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May 1st, 2019, 21:31 Posted By: wraggster
A gameboy emulator written in Pure Lua. Approaching feature completeness, but still a work in progress. This is designed to be fairly cross platform, and currently consists of a platform-independent gameboy module which contains the emulator, and a Love2D interface, presently the only supported platform.
Supported Features
* Pure Lua! Gameboy module should work on any Lua 5.2+ environment with the "bit" library available.
* Original Gameboy (DMG) and Gameboy Color (GBC)
* Decently cycle-approximate graphics
* Working 32KHz audio
* Multiple Palettes for DMG Mode
* SRAM and Save States
* Debug Panels for VRAM, Audio, IO and Disassembly
* Built-in filebrowser, drawn in software for easy porting
Notable Missing Features
* Super Gameboy support (planned)
* Serial Transfer port
* RTC Timer (Pokemon Gold / Crystal)
* HDMA Transfers (Used by a very small handful of games, notably Shantae)
LuaGB v0.1.1 Changelog:
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Now targets Love 11.2
LuaJIT settings optimized for a rather hefty performance boost. Credit to @nico-abram, @TannerRogalsky and @meepen for the suggestions.
Less unpack, more FFI. Several small speed improvements from light code reorganization
Audio now routes through QueueableSource, greatly reducing skips, pops, and latency when running fullspeed
Proper support for General Purpose and HBlank DMA, needed by a few popular CGB games |
https://github.com/zeta0134/LuaGB/releases
http://www.emulation64.com/view/2975...v011-released/
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May 1st, 2019, 21:35 Posted By: wraggster
binjgb is a Gameboy emulator implemented in C. It's a simple GB/GBC emulator.
binjgb changelog:
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* Fix high DPI rendering on MacOS
* Remove deprecated texture2D function from shader
* Merge pull request #17 from binji/shader-version
* Prepend shader version; avoid deprecated features
* Merge pull request #15 from aconbere/anders/fix_compile_errors_on_osx
* use PRIu64 as advised
* Fixes compile errors for implicit instantiation on osx
* Fix bugs I introduced in the last commit
* Clean up demo.js some more
* Use ES6 classes in demo.js
* Use idb library in demo.js
* Update wasm module after bg priority fix
* Fix bg priority bug
* Allow the UI to capture the keyboard
* Add delete button to JS demo |
https://github.com/binji/binjgb/releases
http://www.emulation64.com/view/2974...v013-released/
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May 1st, 2019, 21:38 Posted By: wraggster
Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).
Mednafen v1.22.2 Changelog:
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Apple2: Added basic support for WOZ 2.0 floppy disk images.
Lynx: Fixed a potential security vulnerability.
PCE: Fixed an an old regression(from around 0.9.0) that degraded DDA sample playback when playing a HES file.
PS1: Fixed a regression introduced in 1.22.0-UNSTABLE that broke a few PS1 games(e.g. "SimCity 2000" and "Rise 2").
SS: Added the European release of "Theme Park" to the internal database of games to use the data cache read bypass kludge with, to fix infinite boredom during the intro FMV. |
https://forum.fobby.net/index.php?t=...=1788&start=0&
http://www.emulation64.com/view/2971...1222-released/
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May 1st, 2019, 21:39 Posted By: wraggster
Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux, macOS and Windows ports.
The biggest changes in this release are some reversions which fix a couple games, some accuracy improvements which fix a couple more games, and some optimizations that speed things up a bit.
The Windows port now has an extra "Hacks" settings dialog that allows enabling some settings to allow older ROM hacks to work. The GTK port's hack settings are still hidden behind the -Ddangerous-hacks=true compile flag. The libretro port has had the remaining hack added. Use with caution and don't submit bug reports associated with enabling these hacks.
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- Fixed subscreen blending with master brightness < 100%.
- Fixed NMI timing when toggling enable bit. Fixes Chou Aniki--hack removed.
- Reverted an IPL map optimization that misses a weird edge case that caused
The Great Battle III to lock up.
- Clamp MSU1 addition to max amplitude instead of wrapping. Proper MSU1 tracks
will not be affected by this.
- Save mipmap_input parameter with customized GLSL and slang shaders.
- Actually use mipmap_input parameter.
- Optimized subscreen math with help from Dwedit.
- Revert to measured APU clock speed instead of nominal speed. Fixes An
American Tail.
- Fixed broken BPS patch support. (ArtiiP)
- Fixed MSU1 track restarting on load state.
Win32:
- Changed window flags to allow NVIDIA cards to auto-enable exclusive
fullscreen mode in OpenGL.
- Added a hidden option "DWMSync" that allows OpenGL to sync to the window
manager while in windowed or borderless windowed mode.
- The automatic frame skip option no longer limits to 59.94Hz.
- Fixed bad icon scaling.
- Added a hacks dialog to enable settings for older hacks to run.
libretro:
- Added ability to use Satellaview data in same directory as ROM.
- Fixed deviation from proper libretro spec.
- Added option to use the software NTSC filter. (stellarporter)
GTK:
- Added icons to the entries to clear binding assignments.
- Fixed overlap in xBRZ multithreading.
- Changed glFenceSync option to an OML_sync option that works better.
- Fixed accumulation of partial pixel data on mouse motion when we update the
mouse position more than once per frame.
- Allow one key to be bound to many controller buttons on the same controller.
- Force menu and button icons.
- Add the view menu to right-click when SNES mouse isn't used.
- Remove unused status bar option.
- Startup background can be changed in snes9x.conf.
- Improved PortAudio driver.
Unix:
- Fixed sound output that broke with APU refactor. |
https://github.com/snes9xgit/snes9x/releases+
http://www.emulation64.com/view/2970...v160-released/
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May 1st, 2019, 21:41 Posted By: wraggster
The end might just be nigh for the little handheld. Around this time last year, Nintendo promised investors that they would continue to support the Nintendo 3DS, with ports such as Kirby's Extra Epic Yarn, Mario & Luig: Bowser's Inside Story + Bowser JR's Journey, and Luigi's Mansion, alongside a new game in the form of WarioWare Gold. Now that fiscal year 2018 has come and gone, it's time to look towards the future; one that doesn't seem to focus the the small system. In the latest investor briefing, the only mention of the 3DS was comparing the Nintendo Switch to its sales numbers.
Company analysts forecast that around 1 million systems will still be shifted throughout 2019, though there is no word on any further first party releases. If you still haven't upgraded to the Nintendo Switch, you'll still have an upcoming title at least, in the form of Atlus' Persona Q2. Currently, over 75 million 3DS systems have been sold, with 378 million games for it, in the eight years that it's been on the market.
Source
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May 1st, 2019, 21:42 Posted By: wraggster
Ready for an update? Everyone's favorite Wii U emulator has been updated to the new version 1.15.5c, which is now publicly available. This is a fairly standard update, with a few fixes and QoL changes. As of 1.15.5c, the program now has an option to filter your graphics packs, can remember your window position, and has updated its game profiles. Multiple bug fixes have been made, along with further reducing micro-stuttering for games, which has been in the prior two updates as well. You can grab the latest version on Cemu's official site.
# Cemu detailed changelog for 1.15.5c
# Patreon release date: 2019-04-19
# Public release date: 2019-04-26
# New in 1.15.5c:
coreinit: Tweaked MEM2 heap size as some games expect system RPLs to occupy a certain amount of available memory (#48)
# New in 1.15.5b:
GX2: Fixed bug in framebuffer creation
# New in 1.15.5:
general: Added option to remember window positions
general: Added filter option to graphic pack window
general: Updated game profiles
CPU/JIT: New implementations for FRES and FRSQRTE with much higher accuracy (#3)
CPU/JIT: Added implementations for PS_CMPU0 and PS_CMPU1
GX2: Use floats instead of integers for viewport to match GPU7 hardware more closely
GX2: Avoid calling glClearTexImage on Nvidia due to extremly bad performance (clearing a 4K texture could take up to 50ms CPU time)
GX2: Fixed random crash that could occur with cache accuracy on high
GX2: Fixed incorrect viewport size calculation when resized by graphic packs
GX2: Reverted GX2ConvertDepthBufferToTextureSurface() change from 1.15.4 since it broke other games (#37)
H264: CheckDecunitlength() no longer requires valid PPS/SPS (fixes crash/softlock in Tank! Tank! Tank!)
Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/
Source
https://gbatemp.net/threads/cemu-emu...1-15-5.537149/
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May 1st, 2019, 21:43 Posted By: wraggster
Way back in 2011, a Nintendo DS game card containing a copy of Nitro EVA 1.0 (a software intended for factory and service center use for testing the first model of Nintendo DS; the NTR-001) was allegedly scrapped by Nintendo and sent to a recycling center, but they didn't do a thorough job, and later it was successfully repaired, booted, and dumped!
