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May 4th, 2020, 22:44 Posted By: wraggster
Lab Zero's Metroidvania action-RPG Indivisible launched on the Nintendo Switch North American eshop today, surprising everyone -- including its developers.
"Feel like you missed the announcement?" said project lead Mike Zaimont on Twitter today. "You're not alone, our team found out because people on Twitter sent us congratulations! I had no idea! But there it is!"
Zaimont continued in a tweet thread, noting that while the Switch version is "great," it is an older build of the game that is missing features that were added more recently to the other platform releases of the game, including co-op and New Game+.
He concluded by apologizing, saying that the launch "does not represent the quality standards of Lab Zero" and was released without any prior release date announcement or lead-up PR.
Zaimont also commented in a reply to another Twitter user that he did not know when Switch codes for IndieGogo backers or a physical Switch version would be released.
505 has not issued an official statement, though it announced an hour ago that the game was now also available on the European eshop and that Japanese, Korean, and Southeast Asian versions would be launched in the future.
Additionally, USGamer reports that in a message on the official 505 Discord channel, the publisher has said it is "looking into what occurred."
GamesIndustry.biz has reached out to 505 Games for comment.
Update, May 1, 2020: 505 Games has released a statement, explaining why the game was released earlier.
https://www.gamesindustry.biz/articl...pers-knowledge
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May 4th, 2020, 23:12 Posted By: wraggster
In recent times, we've seen quite a number of major leaks in regards to video game content. Joining the leaks for The Last of Us Part II's story cutscenes, and the source code for both Pokemon Gold and Silver and Team Fortress 2 is a collection of Nintendo-related content. Supposedly, RouteFree, the company behind Nintendo's iQue Chinese division, and BroadOn, a company that assisted Nintendo with the development of the Wii, were recently hacked, leading to a source obtaining various files from them, including source code and betas.
Included in the files was information about how Nintendo created the Wii itself, demos for games that they used to test the Nintendo 64 during development, the full source code for the Nintendo Wii's IOS, a handful of pictures and documents about Nintendo's plans during the years of 2004-2006, the iQue GameCube SDK, and much more. Certain users have already begun uploading videos of some of these leaked demos running on emulators or official hardware. Just as with the other leaks, you cannot link to the content or distribute it, as those files contain copyrighted content.
More information
https://gbatemp.net/threads/another-...d-more.564240/
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May 4th, 2020, 23:23 Posted By: wraggster
The Game Boy was a huge part of my childhood, games such as Tetris, Mario, R-Type and even PaperBoy was played for many hours, even when trying to see the damn thing on long haul travels. So to see a new horror PC game called ' Lasagna Boy ' announced as spiritual successor to the original Lasagna Boy Classic with a Game Boy aesthetic, certainly got my attention enough to announce it on Indie Retro News!
https://www.indieretronews.com/2020/...successor.html
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May 5th, 2020, 21:37 Posted By: wraggster
Are you willing to pledge money for better storage of your Nintendo 64 peripherals? That's the question asked by Australian Shane Battye, as he kicks off his Kickstarter campaign for the 64Mate. The 64Mate is designed to house accessories and games by acting as a storage caddy and attaching itself to the bottom of your Nintendo 64 console. They can also be stacked, if you want to create a Frankenstein level tower of Nintendo 64-related goodness that reaches the heavens. If you're interested in the project, it costs just under $50 USD to back it, with $4,000 currently reached out of a goal of $38,000, at the time of writing.
Source
https://gbatemp.net/threads/nintendo...mpaign.564373/
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May 5th, 2020, 21:39 Posted By: wraggster
A new project has been released, likely making use of the public decompilation of Super Mario 64. The game has been fully ported over to PC, bringing some brand new features to the decades-old game, such as 4K upscaling, analog camera control, and widescreen support. This fanmade PC version of Super Mario 64 runs off DirectX 12, and can be played from start to finish. Download links cannot be shared, but you can see someone playing the first 10 minutes of the port in a YouTube video below. You can also share your thoughts in the discussion thread.
Source
https://gbatemp.net/threads/you-can-...e-port.564351/
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May 5th, 2020, 21:46 Posted By: wraggster
emu4crt A13 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.).
http://www.emucr.com/2020/05/emu4crt-a13.html
https://github.com/emu4crt
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May 5th, 2020, 21:55 Posted By: wraggster
Vvctre v30.1.0 is released. Vvctre is a Nintendo 3DS emulator based on Citra.
