. Today we thought it was time to officially release PyBoy v1.0.0 on PyPi and GitHub!
What is PyBoy
In short, it’s a Game Boy emulator written from scratch in pure Python, with additional support for scripting through an API. We’ve added type definitions, which allows us to compile the software using Cython to get performance comparable to emulators written in C and C++.
Installation
The installation instructions are simple: Install SDL2 on your system, and install PyBoy through pip install pyboy. If you need to compile from source, we also have detailed instructions on the GitHub Wiki for Mac, Linux and Windows.
https://github.com/Baekalfen/PyBoy/wiki/Installation
Features
PyBoy is designed to be accessible from Python, so we support and encourage people who want to make experiments, bots or AI’s to try it out. We are building game-specific wrappers, which at the moment allows programmers to interface with Tetris and Super Mario Land, without any intricate knowledge of the Game Boy.
Documentation can be found at: https://docs.pyboy.dk .
We also want to learn and experiment with more exotic features. Based on work from a university project, we’ve added rewinding to the emulator. Which means, you’ll be able to turn back time in any game.
We support: macOS, Raspberry Pi (Raspbian), Linux (Ubuntu), and Windows 10.
https://github.com/Baekalfen/PyBoy
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April 20th, 2020, 21:20 Posted By: wraggster
There's something concerning going on, as Nintendo Switch owners are reporting that they're seeing suspicious attempted log-ins for their account. Many users are sharing that they've either received emails from Nintendo with notices of log-ins from new devices, or even some that say their saved payment information was used to purchase V-bucks in Fortnite without their authorization. While Nintendo hasn't confirmed or denied as to whether or not there was a data breach or if there's a problem unfolding, it would be wise to make sure your account is secured. You can do so by resetting your password, checking out if there's been an unauthorized log-in attempt by looking at your history, removing your linked PayPal or Credit Card accounts, or turning 2-Step Verification on for your Switch account, which Nintendo themselves recommended just last week.
https://gbatemp.net/threads/suspicio...cessed.562982/
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April 20th, 2020, 21:29 Posted By: wraggster
Swiss r827 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
A few too many reports of Memory Slot A not working are popping up, so here goes.
@cristofercruz committed:
Updated list view and region icons
@emukidid committed:
Fix analog range issue on scrolling (issue #329)
@Extrems committed:
Fix build with devkitPPC release 36.
Fix Memory Slot A usage with no patch device present.
Fix issue with timer 3-4.
Prepare for full DI emulation.
Add basic disc read speed emulation for GCLoader.
Stop streaming audio on IGR.
Skip ELF duplicate of default DOL.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2020/04/swiss-r827.html
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April 20th, 2020, 21:31 Posted By: wraggster
Cemu v1.18.1 is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu Changelog:
general: Updated languages files
general: Fixed command line -help command and extractor tool
CPU/JIT: Tweaked behavior of JIT when recompiling code from dynamic code area (#310)
Should increase robustness for titles which frequently modify code (mostly webkit based titles)
Vulkan: Added support for rendering with 0..1 depth range (HalfZ)
Used by Smash for shadow rendering
Vulkan: Added support for fast color clear
Fixes graphics in Pokkén Tournament
GX2: Tweaked GX2SwapScanBuffers()
Under specific conditions this API can trigger implicit synchronization. Pokkén relies on this behavior
debugger/patches: Added support for unary plus in expressions (#309)
input: DSU Client now supports mapping the touchfield as a button
padscore: Added WPADIsMplsAttached and WPADGetAccGravityUnit
Required for Wiimotes to work in Mario Kart 8
http://cemu.info/
http://www.emucr.com/2020/04/cemu-v1181.html
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April 20th, 2020, 21:44 Posted By: wraggster
emu4crt A12 is released. emu4crt is a Mednafen emulator mod intended to be used on a system connected to a CRT screen. It brings "pixel-perfect" rendering by switching host resolution to match emulated system resolution.