With much less fragor, a week ago @loler55 purchased a DS card then-not-better-identified than "Test-NTR" for six Euros, wondering about its contents; luckily, not only it already was in usable condition, but in the eight years elapsed between these two findings, technology marched on - giving every owner of a modded 3DS a very simple method for dumping DS and 3DS cards - and a proven working ROM was quickly dumped and circulated on the Internet.
In the meanwhile, the card was identified as containing the sixth version of Nitro EVA optimized for the DS Lite (or, as exactly spelled in-app, "Nitro EVA.(USG) Ver6.0"), featuring as expected tests related to the DS Lite's adjustable backlight, as well as some other less obvious changes compared to its known predecessor.
The Japanese text on the label translates literally as "Actual Machine Inspection Card NTR", or more semantically, as "Card for testing real NTR hardware".
https://gbatemp.net/threads/nintendo...-found.537137/
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May 1st, 2019, 21:45 Posted By: wraggster
- Another update has just been released for @SciresM's Atmosphère CFW, bumping up its version number to 0.8.9! Aside from the usual bugfixes, the update also brings a couple of new interesting additions that are worth pointing out.
First of all, a reboot timer was added to the fatal screen. This feature is optional and is turned off by default, however it can be enabled by setting fatal_auto_reboot_interval to a non-zero value in atmosphere\system_settings.ini. If set, the system will wait the specified amount of milliseconds on the fatal screen and reboot automatically once the timer runs out. Secondly, Atmosphère now includes a reimplementation of the spl and ro system modules. The latter is what most end user will be interested about, as it includes an extension that adds support for IPS/IPS32 patches for NROs. As such, making and distributing patches will become easier thanks to it: modders rejoice!
If you're curious, you can find the full changelog below:- A number of bugs were fixed, including:
- A data abort was fixed when mounting certain partitions on NAND.
- All Stratosphère system modules now only maintain a connection to sm when actively using it.
- This helps mitigate the scenario where sm hits the limit of 64 active connections and crashes.
- This sometimes caused crashes when custom non-Atmosphère sysmodules were active and the user played certain games (ex: Smash's Stage Builder).
- fatal now uses the 8.0.0+ clkrst API, instead of silently failing to adjust clock rates on that firmware version.
- A wait loop is now performed when trying to get a session to sm, in the case where sm: is not yet registered.
- This fixes a race condition that could cause a failure to boot under certain circumstances.
- libstratosphere's handling of domain object closing has been improved.
- Previously, this code could cause crashes/extremely odd behavior (misinterpreting what object a service is) under certain circumstances.
- An optional automatic reboot timer was added to fatal.
- By setting the system setting atmosphere!fatal_auto_reboot_interval to a non-zero u64 value, fatal can be made to automatically reboot after a certain number of milliseconds.
- If the setting is zero or not present, fatal will wait for user input as usual.
- Atmosphère now provides a reimplementation of the ro system module.
- ro is responsible for loading dynamic libraries (NROs) on 3.0.0+.
- On 1.0.0-2.3.0, this is handled by loader.
- Atmosphere's ro provides this functionality (ldr:ro, ro:dmnt) on all firmware versions.
- An extension was implemented to provide support for applying IPS patches to NROs.
- All patches at paths like /atmosphere/nro_patches/<user-defined patch name>/<Hex Build-ID for NRO to patch>.ips will be applied, allowing for easy distribution of patches.
- Both the IPS and IPS32 formats are supported.
- Atmosphère now provides a reimplementation of the spl system module.
- spl (Secure Platform Services) is responsible for cryptographic operations, including all communications with the secure monitor (exosphère).
- In the future, this may be used to provide extensions to the API for interacting with exosphère from userland.
- General system stability improvements to enhance the user's experience.
Click to expand...
One last thing worth mentioning is that fusee-primary was updated with this version. Remember to update it too if you're using it to boot Atmosphère!
Source
https://gbatemp.net/threads/atmosphe...leased.537118/
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May 1st, 2019, 21:50 Posted By: wraggster
Our friends from WAIN are back with a revamp of SX Dumper with a nice GUI added!Changelog for SX Dumper v2.0.0- overall UI changes
- display 3 random NAND screenshots for selected game
- ability to launch
- NSP dumping
- added mulitgame cartridge dumping
- plus a lot more…
That's all for today, but please stay tuned for more exciting news!
https://team-xecuter.com/sx-dumper-v2-0-0-released/
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May 1st, 2019, 21:50 Posted By: wraggster
Our friends from WAIN are back with a revamp of SX Dumper with a nice GUI added!Changelog for SX Dumper v2.0.0
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May 1st, 2019, 21:54 Posted By: wraggster
Dangan GB is a short simplistic boss-rush/bullet-hell shmup by snorpung and nordloef released for the Game Boy to celebrate the console’s 30th anniversary.
Dangan GB receives a small update containing a few bugfixes. The music has also been balanced a bit. The game drains less battery now, so if you already downloaded the game before and plan to play on real hardware; you might want to snag this revision.
https://pdroms.de/gameboy/dangan-gb-...-game-boy-game
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May 7th, 2019, 18:02 Posted By: wraggster
Port by @rsn8887.
This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.
Data files from the original game are required to play this game.
Download: https://github.com/rsn8887/openrct2/releases/latest
Note: I made a very minor update to v1.02. The mouse pointer did not change into the hand when hovering over hotspots in the park, such as the visitors or signs. I also slightly reduced the joystick pointer speed to make it easier to control with the stick.
To update from 1.01 to 1.02, it is enough to just replace the .nro.
# OpenRCT2 (RollerCoaster Tycoon 2) port for Switch
https://gbatemp.net/threads/release-...switch.537952/
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May 7th, 2019, 18:06 Posted By: wraggster
A new month has begun, and that means it’s time to see which classic NES games will be added to the collection of available titles through Nintendo Switch Online. This May will see the addition of three games: Vs. Excitebike, Clu Clu Land, and Donkey Kong JR. Currently, they’re listed as “upcoming” on the official Nintendo website, where subscribers to Nintendo Switch Online will be able to access these games fairly soon, once the reveal video goes live.
Source
https://gbatemp.net/threads/nintendo...vealed.537847/
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May 7th, 2019, 18:09 Posted By: wraggster
Physical vs Digital? How about both! Thanks to gcdumptool's latest update you can now dump your Nintendo Switch Game Cards directly to NSP with ease, and it also works on FAT32 microSDs!
Before going into the specific details, let's take a step back and explain exactly what it does in case any of you are wondering. gcdumptool is a homebrew application made by @DarkMatterCore which, as the name implies, allows you to dump your physical Switch games to your microSD. The app takes extra care to make a 1:1 copy of your Game Cards and also includes a few functions to verify your dump after it's done, as it can check it against an online database (provided by NSWDB) or show you the file's CRC32 so you'll be able to compare it against a good known one. Up until now the application could only dump games to XCI, aka the Switch's native Game Card format, and users had to convert them manually and externally if they wanted installable NSPs instead. However, starting from version 1.0.8, this is no longer the case!
While this is already good by itself, the real treat is being able to dump cards directly into split NSPs: this will allow easy dumping on FAT32 microSDs as a lot of Switch games are well over 4 GiB in size (thus going over the filesystem's maximum file size)! It doesn't end there, however, as the app will automatically set the directory's archive bit once done to let title installers treat it as a single file, and that means you'll be able to install your game without doing any extra steps. If you want to join your NSP back to a single file anyways you'll be able to do this easily on your PC, as the format is exactly the same as the one used by splitNSP.
https://github.com/DarkMatterCore/gc...ses/tag/v1.0.8
https://gbatemp.net/threads/gcdumpto...t-nsps.537622/
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May 7th, 2019, 18:10 Posted By: wraggster
Our friends from WAIN are back with a nice update to SX Dumper with new features & options added!Changelog for SX Dumper v2.0.1:- cache for .xci first time you run the app startup may take awhile.
- .xci are trimmed by default. (can be switched off in settings -> dumper).
- .xci wipe cert can be switched off now (settings -> dumper).
- bug fixed .xci where cert wasn't wiped on splitted dumps.
- ability to dump updates for eShop and cartridge games.
- fixed bug where could fail to add file to nsp.
- added check to see if there is a titlekey before starting the dump.
https://team-xecuter.com/sx-dumper-v2-0-1-released/
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May 7th, 2019, 18:11 Posted By: wraggster
Yesterday, we released SX OS v2.7 beta and you guys were quick (as always) to give us some decent feedback.Today, we are back with SX OS v2.7.1 beta. This small bugfix release addresses two important issues:- Older games work again
Some older games failed to boot up on firmware 8. This has been resolved and you should be able to enjoy your full library of games again!