Vvctre Changelog:
Add functions for plugins
vvctre_gui_begin_overlay
vvctre_settings_set_username
vvctre_settings_get_username
vvctre_settings_set_birthday
vvctre_settings_get_birthday
vvctre_settings_set_system_language
vvctre_settings_get_system_language
vvctre_settings_set_sound_output_mode
vvctre_settings_get_sound_output_mode
vvctre_settings_set_country
vvctre_settings_get_country
vvctre_settings_set_console_id
vvctre_settings_get_console_id
vvctre_settings_set_eula_version
vvctre_settings_get_eula_version
vvctre_settings_write_config_savegame
vvctre_get_cfg_module
Fix vvctre_restart crash
Port citra-emu/citra#5333
Port citra-emu/citra@89489d0
Port citra-emu/citra@7c6898f
UDS: Use std:ptional
UDS: Add newline
Move some code
https://github.com/vvanelslande/vvctre
http://www.emucr.com/2020/05/vvctre-v3010.html
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May 5th, 2020, 22:11 Posted By: wraggster
Nintaco (2020/05/01) is released. Nintaco is a work in progress. It is a NES-Famicom-Dendy emulator written in Java 8, ostensibly making it cross-platform. The full source will be made available per LGPLv2.1.
Getting Started
If double-clicking the jar does not automatically launch the emulator, try: java -jar Nintaco.jar
Configure input: Options | Button Mapping...
If you are using an 8 button controller, such as a USB NES gamepad, try mapping Rewind Time to Start + B.
If you want to resume at arbitrary points in the past: Tools | Watch History... and Resume Here
Nintaco (2019/04/07) changelog
Added hat / POV (point of view) switch D-pad support.
Added a switch for uniform-pixel scaling to reduce shimmering in Fullscreen Mode.
Added a switch to disable overscan.
Fixed bug that inhibited the smooth-scaling option from being saved.
Added support for the Dongda PEC-586 Keyboard.
Improved accuracy of TXC mappers 36, 132, 136, 172, and 173.
Fixed Zapper support in Strike Wolf.
Added more NES 2.0 mappers.
Fixed erase battery saves bug.
Updated the cart DB.
http://nintaco.com/index.html
http://www.emucr.com/2020/05/nintaco-20200501.html
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May 5th, 2020, 22:18 Posted By: wraggster
Cemu v1.18.2c is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu Changelog:
# New in 1.18.2c:
Vulkan: Fixed a bug in the new cache which could lead to Cemu freezing or crashing randomly
# New in 1.18.2b:
Vulkan: The SPIR-V optimization pass is now always enabled (no longer considered experimental)
Vulkan: Added SPIR-V cache to speed up shader loading screen on subsequent runs
Vulkan: Fixed an issue where the wrong image layout (LAYOUT_UNDEFINED) would be provided for operations on 3D textures
On strict or optimized drivers this could lead to texture data being thrown away (as far as we know, only Nvidia 445.75+ drivers are affected)
# New in 1.18.2:
general: When updating graphic packs Cemu will let the user know if previously enabled graphic packs were removed or renamed
general: Improved robustness of account.dat parser (invalid files could crash Cemu on launch)
general: Updated language files
coreinit: Added API MEMFreeToFrmHeap (#322)
Used by Marvel Avengers: Battle for Earth (but other issues still prevent it from running)
nn_nfp: Changed behavior of GetNfpRegisterInfo for unregistered Amiibos
Games that expect Amiibos with a registered owner no longer should display an empty ErrEula message box
nn_nfp: Implemented API GetErrorCode and NFCGetTagInfo
Vulkan: Correctly emulate depth clamping
This fixes the overly bright backgrounds in some stages of Super Smash Bros for Wii U
Vulkan: Added an overlay notification for when a Vulkan graphics pipeline has to be compiled
Vulkan: Added experimental SPIR-V optimization pass which is applied to all shaders that are compiled during the shader loading screen
This should reduce pipeline compilation stutter if a shader cache is present. It may also reduce GPU load slightly
The downside is that the shader loading screen is much slower. But we plan to address this in a future Cemu update
By default this option is disabled. It can be enabled under Debug -> Experimental
Also note that this option results in different shaders being generated and consequently triggers new pipeline compilation
input: Remember ip and port for DSU client
http://cemu.info/
http://www.emucr.com/2020/05/cemu-v1182c.html
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May 11th, 2020, 16:44 Posted By: wraggster
The Nintendo Switch passed 55 million units sold in the fiscal year ended March 31, 2020, boosted by the strong performance of Animal Crossing and Pokémon.