Mednafen modules ported to emu4crt:
* Sony Playstation
* Sega Saturn
* Nintendo NES/Famicon
* Nintendo Super NES/Super Famicom
* NEC PC Engine / PC Engine CD / SuperGrafx
Many options, meaningless in a CRT screen usage, have been removed from Mednafen in provided emu4crt build (shaders, etc.).
https://github.com/emu4crt
http://www.emucr.com/2020/04/emu4crt-a12.html
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April 20th, 2020, 21:47 Posted By: wraggster
Nintendulator 0.985 beta (2020/04/15) 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/2020/04/nintend...-20200415.html
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April 20th, 2020, 22:01 Posted By: wraggster
DaedalusX64-3DS v0.0.2 is released. Daedalus X64 port for 3DS through picaGL. DaedalusX64 is a Nintendo 64 emulator for Linux and PSP, with plans to port to Windows, Mac, PS Vita among other platforms. The PSP port is noteworthy for being the fastest N64 emulator ever on the platform, achieving close to or even full speed in many titles.
DaedalusX64-3DS v0.0.2 Changelog:
Extract contents to the root of the SD card.
Place ROMS inside "sdmc:/3ds/DaedalusX64/Roms"
Use the select button to exit the emulator.
https://github.com/masterfeizz/daedalusx64-3DS
http://www.emucr.com/2020/04/daedalusx64-3ds-v002.html
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April 20th, 2020, 22:08 Posted By: wraggster
GBARunner2 (2020/04/13) is released. GBARunner2 ia a GBA hypervisor for DS. By default GBARunner2 will look for a "GBA" folder in the root oft the SD card, and open it. Otherwise, it will open the root of SD card. Put roms and a gba bios as "bios.bin" in the "GBA" folder or the root of your sd card. Make sure the roms are sram patched if needed. Hidden or system files and folder won't be shown, so "bios.bin" file can be hidden.
GBARunner2 changelog:
…load value 0
https://github.com/Gericom/GBARunner2
http://www.emucr.com/2020/04/gbarunner2-20200413.html
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April 21st, 2020, 22:19 Posted By: wraggster
Nintendo is investigating a potential security breach after dozens of users reported unauthorised login attempts to their accounts.
Earlier this week, Nintendo advised users to activate two-factor authentication following a spate of third-party logins.
The issue was first highlighted by Twitter user Pixelpar, and was met with over 50 responses from people with similar concerns.
"We are aware of reports of unauthorized access to some Nintendo Accounts and we are investigating the situation," a Nintendo spokesperson told VGC.
"In the meantime, we recommend that users enable two-step verification for their Nintendo Account as instructed here.
https://www.gamesindustry.biz/articl...login-attempts
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April 21st, 2020, 22:24 Posted By: wraggster
Nintendo is planning to ramp up production on the Switch, according to a Nikkei Asian Review report.
The outlet says parts suppliers have been told by Nintendo that the company wants to boost overall Switch production by 10% in 2020.
"We hope [suppliers] will be responsive to the production increase, but for procurement of some parts, the outlook remains uncertain, and we can't forecast exactly how many Switches can be supplied," a Nintendo representative said to Nikkei.
https://www.gamesindustry.biz/articl...tch-production
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April 21st, 2020, 22:25 Posted By: wraggster
GB Enhanced+ is a DMG/GBC/GBA emulator and experimental NDS emulator. It is the successor to the original GB Enhanced project with a focus on enhancements and emulating as much of the Game Boy as possible.
Notables Changes:
|
Improved NDS support. Still very WIP, but now a number of commercial games boot and run.
Added support for the Multi Plust On System
Added support for the Turbo File GB and Turbo File Advance
Added Game Boy Wars 3 data for internal GB Mobile Adapter server
Added the ability for GBE+ to connect to a recreated GB Mobile Adapter server (such as the one from the Reverse Engineered Open Network)
Added support for the AGB-006 and emulated CDZ models Zoids.
Added a full database of all 70 Cosmic Characters for Full Changer used in Zok Zok Heroes.
Added support for a few NDS Slot-2 devices (Rumble Pak, Ubisoft Thrustmaster Pedometer, HCV-1000). |
https://github.com/shonumi/gbe-plus
http://www.emulation64.com/view/3054...-v14-released/
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April 22nd, 2020, 15:01 Posted By: wraggster
A Nintendo investor believes the company can rival the biggest digital services if it continues to build on the success of the Switch and its world famous IP.
Reuters obtained a letter from ValueAct Capital Partners, which disclosed the firm has purchased around 2.6 million shares in the company since April 2019.
This gives ValueAct a 2% stake in Nintendo, worth over $1.1 billion.