- Booting Original Firmware (OFW) works again
It appears we had a regression with booting original firmware from the SX OS boot menu. We investigated the issue and this should work correctly now.
https://team-xecuter.com/sx-os-v2-7-...-announcement/
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May 7th, 2019, 18:24 Posted By: wraggster
higan v106r142 is released. higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan Changelog:
* Update to v106r142 release.
byuu says:
emulated mega cd word ram -> vdp vram dma latency cycle penalty, fixes asic
graphics. bit of improvements to CDD, but it's still 99% unimplemented. hooked
up the ability to connect a game folder node representing a CD to the mega cd
hardware node, but no actual disc reading yet.
https://gitlab.com/higan/higan
http://www.emucr.com/2019/05/higan-v106r142_4.html
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May 8th, 2019, 17:03 Posted By: wraggster
Nintendo president Shuntaro Furukawa has cooled expectations around the launch of the Switch in China, reminding investors of the challenge that all consoles have faced in the country.
Speaking to investors following Nintendo's last financial results, Furukawa fielded a string of questions regarding the company's plans for China -- sparked by the news that Tencent had been cleared by the Chinese government to distribute the Switch in the country.
Previously, Nintendo hardware like the DS and 3DS was sold in China under its subsidiary brand, iQue. However, as Furukawa pointed out, "we cannot say these were a great success," and a partnership with Tencent will increase its chances of expansion in the region.
However, even with a company as powerful as Tencent in its corner, Furukawa was keen to pour water on expectations around the Switch's performance."Looking forward, we don't expect our video game business in China to easily expand"
Shuntaro Furukawa
"We recognise that the Chinese market is vast and attractive, but looking forward, we don't expect our video game business in China to easily expand," he continued, emphasising that Nintendo's key markets today have been nurtured over a period of 30 years or more.
A launch window for the Switch still has not been set, he said, so Chinese sales were not included in the company's most recent forecast.
"However, even if it were to be included, we would not anticipate it having a significant effect on overall results for the financial year."
Furukawa positioned the move into China as one aspect of a much broader strategy to grow Nintendo's business beyond its traditional strongholds in Japan, Europe and the Americas. This process, he explained, "is not a short-term plan, but something we want to work on steadily over multiple years."
While China is a huge market for games, Furukawa pointed out that it is not traditionally well suited to the kind of products in which Nintendo specialises. He conceded that "expectations for our business there are probably very high," but expectations and reality can be very different.
https://www.gamesindustry.biz/articl...e-and-pc-games
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May 8th, 2019, 17:05 Posted By: wraggster
The Game Boy version of Donkey Kong, also known as Donkey Kong ‘94, was a huge expansion to the original arcade game, featuring many new levels, enemies, and mechanics. It even got a spiritual successor in the form of the first Mario vs. Donkey Kong game. Although these games have their fans, neither title has received a level hack until now. This is a simple hack, featuring only four levels with little else changed, but it should be enough to give those who’ve beaten the game an extra challenge (and perhaps give level designers encouragement to make their own level hacks of this game).
http://www.romhacking.net/forum/index.php?topic=17726.0
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May 8th, 2019, 17:24 Posted By: wraggster
team Libretro have released a new version of Retroarch for the 3DS, Nintendo Switch, Gamecube and Wii:
– 3DS: Add unique IDs to prevent cores overwriting each other.
– 3DS: Fix screen tearing when running 50Hz content.
– ANDROID: We now target API level 26 (minimum is still API level 9).
– ANDROID: Add option to vibrate on touch (works in menu or overlay).
– ANDROID: Add device vibration option for cores that support rumble.
– ANDROID: Add gamepad vibration support for cores that support rumble.
– ANDROID: Allow stylus/pen to move mouse without pressing down.
– AUDIO: Avoid deadlocks in certain audio drivers when toggling menu sounds on.
– BLISS-BOX: Support PSX Jogcon (requires firmware 3.0).
– CHEEVOS: Fix crash when reading memory that is out of range.
– CHEEVOS: New Cheevos implementation enabled by default.
– CHEEVOS: Pop-up badges when an achievement is triggered.
– CRT: Dynamic super resolution support.
– DISCORD: Fix potential crash when username is empty and discord is disabled.
– DISCORD: Ask to join support for Linux.
– INPUT/ANDROID: Add “Input Block Timeout” option.
– COMMON: For platforms without HAVE_THREADS, don’t automatically resume content when saving/loading states
– COMMON: Make playlist sorting optional and consistent.
– COMMON: Fix sorting of playlists with blank labels.
– COMMON: Fix content scanner creating false positive playlist entries that also have wrong label and crc32.
– COMMON: Add some MMX-optimized pixel conversion routines.
– COMMON: Fix typo preventing some SSE2-optimized pixel conversions from being used.
– COMMON: Add option to track how long content has been running over time.
– COMMON: Fix buffer overflows in system information.
– COMMON: Add option to change screen orientation via the windowing system (Android, Windows, X11).
– COMMON: Show CPU model name in log.
– COMMON: Add “Help -> Send Debug Info” option (and F10 hotkey) to send diagnostic info to the RetroArch team for help with problems.
– COMMON: Show GPU device name/version in log.
– COMMON: Add menu option to write log info to a file.
– COMMON: Add subsystem support for playlists. Subsystem info is automatically saved to the history playlist for easy relaunching.
– GL: Add new “gl1” OpenGL 1.1 compliant video driver for legacy GPUs and software renderers
– GL: Add a new “glcore” driver with slang support (requires GL 3.2+ or GLES3).
– GL: Draw OSD on top of overlay.
– GONG: Add savestate support.
– GONG: Add video refresh rate core options.
– GONG: Two player support via core option.
– GUI: Fix text alignment when using stb_unicode.
– GUI: Fix text display issues when using Japanese (and other unicode-dependent language) text with stb_unicode.
– GUI: Set language on first startup to the user’s preferred OS language (Windows, *nix and Android).
– INPUT: Add (scaled radial) analog deadzone and sensitivity options.
– LIBRETRO: Add Turkish language support.
– LIBRETRO: Allow non-accelerated video to rotate the display.
– LOCALIZATION: Update Chinese (Simplified) translation.
– LOCALIZATION: Update Chinese (Traditional) translation.
– LOCALIZATION: Update Dutch translation.
– LOCALIZATION: Update French translation.
– LOCALIZATION: Update German translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Polish translation.
– LOCALIZATION: Update Russian translation.
– LOCALIZATION: Update Spanish translation.
– LOCALIZATION: Add new Turkish translation.
– MIDI: Fix startup crash in midi driver.
– MENU: Bugfix – you can no longer get stuck in Online Updater -> Update Core screen when toggling between ingame and menu.
– MENU: Selectively hide ‘Take Screenshot’ for video drivers that don’t support taking screenshots.
– MENU: Framerate independent menu rendering. MaterialUI/Ozone/XMB/RGUI can now run at higher framerates.
– MENU: Thumbnails work in history list.
– MENU: Menu widgets.
– MENU: Add memory statistics support to more context drivers.
– MENU: Enable ozone driver for UWP builds.
– MENU: Add optional “looping” menu text ticker with configurable speed.
– MENU: Fix core video rendering when using ozone with GL cores that implement the scissor test.
– MENU: Add optional playlist sublabels (associated core + play time, where available).
– MENU: Dropdown list settings now apply immediately.
– MENU: Add setting to require pressing the “Exit RetroArch” hotkey twice to confirm.
– MENU: Now able to run at higher refresh rates than 60Hz.
– MENU: Enable “Add to Favorites” without loading a core.
– MENU: Allow core name to be hidden on history/favorites playlists.
– MENU: Populate crc32 and db_name fields when adding history/favourites playlist entries.
– MENU: Fix TTF files not showing in OSD/menu font selection screen.
– MENU: Fix audio/video filters not showing in file browser.
– MENU/MaterialUI: Add subsystem support.
– MENU/MaterialUI: Add currently selected entry in dropdown menus.
– MENU/OZONE: Add mouse support on entries (no sidebar yet).
– MENU/OZONE: Allow collapsing the sidebar.
– MENU/OZONE: Add thumbnail support.
– MENU/OZONE: Battery notifications.
– MENU/OZONE: Add wifi icon for network entries.
– MENU/QT/WIMP: Add git version and build date to Help->About window.
– MENU/QT/WIMP: Fix content loading via the file browser.
– MENU/QT/WIMP: Add new settings window to control all RetroArch settings.
– MENU/RGUI: Improve playlist titles.
– MENU/RGUI: Add option to hide associated cores in playlists.
– MENU/RGUI: Add internal upscaling option.
– MENU/RGUI: Add subsystem support.
– MENU/RGUI: Add menu sublabel support.
– MENU/RGUI: Re-enable “Load Core” option when content is loaded.
– MENU/RGUI: Add optional “Collections” entry to main menu.
– MENU/RGUI: Add “Lock Menu Aspect Ratio” option.
– MENU/RGUI: Add “full width” layout option.