Nintendo earned ¥1.3 trillion ($12.2 billion) in the financial year, up 9% over an already strong fiscal 2019. The Japanese company made a profit of ¥259 billion ($2.4 billion), up 33% year-on-year.
It was a good year for first-party software, with Pokémon Sword and Shield reaching 17.37 million units by the end of March, and Animal Crossing: New Horizons selling 11.77 million units despite launching just 11 days before the end of the accounting period.
Animal Crossing: New Horizons' strong performance continued, with the game reaching 13.4 million units in the six weeks following its launch,
Luigi's Mansion 3 and Super Mario Maker 2 also performed well, and Nintendo said that 27 Switch games sold one million units during the fiscal year. Overall, 169 million units of software were sold on the Switch during fiscal 2020, up 42% year-on-year.
Nintendo said that, of the revenue earned through software, 34% came from digital sales -- a significant increase on the 24.8% share in the prior year.
https://www.gamesindustry.biz/articl...r-for-nintendo
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May 11th, 2020, 16:49 Posted By: wraggster
Animal Crossing: Pocket Camp enjoyed its best ever month for revenue in April, according to data from Sensor Tower.
In April 2020, the mobile game earned $7.9 million in revenue across Google Play and the App Store -- just ahead of the $7.8 million it earned in August 2019.
This spike coincided with the launch of Animal Crossing: New Horizons, which launched for the Nintendo Switch on March 20. Nintendo has not confirmed an official sales figure, but it has broken records in several key global territories.
https://www.gamesindustry.biz/articl...m-new-horizons
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May 11th, 2020, 16:49 Posted By: wraggster
Last October, EA gave a point-by-point outline of its plans for releases throughout fiscal 2021, including ongoing live service games, a new sports title, games from third-party partners, and a lot of Apex Legends.
It was also, as recently as January of this year, still very lukewarm on bringing more of its games to the Nintendo Switch.
But now, with the publisher's fiscal 2020 solidly in the rearview, EA has offered an update on its upcoming release slate of titles, which has shifted somewhat since it first laid things out in October.
For one, EA appears to have relaxed somewhat on its Switch stance, noting that it would launch "multiple" titles on Nintendo's platform this year -- Burnout Paradise: Remastered making just one.
Alongside Burnout Paradise, EA also already has announced Command & Conquer: Remastered for PC, with both titles currently planned for June 2020. And in Q2 and Q3, annual sports titles FIFA 21, Madden NFL 21, and NHL 21 are all still on track.
So far, all that is in line with what we've been led to expect so far based on the October remarks. Also still in the plans for the year is Medal of Honor VR, and that as-yet-unannounced fourth sports title.
So what's changed? Back in October, EA outlined that it was planning to have two unannounced projects from third-party partners. That number has now been upped to four, presumably additions to the EA Originals indie program.
And then there are two upcoming, unannounced mobile titles as well.
https://www.gamesindustry.biz/articl...itch-this-year
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May 11th, 2020, 22:47 Posted By: wraggster
As many expected, Nintendo is likely going after the recently released fanmade Super Mario 64 PC port. After gaining notoriety and popularity throughout the internet, certain YouTube videos and Reddit posts featuring gameplay recordings of the port have been copyright claimed. It appears that Wildwood Law Group LLC, a group that has previously assisted Nintendo in these matters, is responsible for going after the uploads of the game. Not only that, but TorrentFreak is also reporting that they got ahold of a complaint that Nintendo filed with Google, in regards to a Google Drive download link of the game, with the statement, "The copyrighted work is Nintendo's Super Mario 64 video game, including the audio-visual work, software, and fictional character depictions covered by U.S. Copyright Reg No. PA[REDACED]." Links containing a download to an .XCI Nintendo Switch port of the game also appear to have begun making the rounds as well. Seeing that the group behind the Super Mario 64 PC port uploaded the complete game online all at once, many users have probably already backed it up to a variety of sources.