In the letter, the investor said it has has been meeting with Nintendo's management and believes in the vision of president Shuntaro Furukawa.
A Nintendo spokesperson confirmed to Reuters that the company is "aware that ValueAct is holding a stake" and has "been engaged in dialogue with them," but does not disclose the details of its conversations with investors.
ValueAct says there is room for the platform holder to grow, both in the games space and as a broader entertainment company.
"We believe Nintendo will be one of the largest digital media services in the world, in a category with the likes of Netflix, Disney+, Tencent Interactive Entertainment and Apple Music," the company wrote.
It's worth noting Nintendo is already taking steps to broaden its offering, with projects like the Super Nintendo Land section of the Universal Studios theme park in Osaka, and the upcoming animated feature film from Despicable Me creator Illumination Entertainment.
The letter goes on to say Nintendo has not thrived as much as other games publishers such as EA and Activision, although its fortunes have improved over the course of the last ten years.
https://www.gamesindustry.biz/articl...igital-service
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April 22nd, 2020, 21:33 Posted By: wraggster
Animal Crossing: New Horizons sold an estimated five million digital copies in its launch month of March, setting a record for the most digital units of a game sold in a single month and making it March's best-selling digital console title.
This is according to Superdata's estimates, which have New Horizons beating the previous single-month record set by Call of Duty: Black Ops IIII.
At No.4 for digital console sales in March was Doom Eternal, which also came in at No.5 on PC, selling three million digital copies and beating Doom 2016's 957,000 units of launch month sales.
Also last month, Activision launched the free Warzone mode for Call of Duty: Modern Warfare, driving a 159% month-over-month increase in MAUs to 62.7 million -- this number includes both users who purchased the full game, and who downloaded only the free Warzone mode.
And Half-Life: Alyx also launched, and was played by 869,000 people in March -- including those who got the game for free with a Valve Index.
It generated $40.7 million in digital revenue, and was the No.8 best-selling digital PC title last month.
Overall, Superdata estimates that digital spending reached its highest total for a single month ever in March at $10 billion, up 11% year-over-year from $9 billion last March.
Premium console revenue was up 64% month-over-month from $883 million to $1.5 billion, and premium PC revenue up 56% month over month from $363 million to $567 million.
https://www.gamesindustry.biz/articl...a-single-month
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April 22nd, 2020, 21:35 Posted By: wraggster
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:
|
gearboy-3.0.4
Bump version to 3.0.4 |
[url]https://github.com/drhelius/Gearboy[/quote]
http://www.emulation64.com/view/3057/Gearboy-v304-released/
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April 22nd, 2020, 21:37 Posted By: wraggster
Game Boy emulator written in Python.
PyBoy Changelog:
Fixed Tile image (#118)
Installation
The instructions are simple, if you already have a functioning Python environment on your machine.
Install SDL2 through your package manager:
Ubuntu: sudo apt install libsdl2-dev
Fedora: sudo dnf install SDL2-devel
macOS: brew install sdl2
Install PyBoy using pip install pyboy (add --user if your system asks)
Now you're ready! Either use PyBoy directly from the terminal $ pyboy file.rom or use it in your Python scripts:
from pyboy import PyBoy
pyboy = PyBoy('ROMs/gamerom.gb')
while not pyboy.tick():
pass
https://github.com/Baekalfen/PyBoy
http://www.emulation64.com/view/3055...v101-released/
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April 22nd, 2020, 21:39 Posted By: wraggster
GBARunner2 (2020/04/21) is released. GBARunner2 ia a GBA hypervisor for DS. By default GBARunner2 will look for a "GBA" folder in the root oft the SD card, and open it. Otherwise, it will open the root of SD card. Put roms and a gba bios as "bios.bin" in the "GBA" folder or the root of your sd card. Make sure the roms are sram patched if needed. Hidden or system files and folder won't be shown, so "bios.bin" file can be hidden.
GBARunner2 changelog:
More optimizations for memory instruction emulation
https://github.com/Gericom/GBARunner2
http://www.emucr.com/2020/04/gbarunner2-20200421.html
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April 27th, 2020, 22:26 Posted By: wraggster
Gaming brands are spending more money on TV advertising during the COVID-19 lockdown, and impressions have nearly doubled in the US.