– MENU/RGUI: Ensure menu color theme is applied immediately.
– MENU/RGUI: Fix “Lock Menu Aspect Ratio” option when using custom viewports.
– MENU/RGUI: Add widescreen support.
– MENU/RGUI: Allow text to be centred when selecting widescreen layouts.
– MENU/RGUI: Add inline playlist thumbnail support.
– MENU/RGUI: Add optional shadow effects.
– MENU/RGUI: Performance optimizations.
– MENU/RGUI: Add optional extended ASCII support.
– MENU/RGUI: Add optional delay when loading thumbnails.
– MENU/RGUI: Add on-screen keyboard.
– MENU/RGUI: Battery notifications.
– MENU/XMB: Prevent crashes when resizing to a tiny window.
– MENU/XMB: XMB honors the ‘show menu sublabels’ setting now – was previously RGUI only
– NETPLAY: Fix stall-out causing total disconnection with >2 players.
– NETPLAY: Different (more intuitive?) default netplay share policy.
– NETPLAY: Add hotkey option to toggle hosting on/off.
– NETWORKING: Encode URLs to allow for spaces in directory names.
– OSX: Prevent crash on exit.
– OSX: Metal is now the default video driver for the RetroArch Metal build.
– OSX: Enable CoreAudio v3 driver for Metal.
– OSX/MACOS/IOS: Now uses the STB Unicode font driver.
– PS2: CDFS support.
– PS2: Implemented analog support for ps2 controllers.
– PS2: Fix audio freeze after restarting core.
– PS2: Fix issues with load state and the font driver.
– PS2: File I/O now works for USB and network host.
– PS2: Support cores with extra padding in their frame buffers.
– SCANNER: New option ‘Scan without core match’. When this is enabled,
supported extensions by all installed cores are not checked, and instead
it will add all content it finds to a playlist. This way, you can install the core you need later on after scanning. Not enabled by default.
– SHADERS: Don’t alphabetize shader presets.
– SWITCH: Add rumble support.
– SWITCH: Add USB keyboard support.
– VITA: Add bluetooth mouse and keyboard support.
– VULKAN: Fix color issues with RGBA8888 swapchains in readback (screenshots).
– WII: Don’t init overlay when RAM is beyond 72MB.
– WII: Skip CRC calculation on content load, can improve load times of larger games by several seconds.
– WINDOWS: Fall back to gl1 driver if accelerated GPU driver is unavailable.
– WINDOWS: Allow winraw and xinput to work without dinput (needed for WinRT).
– WINDOWS: Add MSVC2017 ARM desktop support.
– UWP: Fix rewind by opting for slower codepath.
– UWP: Fix relative path name issues when loading shaders.
– UWP: Optimizations for VFS system.
https://www.libretro.com/index.php/r...-7-7-released/
https://www.nintendomax.com/viewtopi...5623c5ef771e02
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May 8th, 2019, 17:27 Posted By: wraggster
Hydr8gon offers version 1.2 of NoiES , Nintendo NES emulator for the nintendo Switch.
Changelog:
General:
-Fixed incorrect cycle timings on CPU instructions
-Implemented mappers 7 and 15
-Implemented all-illegal CPU instructions
-Added crop overscan setting
-Added 3DS build (too slow to be worth releasing)
Switch:
-Improved the UI do
-Added new UI selector, UI
-Added complete UI touch control, including scrolling and button presses when touching the labels in the corner
-Added support for multiple-key mapping controls, and more clearing mappings
-Added support for player 2 input using a second controller
-Added aspect ratio setting
https://github.com/Hydr8gon/NoiES/
https://www.nintendomax.com/viewtopic.php?f=168&t=17007
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May 8th, 2019, 17:29 Posted By: wraggster
Exvat has released a new version of Theme Hospital for the Nintendo Switch:
Usage instructions
By default your Theme Hospital game should be located in /ThemeHospital
If you're using an Origin installation copy the Theme Hospital/data/Game folder to the root of your sdcard and name it ThemeHospital
If CorsixTH can't find your installation a dialog will appear that allows you to configure a new location
Both analogue sticks and the touch screen can be used as a mouse, the right analogue stick allows for more precise movement
ZL is mapped to the Right mouse button, ZR to the left mouse button and a press on the left stick to the middle mouse button, the other buttons are mapped to function keys opening various dialogues
You can change the button mapping by editing the CorsixTH/Lua/key_mapping.txt file
Whenever you need to enter information into a textbox simply left click on the textbox to open the software keyboard
https://github.com/Exvat/CorsixTH/releases
https://www.nintendomax.com/viewtopic.php?f=168&t=17006
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May 8th, 2019, 17:32 Posted By: wraggster
rsn8887 has updated the Port of Open Transport Tycoon Deluxe for the Nintendo Switch:
Installation
Download (see assets below), and unzip openttd_switch.zip and copy the contents over to the /switch/ folder on your sd card, so that you have a folder /switch/openttd with many folders and files inside.
Use you favorite homebrew launcher to start the game. It comes with everything you need to start playing right away.
Note: This game takes quite long to load (~15 seconds). But it is worth the wait!
The public domain graphics and sound sets from www.openttd.org are included.
If you want the choice to also use the original dos game graphics and sounds, copy over the files
SAMPLE.CAT
TRHCOM.GRF
TREND.GRF
TRTITLE.GRF
TRG1.GRF
TRGC.GRF
TRGH.GRF
TRGI.GRF
TRGT.GRF
from an original TTD game to /switch/openttd/baseset/.
To install the original music, copy over all files
gm/gm_ttxx.gm (xx are numbers)
from the folder gm from the original windows version of the game to /switch/openttd/gm/.
You then get the choice to select original dos graphics, sounds, and music when you go to the game settings dialog.
Changelog
1.04
re-compile with libnx v2.2.0 to fix potential crashes with firmware 8.0.x
https://github.com/rsn8887/OpenTTD
https://www.nintendomax.com/viewtopic.php?f=168&t=17004
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May 8th, 2019, 17:34 Posted By: wraggster
ant512 features the 20190415 version of " Professor Sinister and his Marauding Mechanicals ", a colorful remake of the Chuckie_Egg Platform Game for Game Boy Advance.
Changes:
Added ladder mount / dismount to make it easier to use ladders.
Added cheat codes for skip, invulnerability and slow motion mode.
Added raster effect on title screen.
Added high score table with persistent scores.
Fixed robot position when they collect power packs.
Fixed memory leaks.
Fixed crashes.
Fixed graphical glitches when switching between scenes.
Levels reset correctly when the game loops around.
Game loops through correct set of levels.
Updated title screen scrolling text.
Optimizations.
http://simianzombie.com/posts/2019/0...-updated-again
https://www.nintendomax.com/viewtopic.php?f=27&t=17001
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May 8th, 2019, 17:38 Posted By: wraggster
carstene1ns has updated the port of Cave story for the nintendo switch
Installation
Copy the executable from the zip archive to your "sdmc:/switch" folder, best is to use a "nxengine-evo" subdirectory, as it will save settings and savegames there.
Default Controls:
Hat - Movement
A - Fire
B - Jump
X - Map
Y - Enter
L/R - Change Weapons
Minus - Pause/Menu
Plus - Inventory
The engine lets you reconfigure the buttons used.
Changelog:
Tons of gameplay/weapons/ai fixes and optimizations (yes, boost jumping works now)
Animated portraits
Strafing, configurable OK/Cancel.
Support for custom soundtracks and playlists.
Configurable SFX/Music volume.
Vita port
Switch port
Out-of-bounds tiles support to make maps look better on high/widescreen resolutions
Dynamic title backgrounds based on 260.rec
New improved and accurate Organya/Pixtone player and overall refactored soundmanager.
Refactored and cleaned up renderer (should make porting to libretro/whatever easier)
Initial mod support (couple of mods are coming later)
https://github.com/carstene1ns/nxeng...ee/switch-port
https://www.nintendomax.com/viewtopic.php?f=168&t=16998
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May 8th, 2019, 17:38 Posted By: wraggster
Extrems released a new version of " Not64 ", a Nintendo 64 emulator for the Nintendo Wii.
Picture
New options from Wii64: Skips
SkipMenu
menu when loading to ROM file.
ScalePitch
Changes audio pitch according to emulation speed.
VideoFormat
0: NTSC - 1: PAL - 2: PAL - M
VideoMode
0: Auto - 1: 480i60 - 2: 480sf30 - 3: 240p60 - 4: 480p60 - 5: 576i50 - 6: 576sf25 - 7: 288p50 - 8: 576p50
VideoWidth
0: 640 - 1: 704 - 2: 720 - 3: 1280 - 4: 1408 - 5: 1440
PixelClock
0: Auto - 1: 13.5 MHz - 2: 27 MHz
TrapFilter
Composite video effects , similar to the GameCube 's output.
Recommended for lower-end CRT TVs.