Source
https://gbatemp.net/threads/nintendo...ver-it.564645/
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May 11th, 2020, 22:51 Posted By: wraggster
MegaZeux (or MZX) is a game creation system (GCS) initially released in late 1994 by Alexis Janson. MegaZeux is heavily inspired by Tim Sweeney's ZZT. Like ZZT, MZX was originally released as shareware and the world editor portion of the program was included for free, allowing third parties to create their own worlds without even registering.
MZX is officially supported on Microsoft Windows, Mac OS X, Linux, FreeBSD, OpenBSD, Android, Nintendo DS, 3DS, Wii, Switch, and the PSP. Older ports exist for AmigaOS 4, GP2X, and Pandora. MZX has also been ported to other platforms such as OpenSolaris, HaikuOS, and the Sega Dreamcast.
http://wiibrew.org/wiki/MegaZeux
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May 12th, 2020, 20:29 Posted By: wraggster
Those that had their heart set on playing the remaster of Star Wars Episode 1: Racer on launch have suddenly found that they won't get the chance to experience it, just yet. AspyrMedia, the publisher in charge of bringing the game to both PlayStation 4 and Nintendo Switch have announced that they will not be able to make the release date, which was supposed to be on today, May 12th. The delay stems from difficulties surrounding development due to the current work at home mandate across the globe, according to the company. A new release date was not provided. Star Wars Episode 1: Racer originally released in 1999, for the Game Boy Color, PC, and Nintendo 64, followed by a Dreamcast version a year later.
Source
https://gbatemp.net/threads/star-war...e-date.564950/
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May 12th, 2020, 22:19 Posted By: wraggster
1964 - Carnivorous Edition (2020/05/12) 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/2020/05/1964-ca...-20200512.html
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May 12th, 2020, 23:01 Posted By: wraggster
m64p (2020/05/10) 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:
Various fixes to GLideN64
https://m64p.github.io/
http://www.emucr.com/2020/05/m64p-20200510.html
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May 12th, 2020, 23:15 Posted By: wraggster
NanoBoyAdvance v1.1 is released. NanoboyAdvance is a Nintendo Game Boy Advance (TM) emulator written in C++17. The goal is to create a minimal, accurate and reasonably efficient Game Boy Advance emulator in modern C++. The emulator implements the core hardware completely and with high accuracy. Almost all games can be emulated without any known issues, even the 'Classic NES' titles which abuse a variety of edge-cases and undefined behaviour.
nanoboyadvance Features:
* very accurate GBA emulation
* RTC emulation
* high quality audio rendering
* game controller support
* basic GLSL shader support
* lightweight: minimal, configurable SDL2 frontend
nanoboyadvance v1.1 changelog:
implemented GLSL shader support
fix broken Vsync on Windows and presumably macOS
fix crash when no keymap.toml is present
https://github.com/fredericmeyer/nanoboyadvance
http://www.emucr.com/2020/05/nanoboyadvance-v11.html
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May 26th, 2020, 17:50 Posted By: wraggster
It's actually surprising that Lego and Nintendo, two icons of family entertainment, have never worked together before.
Warner Bros' various Lego video games are among a select group of third-party titles to have sold big on Nintendo consoles, whereas Nintendo's cast of characters have long proven themselves to be a licensing goldmine for toy companies. The two brands clearly match-up, which is why the news that Lego and Nintendo had collaborated on a Super Mario project was exciting.
The project, however, isn't what anyone had expected. It would have been easy -- and probably quite lucrative -- for Lego to put together some branded sets: blister packs of figures and a giant Peach's castle to build. You could even foresee a Lego video game featuring Mario and chums.
https://www.gamesindustry.biz/articl...go-super-mario
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May 26th, 2020, 17:54 Posted By: wraggster
Animal Crossing: New Horizons is setting records left and right -- it's now the top-selling Nintendo Switch title for both lifetime digital sales and lifetime digital revenue.
According to SuperData, the game sold 3.6 million digital units in its second month, down 27% from its March sales but still the top-selling digital title on console, above Final Fantasy 7 Remake -- which sold 2.2 million digital units in April -- at No.2 and FIFA 20 at No.3.