That's according to data from VentureBeat and iSpot.tv, which found that ad spending in the US reached $19.2 million between March 16 and April 15, generating 1.29 billion impressions.
Many state governments introduced lockdown measures in response to the coronavirus pandemic around late March, providing game companies with a captive audience to sell and advertise to.
Nintendo continues to prioritise Animal Crossing: New Horizons with its current ad campaign, which has surpassed 713 million impressions during the period and far surpassed the exposure of any other game company.
https://www.gamesindustry.biz/articl...fs-competitors
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April 27th, 2020, 22:31 Posted By: wraggster
Nintendo Japan today confirmed that around 160,000 users accounts have been illegally accessed by third-parties.
While no credit card information was exposed, affected users had their nickname, email address, date of birth, gender, and country data exposed.
Nintendo said there is currently no evidence of a breach to its databases, servers or services, but an investigation is still on-going.
As a precautionary measure, users will no longer be able to login using their Nintendo Network ID; all other sign-in options will remain available.
Nintendo will also be contacting affected users, advising them to reset their passwords and set-up two-factor authentication.
"During the investigation, in order to deter further attempts of unauthorised sign-ins, we will not reveal more information about the methods employed to gain unauthorised access," said the company in a statement.
"We apologise for the inconvenience and concerns caused to our customers, and we will continue working hard to safeguard the security of our users' data."
https://www.gamesindustry.biz/articl...login-attempts
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April 27th, 2020, 22:40 Posted By: wraggster
Mesen-S is a cross-platform SNES emulator for Windows & Linux built in C++ and C#.
Bug fixes
|
DSP: Fixed KOF register initial value to fix missing sound effects in a couple of games
SA-1: Fixed some bugs, improved timings and implemented some missing features (Fixes SMRPG)
IRQ/NMI: Improved timing/logic, fixes some issues in a number of games.
PPU: Fixed issues with mosaic effect
Debugger: Fixed some disassembly bugs and improved CA65 integration
Audio: Fixed issues with sound resampling that caused the sound quality to be slightly degraded |
https://github.com/SourMesen/Mesen-S/releases/tag/0.4.0
http://www.emulation64.com/view/3062...been-Released/
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April 27th, 2020, 22:43 Posted By: wraggster
NO$GBA pronounced as No Cash GBA is a Nintendo DS / DS Lite and GameBoy Advance emulator for Windows XP, Vindows VISTA and MS-DOS. NO$GBA options include emulating all known save types as well as and multiple cartridges reading. NoGBA supports multiplayer and is able to load multiple NDS ROM files for linking games. Multiplayer for GBA Games is also supported.
25 Apr 2020 - version 3.01
3ds/help: added info on arm11/arm9 bootrom 3DS Exception Vectors
3ds/help: added info on bootrom key generator for AES key slots
3ds/help: added more notes/questions on still needed unknown gpu things
3ds/help: more gpu notes from 3dbrew (but isn't yet understood what they mean)
3ds/help: ntrcard on arm11 side: triggers cdma 01h, and interrupt 44h
3ds/help: clarified gamecard insert/pwroff irqs on arm9 and arm11 sides
3ds/help: info on starting/stopping arm11 cpu1 and cpu2/3 cores
3ds/help: details: pad irq 5Bh, memory enable for 08100000h and 1F000000h
3ds/help: added specs for Level 2 Cache (L2C) registers and cache irq 76h
3ds/help: added specs for AXI bus matrix registers (mostly readonly)
3ds/help: added specs ARM7 aka GBA config registers (and guess on gba footer)
3ds/help: added specs for LGYFB gba/nds framebuffer converters (thanks sono)
3ds/help: added specs for RGB-to-RGBA converter (L2B) (new3ds mvd related)
3ds/help: added specs for YUV-to-RGBA converter (Y2R) (camera related)
3ds/help: added many details for CTRCARD registers/seed/protocol
dsi/help: added SCFG_CARD_xxx_DELAY specs, better cart power on/off sequences
3ds/help: added chapter with 3DS Console IDs and ID0/ID1 folder names
3ds/help: added mcu reflashing specs via uart cable on tool0 pin
3ds/help: renamed mcu looping-queue-stack-nonsense to battery-backed-ram
3ds/help: added details on mcu i2c-slave devices (fuel gauge and powerman/tsc)
3ds/help: rev-engineered RSA and SHA register details
3ds/help: fixed weird IPC_SYNC aka PXI_SYNC description
3ds/help: added specs for VFP vector-floating-point opcodes/registers
3ds/help: added tsc page 64h/65h/67h/FBh register info (thanks profi200)
gba/bios: fixed multiboot-upload crash upon too many slaves or too much data
dsi/debug: debugmsg window displays TSC page number alongsides with TSC index