CountPerOp
Sets clock cycles per instruction.
PollRate
smbusername, smbpassword, smbsharename, smbipaddr
rompath
Automatically load a ROM file on startup.
Recommended settings:
Conker's Bad Fur Day
Video> FB Textures: Yes
Audio> Speed Limit: DL (prevents hanging)
http://www.gc-forever.com/forums/vie...php?f=9&t=2723
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May 8th, 2019, 17:39 Posted By: wraggster
Extrems offers a new version of " Not64 ", Nintendo 64 emulator for the Nintendo GameCube.
Picture
New options from Wii64: Skips
SkipMenu
menu when loading to ROM file.
ScalePitch
Changes audio pitch according to emulation speed.
VideoFormat
0: NTSC - 1: PAL - 2: PAL - M
VideoMode
0: Auto - 1: 480i60 - 2: 480sf30 - 3: 240p60 - 4: 480p60 - 5: 576i50 - 6: 576sf25 - 7: 288p50 - 8: 576p50
VideoWidth
0: 640 - 1: 704 - 2: 720 - 3: 1280 - 4: 1408 - 5: 1440
PixelClock
0: Auto - 1: 13.5 MHz - 2: 27 MHz
TrapFilter
Composite video effects , similar to the GameCube 's output.
Recommended for lower-end CRT TVs.
CountPerOp
Sets clock cycles per instruction.
PollRate
smbusername, smbpassword, smbsharename, smbipaddr
rompath
Automatically load a ROM file on startup.
Recommended settings:
Conker's Bad Fur Day
Video> FB Textures: Yes
Audio> Speed Limit: DL (prevents hanging)
http://www.gc-forever.com/forums/vie...php?f=9&t=2723
https://www.nintendomax.com/viewtopic.php?f=6&t=16996
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May 8th, 2019, 17:42 Posted By: wraggster
Badda has released VICE C64 emulator for the 3DS
This is a port of the VICE C64 emulator to 3DS.
VICE - the Versatile Commodore Emulator - http://vice-emu.sourceforge.net/
@spinal_cord made a C64 emulator (Breadbox) but it does not work anymore with recent firmwares and he is not updating it anymore, so I gave it a shot to port the Vice C64 emulator to the 3DS. Vice does support SDL1 but porting was not quite as easy as "just compile": A new sounddriver for the 3DS needed to be written, devkitpro libraries do not support all functionality required by full fledged Vice - so I had to strip them in quite some places. And last but not least, Vice source code really is a complete mess - one can tell that dozens of developers have been fiddling with this software now for more than 25 years.
Anyways - this is the first early alpha release of Vice3DS. The emulator already runs pretty stable (all games that I tested worked great) but a lot of things are still to do.
Download here: https://github.com/badda71/vice3ds/releases
Installation
Extract the archive to the root of your SD card and run vice3ds in HBL.
Usage
Preconfigured button functions:
Select: open Vice menu
Start: quit emulator
The Circle Pad and A-Button are mapped to Joystick Port 1
The Directional Pad and X-Button are mapped to Joystick Port 2 (Keyset 1)
The C-Stick is per default mapped to the cursor buttons. It can be mapped to any joystick in Vice menu using Keyset 2
The ZR/ZL-buttons are mapped to autofire at joyport 1/2
This (and a lot of other things) can be changed in the Vice menu (Machine settings -> Joystick settings)
Vice3DS can only run on a N3DS because it needs the extra CPU power (runs on 804MHz).
Current version is v1.0
First major release of vice3DS.
Installation: If you're updating from a previous version, make sure to delete /3ds/vice3ds/config/sdl_sym.vkm before starting the emulator. Otherwise new key mappings will not be updated and the new keyboard will not work correctly.
Changes to last release are:
Autofire support (configurable in VICE menu under "Machine settings" -> "Joystick settings")
New keyboard layout
Bugfixes
https://github.com/badda71/vice3ds
https://www.nintendomax.com/viewtopic.php?f=132&t=16991
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May 10th, 2019, 19:30 Posted By: wraggster
Time, it seems, is up for Nintendo 3DS.
Although Nintendo expects steady sales from the 3DS family of products during its next financial year -- to the tune of 100,000 console sales and 500,000 software sales -- there are no plans for any further first-party games.
Indeed, Nintendo's portable teams all appear to be working on Nintendo Switch games, with new titles in the Pokémon, Animal Crossing, Luigi's Mansion and Fire Emblem franchises, plus an isometric Zelda adventure. These are all titles that have performed strongly, critically and commercially, on 3DS during the last generation.
Furthermore, rumours persist of a new, cheaper Switch model designed to be Nintendo's new entry-level gaming device, which is a role the 3DS has held since the Switch launched in 2017."It's worth evaluating just how well the 3DS performed, because the numbers don't represent the full picture"
So with its era coming to an end, it's worth evaluating just how well the 3DS performed. Because, in this case, the numbers don't really represent the full picture.
The 3DS will end its life as the worst performing Nintendo handheld; its 75 million lifetime sales place it behind the Game Boy Advance, which managed 81.5 million units over nine years. The 3DS did manage to sell slightly more software (378 million units) than the Game Boy Advance (377 million units), but the GBA was also only on the market for just over three years before Nintendo launched the DS, which quickly became the platform holder's focus.
More significantly, the 3DS will have sold less than half the number of units that its predecessor, the DS, managed. The figures suggest that not only was the 3DS a misstep for Nintendo, but -- coupled with the terrible sales of PS Vita -- evidence of a handheld market in serious decline.
However, context is king. Comparing figures from different eras might be important to shareholders and analysts, but it can also be misleading. I'd argue that not only was the 3DS a success, but it also proved the viability of dedicated handheld game devices.
The first thing to consider is that although 75 million console sales puts it at the bottom of the Nintendo handheld league table, when factoring in the wider dedicated games console business, it actually fares quite well. It sits just outside the top ten best-selling consoles of all time, ahead of the NES, SNES and Sega Genesis/Mega Drive, and within touching distance of PSP and GBA.
It also had to recover from one of the most calamitous launches in Nintendo's history -- beaten only, perhaps, by Wii U.
The initial launch looked good on paper, with 3.61 million consoles sold during its first month, one of the fastest selling consoles in history. However, Nintendo had actually expected to sell four million minimum during that first month, and during the next financial quarter sales ground to a halt.
https://www.gamesindustry.biz/articl...f-nintendo-3ds
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May 10th, 2019, 19:42 Posted By: wraggster
Version 1.15.6c of Cemu, the well-known Wii U emulator for PCs, has just been released publicly!
The new update includes a brand new per-game profile editor, which can be accessed by right-clicking any game on your list, and allows you to change CPU, graphics, miscellaneous and controller settings individually. As you may have anticipated with that last point, you can now assign specific controller profiles for each game as well! The UI has also received some changes, as old and deprecated settings (conventional shaders, the experimental and CPU timer menus) have been removed. Separate shaders can still be used, however, RDTSC will be turned on for all games and the CPU timer will always default to host based. Lastly, Lego/Skylanders USB portals compatibility has been improved, with said games also receiving a small performance bump.
You can read the full chngelog below: # Cemu detailed changelog for 1.15.6c
# Patreon release date: 2019-05-03
# Public release date: 2019-05-10
# New in 1.15.6c (public release):
general: Fixed a bug where default game profile options would be applied even if no game profile existed
GX2: Added a fast path for software texture copies when both the source and destionation texture use tilemode 4 (improves performance in Lego games)
# New in 1.15.6b:
general: Restored compatibility with cemuhook custom timers
general: Fixed broken bicubic and hermite upscaling/downscaling filter
CPU/JIT: Always correctly emulate single-precision operations (fixes softlocks and gameplay bugs)
# New in 1.15.6:
general: Reworked UI and removed deprecated options
Experimental menu is gone and RDTSC is now always on
Removed support for conventional shaders (always use separable shaders)
CPU timer mode is now always 'host based'
general: Added UI to configure game profiles (accessible via right click on an entry in game list)
Includes option to set controller profiles (#17)
general: Added tooltips for some of the settings
nsyshid: Implemented HIDWrite()
nsyshid: Use packet maximum size provided by device instead of a fixed value
nsyshid: Accuracy tweaks in HIDRead()
These changes should improve support and increase stability for Skylanders and Lego USB portals
coreinit: More tweaks to MEM2 heap size to fix Lego games (#48)
Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
Source
https://gbatemp.net/threads/cemu-v1-...leased.538200/
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May 10th, 2019, 19:44 Posted By: wraggster
Not too long ago, we saw the first release of the Mode 7 HD mod by DerKoun for bsnes, a Super Nintendo emulator. This allowed for SNES games that utilized Mode 7 to be upscaled at up to 4x their original resolution. Byuu, the lead developer behind bsnes, then incorporated DerKoun's code into an official branch of the emulator, to be built upon. After a few tweaks here and there, the 5th beta of the "Mode 7 HD" mod has released, bringing with it some new changes and additions. Firstly, this branch of the emulator has gotten an official name: bsnes-hd. This was done not only for clarity on the title of the project, but also because DerKoun plans to add new upscaling features to more than just Mode 7 related things. Notably, a widescreen mode for non-Mode 7 backgrounds has also been added, though it's buggy and can cause crashes in specific games such as Donkey Kong Country, while F-Zero appears to work fine, and Super Mario World, though it has some issues, it also plays well enough. You can try games out for yourself by grabbing the latest beta of bsnes-hd down below.
Download (Windows and source):
http://s000.tinyupload.com/index.php...68394989134799
This is, of course, offered as-is.
If anyone could provide binaries for Mac, Linux or anything else it would be much appreciated.
Name change:
The project is now named "bsnes-hd", as "HD Mode 7 mod" was simply too long. Also I have moved beyond just Mode 7 and have plans for more. A repository will be available soon.
New features:
- Widescreen for non-Mode 7 backgrounds. Results of course vary between games and even scenes.
To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer.
The default is always "on" for all 4. Sample values for some games are:
"F-Zero": BG3: "off"
"HyperZone": BG2: ">80"
Please post settings for other games here.
2. Sprites that are partially inside the non-widescreen area are now drawn entirely when possible.
The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. This will however cause significant artifacts in many games. If ROM-hackers want to discuss optimizing games for this, feel free to contact me.
3. more widescreen aspect ratios (16:10, 21:9, ...)
Known issues:
- Setting very high scale factors and a widescreen AR at the same time causes the emulator to terminate. The solution would be increasing the size of the arrays that store the pixels. That, however, causes lower frame rates at any settings. So I won't fix this, until I can do so without impacting performance for everyone. My lack of C++ experience makes this difficult. Maybe someone can help me out here.
- (edit) The logo intro of Donkey Kong Country crashes in widescreen.
Coming next:
Auto detection for perspective correction. I know I wanted to that first, and I have the fundamentals done, but the widescreen additions just got done quicker. I'll keep working on it.
Thanks for all the feedback, and the articles and videos. It's still feels kind of unreal to me.
Source
https://gbatemp.net/threads/new-upda...-games.538178/
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May 10th, 2019, 19:45 Posted By: wraggster
@XorTroll's amiibo MitM and emulation sysmodule for the Switch just received a rather hefty update! With it, we've also got a quick announcement for an upcoming (and related) feature for Goldleaf, so read on if you want to know about both!
First and foremost, emuiibo v0.2 uses a new format to store data on the microSD card. You won't have to worry about incompatibilities, however, as the homebrew will convert any of the old BIN files automatically upon startup. The new format brings several improvements compared to the old one, as every emulated amiibo gets its own directory with separate contents and a JSON file containing metadata inside. This makes editing your dump's data much easier: for example, one can now edit the JSON with a text editor to change an amiibo's name, its first/last write date or swap its associated Mii painlessly! Talking about Miis, emuiibo will also dump their char-info data on startup, so swapping an emulated amiibo's with your own is as easy as copying a single file.
If you play a game which gives you a bonus for every different amiibo you own, then you may be interested in this next function: by adding a "randomizeUuid" field to the JSON file and setting it to true, you can tell emuiibo to randomize a dump's unique ID every time it's loaded. By doing so, you can trick said games into giving you that bonus forever, as they'll think you're reading a different figure each time!
Additionally, emuiibo is now able to emulate and store progress saved in amiibos too. This is used by some games such as Super Smash Bros. Ultimate and the new format is also able to enhance this feature, as a real amiibo will only be able to store just one save, while this will allow you to have many for each figure. Last, but not least, the HOME button will now blink whenever you input a button combination to trigger one of the sysmodule's features (for example, when pressing the right stick + up/down to enable/disable it).
@XorTroll has also announced that Goldleaf's next version will support amiibo dumping using the previously mentioned new format, so you'll be able to store and emulate your own figures with ease! As usual, you can read the full changelog below:
Quoted from Changelog: - Amiibo progress saving support
- Games like SSBU allow saving their progress on amiibos. Now this is supported by redirecting savedata to files inside amiibo's "areas" directory.
- This, in fact, provides another advantage, as real amiibos just allow savedata for one title, while this system allows to have multiple saves.
- Amiibo system changed
- First of all, don't worry. All amiibo BIN files found in emuiibo dir will be auto-converted to the new system.
- The new system has every amiibo in a different directory, which contains the amiibo ("amiibo.bin"), a JSON metadata file ("amiibo.json"), an "areas" directory (see above) and a mii char-info copy ("mii.dat").
- On this system everything can be customized. In order to change miis you would need the char-info data, which is stored inside the console. To help with this, emuiibo will dump all console miis inside "miis" directory in emuiibo dir, named with the index + mii name (example: "0-XorTroll.dat"). To use it, copy to the amiibo dir and name it as "mii.dat".
- An interesting option can be added to the JSON ("randomizeUuid" boolean), which makes emuiibo randomize the amiibo UUID. Having this means special circumstances in certain games, like being recognized as a different amiibo each time in BotW, hence infinite supply.
- IMPORTANT! After using 0.2, since the old system gets changed to the new one, 0.1 won't find any amiibos as they're not on the root dir now. Thus, avoid using 0.1 after using 0.2.
- HOME button LED blink (7.x+, sadly)
- On firmwares on 7.x or higher, performing a combo makes the HOME button blink, which is a simple and nice system to signal that a combo has been performed. Not supported on previous versions for technical limitations.
- nfp:emu service changed, with new commands
Click to expand...
Emuiibo is compatible with both Atmosphère and ReiNX. However, some users have reported crashes at boot with the former: if this happens to you, create an "emuiibo" folder on the root of your microSD card if it doesn't exist and reboot your console.
Source
https://gbatemp.net/threads/emuiibo-...leased.538173/
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May 10th, 2019, 19:53 Posted By: wraggster
iNES v5.7 is released. iNES is a program that emulates Nintendo Entertainment System (NES) and Famicom videogame consoles on your computer. It plays NES games on PCs, PocketPCs, Macs, Unix boxes, etc.
iNES v5.7 Changelog:
Refactored mapper #4 (MMC3) implementation, fixed multiple bugs.
Gunnac title now shows without garbage.
Fixed sprite rendering at the left edge of screen.
Fixed vibrating sound during replay.
Disabled percussion channel in MIDI recordings (too much noise).
Fixed window title in iNES-Windows when started from command line.
Fixed PulseAudio hangup on exit in iNES-Linux.
http://fms.komkon.org/iNES/
http://www.emucr.com/2019/05/ines-v57.html
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May 20th, 2019, 22:17 Posted By: wraggster
The live-action Pokémon film Detective Pikachu had the biggest opening weekend of any video game movie in the US, but its performance in China left it lagging behind Warcraft worldwide
According to data published by Variety, Detective Pikachu's single biggest market was the United States, where it earned $58 million in ticket sales from 4,202 screens.
Detective Pikachu earned more in the US than the previous record holder, Lara Croft: Tomb Raider, which grossed almost $48 million (not adjusted for inflation) when it opened in 2001.
https://www.gamesindustry.biz/articl...pening-weekend
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May 21st, 2019, 19:26 Posted By: wraggster
An iconic entry of the beloved Puyo Puyo series has been fully translated into English!
Puyo Puyo!! 20th Anniversary takes place after Puyo Puyo 7. This time, our Puyo 7 protagonist Ringo Ando suddenly finds herself teleported to another dimension! Luckily, it’s the dimension of her world-crossing friends who can help her find her way back home. Featuring 24 individual routes, Puyo Puyo!! 20th Anniversary celebrates the shenanigans of its diverse cast as they Puyo pop their way through each and every challenge!
Puyo Puyo originated as a spinoff of the classic and dramatic dungeon crawler Madou Monogatari, its unique action-puzzle gameplay has both attracted a committed fanbase in Japan and vaulted it into the world of esports. With its recent resurgence in English-speaking territories, now’s the perfect time to pick up Puyo Puyo!! 20th Anniversary and meet its cast!
This patch is for the Nintendo DS version, made possible by the team at Precise Museum along with some additional help from Puyo Nexus.
https://www.precisemuseum.com/
http://www.romhacking.net/forum/index.php?topic=28456
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May 21st, 2019, 19:29 Posted By: wraggster
Wallpapers can sometimes be a bit boring. Even if you install several customisation tools, add many widgets to your desktop and put a thousand different images in your slideshow folder, there's always something that feels a bit dull and static. But what if you could say goodbye to all these silly animations, gadgets and skins and get a real dynamic wallpaper, one that would be fully interactive and could also respond to your inputs? How about something that gives you a challenge whenever you minimize a window instead of just letting you stare idly at your icons, links and taskbar? What if you could have... a completely functional Game Boy emulator as your wallpaper?