a22i/arm: bugfixed shortform for MOV Rd,shift (other than ALU Rd,Rx,shift)
a22i/float: added data directives .float16/24/32/64/80
a22i/dis: fixed corelink dma reladdr for loops (unsigned, target=$-offset)
3ds/disass: bugfixed RL78 short addr, and "[SFR+1]" for MSBs of SFRs
3ds/debug: added RL78 assembler for MCU code (and RL78 opcode list in help)
3ds/debug: added assembler/disassembler for VFP floating point opcodes
3ds/debug: added assembler/disassembler for CDMA/XDMA corelink dma opcodes
http://problemkaputt.de/gba.htm
http://www.emulation64.com/view/3059...-301-released/
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April 27th, 2020, 22:44 Posted By: wraggster
GBAtemp community member @DevL0rd just made public the release version of his homebrew app SkyNX that allows users to stream PC games to their Nintendo Switch console. With a homebrew-enabled Switch, SkyNX lets you stream PC games, complete with audio, to your Switch at 60 FPS. It also supports up to 4 Joy-Cons and some touch controls on the Switch.
Below are some of the key features: - Stream PC games with audio to switch at 60 FPS
- Handles up to 4 JoyCon pairs. (4 Players at once)
- Optionally disable video to use the JoyCons as remotes on PC
- Optionally disable audio.
- Optionally swap A and B AND X and Y.
- Handles basic touch input.
- Handles right click. (Touch with 1 finger, tap with the second)
- Handles scrolling. (Your standard 2 finger scroll.)
Downloads and instructions on how to install SkyNX can be found in the link below, but keep in mind that you are performing these at your own risk. If you have any questions or comments, feel free to join in the discussion in the GBAtemp thread below.
UPDATE:
There's now a how-to video about setting up SkyNX on your compatible Switch, and it gives you a look at the software in action:
https://github.com/DevL0rd/SkyNX/releases
https://gbatemp.net/threads/homebrew...switch.563409/
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April 27th, 2020, 22:44 Posted By: wraggster
Lagging slightly behind the competition, Team Xecuter have been hard at work to see their SX OS continue to be enjoyed on the latest firmware. As well as this, support for the recently released China region Switch cartridges has been implemented, on top of general improvements to online local multiplayer.
You can check out their press release below: This SX OS update addresses the following things: - Full support for firmware 10.0(.1)
The latest and greatest firmware is fully supported now. This includes compatibility with the minor update released this week (10.0.1)!
- Local Multiplayer over the internet (LAN play) updated.
Local Multiplayer over the internet (LAN play) has gotten some stability improvements. This should help with newer games like Animal Crossing. Please keep in mind to use appropriate MTU/PMTU settings, as some games are very picky about the introduced latency when playing over the internet.
- Support for chinese gamecart images.
We have added support for playing backups of chinese gamecart (XCI) images. The switch released in Mainland China only has very few cartridges available at the moment, but this groundwork has also been made so we can support playing western games on chinese switches that soon will be able to run SX OS using our new SX Core/Lite product family!
Click to expand...
Users of the SX Autoloader should be aware you need to update it as well also, so please check the Official TX Community or their Official TX Chat Server for the updated files from Team [WAIN].
https://gbatemp.net/threads/sxos-v2-...d-more.563261/
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April 28th, 2020, 15:44 Posted By: wraggster
m64p (2020/04/23) is released. m64p uses mupen64plus-gui, a brand new mupen64plus frontend written in Qt5. It supports all thing things you’d expect from a frontend (savestate management, pausing, screenshots, etc..). m64p comes bundled with GLideN64 for the graphics plugin. It should give you the best out-of-the-box experience available for N64 gaming.
m64p changelog:
Fixed issue with D-Pad detection for DInput controllers
Performance improvement for Top Gear Overdrive and Top Gear Hyperbike
Other minor bug fixes
http://www.emucr.com/2020/04/m64p-20200423.html
https://m64p.github.io/
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April 29th, 2020, 11:54 Posted By: wraggster
hid-mitm-plus is a hid-mitm (by jakibaki) fork that allows for up to 4 controllers (and in the future 8) to be used on a Nintendo Switch from a PC using the network. The purpose for this is to allow the Nintendo Switch to be playable through services such as Parsec (tested and working!) or Steam Remote Play Together (if you somehow manage to and I would love to hear an explanation)
Currently, this sysmodule is still a WIP with a pre-release available as a lot of optimizations and testing must be made.
More details are available on the github repository and any kind of feedback is welcomed!
https://gbatemp.net/threads/hid-mitm...remote.563744/
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April 29th, 2020, 12:17 Posted By: wraggster
New action platform titles are few and far between. Great ones are even harder to find. There simply are not a lot of these being made anymore. Most independent homebrew developers fall back on easier genres such as scrolling shooters, First-Person (FPS) games, or mashups of various genres. Knights of Bytes have already tackled the 2D side scrolling action platform genre on Commodore 64 with Sam’s Journey. Now they are bringing their hit action title to the Nintendo Entertainment System.
http://retrogamingmagazine.com/2020/...-sams-journey/
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April 29th, 2020, 12:24 Posted By: wraggster
If you’ve ever touched a hacked Nintendo 3DS then chances are that some version of Luma3DS was installed on it as it’s effectively the most popular CFW for the console thanks to a wide range of features, support for many hacks and all Nintendo 2/3DS models. As Luma3DS’ codebase is pretty stable and interest in the 3DS isn’t as it used to be, releases are generally a few months apart but now, we’ve got Luma3DS 10.1 & 10.1.1 (released a day apart) which come with:
- Much faster shutdown time with your 3DS now expected to shut down in 2.5-3.5 seconds rather than up to 16 seconds (10.1.1)
- This was brought about by fixing regressions from Luma3DS 10.0 & 10.0 together with a bug from 2016 being ironed out meaning that Luma3DS 10.1.1 should be one of the fastest versions to shut down from all Luma3DS versions!
- Booting on Firmware 4.x has been fixed if you’re still using such an ancient firmware (10.1)
- Speaking of older firmwares, it’s now possible to launch *.3dsx applications on Firmware 4.x-7.x as long as Rosalina is supported
- Two new options in Rosalina’s ‘System Configuration’ submenu were added namely one for forcing a WiFi network (allows local network homebrew to work even if the connection test fails) and the ability to disable short POWER button presses (10.1)
- Support for BPS patches (10.1)
- Changes to the NTP (Network Time Protocol) submenu together, the checking of button combos again after PIN/splash screens in the ARM9 menu and various bug fixes which can be seen in the GitHub changelogs linked below
- Luma3DS 10.1.2 is to be expected soon according to TuxSH as a regression from Luma3DS 10.1.1 was found.
To learn more about Luma3DS 10.1 and 10.1.1 while also grabbing them for your 3DS, follow this link to their GitHub release page and obviously grab Luma3DS 10.1.1! A user on Reddit has reported that Luma Updater allowed them to update to Luma3DS 10.1.1 just fine which one of the easiest way to install its.
http://wololo.net/2020/04/28/playsta...-4-x-boot-fix/
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April 29th, 2020, 12:32 Posted By: wraggster
In just a span of 11 days, the Atmosphere CFW for the Nintendo Switch received 3 updates with the last one being version 0.12.0. For those who are out of the loop, Atmosphere is a highly popular CFW for hackable Nintendo Switch consoles which include fusee-gelee vulnerable units and ipatched units on FW 4.1.0 but this shall soon extend to all Switch units currently on the market with Team Xecuter’s upcoming SX Lite and SX Core hacking solutions.