You've read that right, thanks to the developer rocksdanister and its newly released GBWallpaper tool, it is now a real possibility! The application is essentially a unity-gb emulator wrapper acting as a live wallpaper, which also includes many additional features and customisation options, such as different layouts and an audio visualizer. You can choose to either play the game yourself like you would on any regular emulator or record macros, essentially turning it into a nice animated backdrop. If you're worried about system resource utilisation then don't be, as the emulator will automatically stop when you run fullscreen apps and games.
However, there are a few limitations that need to be addressed. GBWallpaper is currently only officially compatible with Windows 10 and does not support multi-monitor setups; plus some actions, like temporarily switching focus to a window or running some applications, may make the input non-responsive. Finally, if you're a fan of Super Mario Land then you may be disappointed, as the game is currently incompatible with it.
If you're interested, you can find the ReadMe below (as well as a download link in the sources):
Quoted from From the ReadMe: About
Feeling bored with basic picture wallpapers? Want to play a quick game while all windows are minimzed? Well why not just run a full gameboy emulator as desktop wallpaper!
Don't want to play? then disable keyboard input & use Macro input, save sequence of moves & automatically play it back; Like an animated gif wallpaper.
Don't worry about performance overhead, it will pause when running fullscreen games or application.
Download
Latest version: v0.1 (Windows 10 Only)
Unzip the file, select Start.exe to get started.
Save files & settings are stored in \Saved Games\GBWallpaper.
Features
- Different layouts styles.
- Emulator will pause when running fullscreen application or games (~0% cpu & gpu usage).
- Sound & keyboard input will get disabled when not on desktop, game will continue to run.
- Audio Visualiser for running games.
- Runs at system startup (optional).
- Macro input, save sequence of moves & automatically play it back; Like an animated gif wallpaper.
- Keyboard input & audio can be disabled.
- Save works for supported games.
What is planned for future release
- Multimonitor system support.
- Currently using unity-gb emulator, might switch it with a better one.
- Better pause algorithm that works in various situations.
- More macro input options.
- Bug fixes.
Issues
- SUPER MARIOLAND crash in menuscreen.
- Keyboard input sustaining if you hold and change window focus.
- Currently disabled on multimonitors systems due to bugs/further testing required.
- Certain applications will interfere with window focus, will require user to click on desktop to give input.
FAQ
Who asked for this?
Saw the suggestion on discord chat, got intrigued; took me longer than expected to make. Is this useless? maybe. Did I waste my time? Possibly. It was a good learning experience & fun to make.
High system usage?
The default style of blurred background is a bit expensive if you don't have dedicated graphics, just use different layout style such as "Simple". Regardless, when fullscreen application or game run it will goto ~0% usage.
Not taking input?
Certain applications can interfere with focus, just click on desktop or taskbar to regain focus.
Where is the source code?
I will update it later after cleanup & final update.
Donation
Support me on Ko-Fi
https://github.com/rocksdanister/GBWallpaper/releases
https://gbatemp.net/threads/gbwallpa...ulator.538836/
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May 21st, 2019, 19:32 Posted By: wraggster
Citydemo is demo with randomly generated track with buildings and overpasses in a neon/retro80s/futuristic style.
[h=2]Features[/h]- Randomly generated railway
- Random City
- Multiple Cameras
Add your ideas or suggestion by clicking on the 'discussion' tab or here
http://wiibrew.org/wiki/CityDemo
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May 21st, 2019, 19:32 Posted By: wraggster
Here is their latest update to hold you over as WAIN prepares a major update with more new features based on feedback from SX OS users:SX Dumper Changelog v2.0.3
- dumps started for titles without titlekey and bad ticket got created.
- Next
That's all for today, but please stay tuned for more exciting news!
https://team-xecuter.com/
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May 21st, 2019, 19:33 Posted By: wraggster
EasyRPG Player is an open source implementation of the RPG Maker 2000/2003 engine. Get a RPG Maker 2000/2003 game and place it in a direct subdirectory of the Player (boot.dol). After starting the Player a game browser will launch and you can pick the game. Valid games have the files “RPG_RT.ldb” and “RPG_RT.lmt”. You can also launch Player in standalone mode by placing the game directly in the Player directory.
Changes and release notes can be found here. The program has been updated few weeks ago in March 2019.
https://pdroms.de/nintendo-wii/easyr...-wii-port-misc
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May 21st, 2019, 19:34 Posted By: wraggster
Soko Banana is a brand new puzzle game for the Nintendo Entertainment System. This bright and colorful puzzler brings hours of fun and challenge, making your way through dozens of hand-crafted levels.
Built on the classic idea of Sokoban, Soko Banana introduces a bunch of new game elements to add to the challenge. You visit banana warehouses on different islands, and the main goal is to get all the banana crates to the exit, using the environment to your advantage while avoiding traps and enemies.
There are also 3 stray bananas scattered around each level…
https://pdroms.de/nintendo-nintendoe...arter-nes-game
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May 21st, 2019, 20:46 Posted By: wraggster
[h=2]Tobu Tobu Girl Deluxe[/h]is an arcade-inspired platformer in which a girl has to jump and dash through the atmosphere in order to save her cat following an unfortunate helium balloon accident. The game is a mix of retro and modern game design, with procedurally generated levels and fast-paced time attack-oriented gameplay. It also includes an original soundtrack composed by seasoned chiptune composer potato-tan.
Now on Kickstarter, get your copy!
https://pdroms.de/nintendo-gameboy-g...me-kickstarter
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May 21st, 2019, 21:05 Posted By: wraggster
A short while ago, the Reicast folks teased their Dreamcast emulator on the Nintendo Switch and now, a release has unexpectedly descended upon us! In this article, we’ll be looking at the recently-released build of this 6th-generation console emulator for Horizon OS
Yesterday, Reicast Developer David G.F., released an alpha version of Reicast for the Switch in NRO format so that Dreamcast fans could enjoy their favourite games on Nintendo’s latest home console/portable. He went on to state that this version of Reicast was rushed to completion and as result, it has many issues although a proper release should be coming in the future. One of these major issues is that there’s no exception handling so texture invalidation isn’t working right now which may lead to some games having odd graphical issues.
On the bright side, this Reicast port has JIT (Just-In-Time compiler) support thanks to flyinghead which means that it performs quite well and some games can even run at twice the speed. This is pretty substantial considering that the Dreamcast is a console of the same generation as the PlayStation 2 and GameCube, consoles which were still pretty popular even up to half a decade ago.
Getting Reicast to work on your Switch is pretty simple and only requires you to:
- Install the NRO file provided in the link below
- Reicast needs a fair amount of memory (512MB+) so it’s not recommended you override the gallery/album application when launching it
- Create a directory named “reicast” on the root of your SD Card
- Copy the Dreamcast BIOS files (dc_boot.bin and dc_flash.bin) to /reicast/data on your SD card
- Copy any ROMs (i.e games) you want to run to the /reicast/ directory mentioned above
While there’s no official compatibility list, the following games run pretty well as per user reports in the release thread (below):
- Crazy Taxi
- Jet Set/Grind Radio
- Chu Chu Rocket (there are issues in the Settings menu but the game itself is fine)
- Metropolis Street Racer
- Sonic Adventure 1 till Windy Valley
- House of the Dead 2
- Shadowman (menu issues)
- Shenmue 1
- Spawn in Demon’s Hand
- Dead Or Alive 2
- Virtua Fighter 3
As stated above, an update will come in the near future so stay tuned for that if playing Dreamcast games on your Switch is something you’re into!
GBATemp Thread (download link + more info): https://gbatemp.net/threads/reicast-...-alpha.538394/
Reicast Team Twitter: https://twitter.com/reicastdc
Video demonstrating Reicast on the Switch in action (there’s Part II with more games; neither Wololo or myself are affiliated with the creator):
http://wololo.net/2019/05/15/reicast...at-full-speed/
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May 22nd, 2019, 17:32 Posted By: wraggster
'Tis the season for emulator enhancement projects. First, we've seen bsnes adding a high-definition Mode 7 upscaling feature, then a widescreen Game Boy emulator got released, and now it looks like mGBA will be receiving something fancy too!