Other than features like emuMMC and excellent custom sysmodule (plugin) support, Atmosphere also has pretty good support by its developers and now, Atmosphere 0.12.0 has been released with the following updates:
- Two sysmodules, namely pgl (Program Launcher) and jpegdec were re-implemented
- The re-implemented pgl module allows sysmodules and homebrew to subscribe for process event notifications
- The re-implemented ‘jpegdec’ sysmodule comes with two sessions instead of one thus allowing homebrew to use it for software JPEG decoding as well
- Both sysmodules make use of less memory than Nintendo’s implementations – more technical details can be viewed in the change log linked below
- The configuration for exosphere was moved to “SD:/exosphere.ini”
- Dmnt’s Cheat VM now supports 3 new opcodes (commands) thus allowing for ‘dynamic’ cheats
- This could help with cheats that give players items by allowing them to learn how many items a player has
- You may read more about Atmosphere 0.12.0 and grab it for installing on your console by following this link to its GitHub Release Page
http://wololo.net/2020/04/25/switch-...treaming-to-t/
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April 29th, 2020, 20:57 Posted By: wraggster
This patch modifies all the portraits of the family members in the game to resemble to their movie counterpart. It also fixes some graphical glitch (like the sprite of Thing in the master bedroom, and the eyes of Granny in the gallery) and it refines various tiles in the game. Give it a try!
https://www.romhacking.net/hacks/5098/
This is for NES Fans
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April 29th, 2020, 21:00 Posted By: wraggster
The Gamevice saga continues. Not content with losing in their infringement case last month, Gamevice dredged their patent claims against Nintendo up again, in hopes of actually winning this time around. After filing with the United States International Trade Commission, the USITC will be moving forward by investigating the claims made by Gamevice that Nintendo is infringing upon their patent of a tablet system with detachable controllers. Previously, the Patent Trial and Appeal board threw out Gamevice's case after investigation, but this latest announcement means that while the merit of the case itself hasn't been determined, a judge will still be assigned to investigate the validity of the claims, even though the US Patent and Trademark Office already ruled that devices that attach video game controllers to tablets is "unpatentable".
By instituting this investigation (337-TA-1197), the USITC has not yet made any decision on the merits of the case. The USITC’s Chief Administrative Law Judge will assign the case to one of the USITC’s administrative law judges (ALJ), who will schedule and hold an evidentiary hearing. The ALJ will make an initial determination as to whether there is a violation of section 337; that initial determination is subject to review by the Commission.
https://gbatemp.net/threads/gamevice...-usitc.563818/
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April 29th, 2020, 21:03 Posted By: wraggster
Released years ago was a series of Pokemon Mystery Dungeon games for the Nintendo Wii. Unfortunately, they were exclusive to Japan, and never got an official western release. Thanks to a fan-translation team, however, English-speakers can now play and understand the Pokemon Mystery Dungeon Blazing, Stormy, and Light Adventure Squad games. Previous online events were also re-added to the game through Wiimmfi and RiiConnect24, allowing players to obtain event Pokemon, with capabilities for online friend rescue to be added at a later date.
Finally the Japan-exclusive WiiWare Pokémon Mystery Dungeon titles, the Adventure Squad series, have been translated! Patches for each game have been released after months and months of hard work from fans of the series. The team has also worked with the Wiimmfi and RiiConnect24 teams in order to restore the event Pokémon that were distributed for this game. Other features of the translation include:
-Pokémon nickname limit expanded to 10 characters (Japanese 5)
-Buddy Passwords fully functional. These can now be found by hitting the Wii Home button, then pressing the "Operations Guide" button.
-Pre-patched with Wiimmfi and RiiConnect24 for ease of event access. Friend Rescues do not work currently, but are being looked into.
-Item icons and many descriptions ported from Super Mystery Dungeon
-Dummied/beta items ported from Explorers of Sky have been restored. Inaccessible in-game, can be accessed with cheats.
-It's in English now, which is cool.
Click to expand...
Source
https://gbatemp.net/threads/pokemon-...-patch.563763/
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April 30th, 2020, 13:34 Posted By: wraggster
Nintendo continues its train of minor fixes to the 10.x.x line of system software. This time, it isn't just stability mentioned in the patch notes. Nintendo has fixed a prior issue where newly synced Switch Pro Controllers would operate with incorrect analogue stick inputs, which is now resolved thanks to the newly-released firmware version 10.0.2. Other than that, there's the standard stability improvements hidden within the update, per usual.
Ver. 10.0.2 (Released April 29, 2020)
General system stability improvements to enhance the user's experience, including a solution for the following:
We have fixed an issue where a Nintendo Switch console with system menu version 10.0.0 or 10.0.1 does not set up a new Nintendo Switch Pro Controller, sometimes causing incorrect joystick control.
Click to expand...
Source
https://gbatemp.net/threads/nintendo...ilable.563851/
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