One of the planned features for its next release is a high-res OpenGL renderer, which will allow for a variety of graphical improvements. Like the previously mentioned bsnes-hd, you can expect games using a Mode 7-like perspective effect (for example, F-ZERO ones and Mario Kart: Super Circuit) to look less pixelated when scaled. However, this time it doesn't just end there: sprite rotations and transformations have also been enhanced, as well as other display modes and miscellaneous graphical features! This means a good number of games will look noticeably better, as seen in some screenshots posted by mGBA's developer (endrift). A video has also been uploaded, showing the feature in action while playing F-Zero Climax (13x scaling, 3120x2080):
The high-resolution renderer is not yet available in stable mGBA builds, however it can be found in development ones (PC only). It's completely optional and will not be enabled by default: you can do so by looking at the "Enhancements" section in the settings (remember to set the renderer to OpenGL!). Keep in mind that by using a development build, you could find unexpected issues and poor performance, so it's still recommended to wait until a new stable version will be released unless you really want to stay on the bleeding edge.
https://mgba.io/downloads.html
https://gbatemp.net/threads/mgba-add...builds.539070/
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May 22nd, 2019, 17:35 Posted By: wraggster
It is time for another news update here at Team-Xecuter!Nothing major, just a minor update to our SX TOOLS app, the easy way to launch SX OS using your Android Phone:Changelog v1.1:
- replaced old payload with fresh (aligned) one.
- code cleanup to shrink app size and for better performance.
- removed "about" tab as it's irrelevant.
- general system stability improvement to enhance user's experience.
That's all for today, but please stay tuned for more exciting news!
https://team-xecuter.com/
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May 22nd, 2019, 17:38 Posted By: wraggster
higan v106r144 is released. higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan Changelog:
* Update to v106r144 release.
byuu says:
not dead yet. full reed solomon implementation courtesy of merrymage's help
(still no C1/C2 CIRC, but P/Q RSPC is completed). implemented more CDD commands,
far enough along now to get the drive to seek to the start of the data track and
then .............. nothing. But ... progress?
https://gitlab.com/higan/higan
http://www.emucr.com/2019/05/higan-v106r144.html
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May 22nd, 2019, 19:37 Posted By: wraggster
fgsfdfgs has released a new port of Doom to the Nintendo Switch:
Features:
most things work, including sound, music, multiplayer and the hardware renderer;
launcher that lets you pick mods and start network games.
To install, unzip gzdoom_nx_1.zip to the switch folder on your SD card, then place at least one supported IWAD (eg doom2.wad) into gzdoom/iwads/. For the complete list of what GZDoom supports, see the wiki.
To run, start GZDoom Launcher from HBMenu. You can start GZDoom by itself, but it will default to the last played IWAD (or the one it finds in the folder).
Known bugs (as of v1):
When you exit the game via the Quit option in the menu, something doesn't deinitialize properly and the next homebrew you run will crash, unless you exit and reenter hbmenu.
Joystick axis settings might reset after restart.
Startup takes a while.
Some notes:
Launcher controls:
D-PAD: navigation
L/R: change tab
A: activate option
B: cancel/exit
X: reset option
PLUS: start game
GZDoom (especially some more complex mods) may require more RAM than is available in applet mode, so better use another title instead of the Album for HBMenu override, or use NSP HBMenu;
you can technically place the game into any folder, as long as the gzdoom folder is next to gzdoom_launcher.nro;
mods are supported (yes, Brutal Doom as well) and should be placed in the gzdoom/pwads folder because the launcher only scans that folder;
the launcher has predefined default profiles for most IWADs, you can add your own profiles by pressing Y on the main tab;
multiplayer was only tested between a Switch and a PC, but Switch <=> Switch will probably work as well;
you can start a netgame from the launcher; don't forget to change the player number from 1 and read the warning message;
the IP that's placed in the address field by default is your Switch's local IP, others can use that to connect to it if they're on the same network;
only the player that hosts the game needs to set gameplay settings, however everyone has to pick the same set of custom files as the host;
you can exit via the HOME button, but in that case the game won't save its settings;
if the game crashes, check for error.log in the gzdoom folder; if that doesn't help, turn on "Write log" in the launcher and run it again, then check gzdoom.log.
Credits:
ZDoom + GZDoom teams and other contributors for GZDoom;
fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
slash004, nabelo and other people from the ReiSwitched Discord and #switchdev for help and testing;
id Software for Doom;
mods/maps in screenshots: Alien Vendetta, abort_m, Hideous Destructor.
https://github.com/fgsfdsfgs/gzdoom
https://www.nintendomax.com/viewtopi...837dd4d9bcdd35
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May 22nd, 2019, 19:40 Posted By: wraggster
rsn8887 has released a new version of the port of Roller Coaster Tycoon to the Nintendo Switch:
# OpenRCT2 (RollerCoaster Tycoon 2) port for Switch
This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.
Data files from the original game are required to play this game. _RollerCoaster Tycoon 2_ data files are required to launch the game. Additionally, _RollerCoaster Tycoon 1_ data files are also supported.
Port by @rsn8887.
Installation
Download (see assets below), and unzip openrct2_switch.zip and copy the contents over to the /switch/ folder on your sd card, so that you have a folder /switch/openrct2 with many folders and files inside.
Copy all files and folders from a working Windows RollerCoaster Tycoon 2 installation to /switch/openrct2/rct2/ so that you have a files and folders /switch/openrct2/rct2/rct2.exe, /switch/openrct2/rct2/Data/, /switch/openrct2/rct2/Landscapes/, /switch/openrct2/rct2/ObjData/ and many more files and folders there. For my testing, I used the files from the gog.com version.
Optionally, you can also install the Windows RollerCoaster Tycoon 1 files. Just copy your complete rct1 files to /switch/openrct2/rct1/. Then you can select the RCT1 scenarios, and in options you can select to show the rct1 title sequence. For my testing, I used the files from the gog.com version.
Note: This game takes quite long to load at first, because it generates a bunch of cache files. Subsequent boots are much faster.
Controls
Left analog stick = mouse pointer control
Right analog stick = scroll the map
R = left mouse click
L = right mouse click
ZR = hold to slow down analog joystick mouse, useful to precisely position the pointer
ZL = hold to speed up analog joystick mouse
A = right mouse click
B = left mouse click
Y = shift key, hold and move mouse up/down to build above the ground
X = ctrl key, hold and move mouse to build multiple pieces at the same height above ground
Dpad up = zoom out (page up key)
Dpad down = zoom in (page down key)
Dpad left = rotate construction object (z key)
Dpad right = rotate camera (enter key)
R3 (press right stick in) = open cheat menu (ctrl-alt-c)
Hold ZL + dpad left = close topmost window (backspace key)
Hold ZL + dpad right = exit construction mode (escape key)
Minus = toggle between three touch control modes:
Touchpad style drag pointer with finger and tap to click, default:
Move a single finger to move the mouse pointer. Use short tap for left click. Hold a single finger while tapping a second finger for right click. Drag with two fingers to drag and drop.
Jump to finger without click
The pointer jumps to the finger, but the finger doesn't click. Use L/R or A/B to click
Jump to finger with tap click
The pointer jumps to the finger, and a short tap also generates a left click
Plus = bring up on-screen keyboard, useful for entering names, etc.
When pressing enter, it first erases existing text and replaces it with new text
Physical USB keyboard and mouse are supported. Not all mice work. There's a mouse compatibility
chart.
Current Limitations
No network support
Changelog
v1.04
Fix right mouse click input
Map object rotation to dpad left and camera rotation to dpad right
Map backspace to zl+dpad left and escape to zl+dpad right to make room for new rotation mapping
v1.03
Map shift, ctrl, backspace, and escape keys, useful to build above ground and quickly close windows.
Map cheat menu hotkey, now works by pressing the right stick in.
Make joystick pointer speed truly independent of fps. It now moves at constant speed even if the frame rate is low.
The filtering options now work as expected. In docked mode, linear gives a slightly blurry image, and sharp nearest neighbor gives perfectly sharp pixels.
General image quality improvements in both docked and handheld mode. The internal rendering now dynamically switches resolution between 1080p and 720p instead of always rendering at 720p. Also, the mouse pointer looks a bit sharper now in handheld mode.
The window scaling option now works and can be used to blow up or shrink down the whole game screen, including the user interface.
Different game resolutions should also work in principle now. This involves editing the window_width and window_height entries in /switch/home/openrct2/config.ini. Only 16x9 ratios will work correctly. I think the default choice of 960x540 looks the best.
v1.02
Fix mouse cursor not turning into a hand when hovering over hotspots in the park
Reduce joystick pointer speed slightly for easier control in-game.
v1.01
First release on Switch
https://github.com/rsn8887/OpenRCT2
https://www.nintendomax.com/viewtopi...837dd4d9bcdd35
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May 29th, 2019, 17:15 Posted By: wraggster
Another great video by Modern Vintage Gamer (MVG) on YouTube, old members here at EurAsia probably remember him as Lantus. I'm a bit late with the news about this one, but still worth a mention. Quote: 'Released in 2001, the Nintendo GameCube was Nintendo's first console to have an optical drive. In this episode we take a deep dive in the security of the GameCube and how it was defeated by both Soft-modding and Hard-modding techniques.'
This website is featured briefly in the video, nice cameo. Enjoy!"
http://www.eurasia.nu/modules.php?na...ticle&sid=3733
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