Resident Evil 3, which came in at No.10 in console digital sales, sold 1.3 million units during its launch month -- almost as many as the 1.4 million digital units Resident Evil 2 remake sold during its launch month in January of last year.
Call of Duty: Modern Warfare 2 Campaign Remastered launched on March 31, selling 622,000 digital copies on launch day and another 3.4 million units in the month of April, putting it at No.9 last month for console sales.
https://www.gamesindustry.biz/articl...al-units-april
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May 26th, 2020, 18:04 Posted By: wraggster
Nintendo has filed two lawsuits against resellers offering hacks for the Switch.
Polygon reports the suits were filed on Friday; one in an Ohio court against Tom Dilts Jr and the UberChips website he allegedly runs, the other in a Seattle court against the anonymous defendants behind nine websites.
The two filings read much the same, with the platform holder asserting that the defendants "offer to the public devices, the sole purpose of which is to hack the Nintendo Switch video game console in order to allow people to play pirated video games."
Both suits claim the products the defendants sell are from anonymous hacking group Team Xecuter, which produces the SX OS and "accompanying piracy tools that install it."
At the time of writing, all nine sites from the second suit are still live and offering the Xecutor hacks for Nintendo Switch.
However, UberChips appears to be offline, allegedly for maintenance, with a statement telling visitors: "An unfortunate set of events has happened."
The site says it is cancelling all pre-orders for its SX products and will begin processing refunds immediately.
"We intended no harm selling pre-orders of this product," the site reads.
https://www.gamesindustry.biz/articl...t-team-xecutor
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May 26th, 2020, 21:41 Posted By: wraggster
The impact of COVID-19 on Switch production is subsiding, Nintendo has said, but the Japanese firm anticipates disruption to the development and release of first-party software.
Speaking to investors, Nintendo president Shuntaro Furukawa addressed the slowdown in Switch production in March and April, due to the impact of COVID-19 on component manufacturing.
"As a result, we are not in a position to be able to produce the full quantity of units we actually want to produce," he said.
"That said, there are signs of gradual improvement, and so we anticipate that the impact of COVID-19 on production will subside to some degree by summer, and that the volume we will be able to produce throughout the year will align with our sales forecast units for this fiscal year."
https://www.gamesindustry.biz/articl...remote-working
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May 26th, 2020, 21:57 Posted By: wraggster
Before the Legend of the Mystical Ninja, there was simply the Mystical Ninja.
At last, Goemon’s adventures have received localized title screens, hitting the shores as Mystical Ninja. A title screen that would have been included in the Western release.
Ganbare Goemon, Ganbare Goemon 2, and Ganbare Goemon Gaiden have all been updated to Mystical Ninja, Mystical Ninja 2, and Mystical Ninja Saga of the Golden Pipe.
Enjoy the Westernized Goemon adventures.
https://www.romhacking.net/translations/5530/
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May 26th, 2020, 22:13 Posted By: wraggster
“Disney’s Aladdin” on Genesis is widely considered to be one of the best games of the platform, and it is often debated if it’s better than the game with the same name on SNES.
That SNES game has a bootleg port for NES made by Hummer Team and it’s often called the “best bootleg game of all time”. Two hacks were made respectively to better the game’s controls and music. So “Aladdin Hummer Team Deluxe” was made to improve the graphics, you can see a brief demonstration in this video:
The Sega game also got a bootleg port, this time made by Super Games, and it’s not as good as the other game, but it’s still a very good bootleg game. So “Soup Aladdin” was created to give that game the same treatment, improving the graphics as much as possible instead of only the uglier sprites, especially because the Genesis game is famous for having beautiful animation. Hoping to encourage other people to improve this game on gameplay and music, just as the first two hacks inspired HT DX.
“Aladdin Hummer Team Deluxe” got decent attention, so this post exists to see if it’s a bad idea, or if there is actual interest.
Have a nice day!
https://www.romhacking.net/games/2150/
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May 26th, 2020, 22:14 Posted By: wraggster
When a player considers alternate narratives for Final Fantasy 3 (SNES), the mind naturally gravitates to the powerful imperial general cut down too soon. Leo Cristophe.
Hackers are aware of this. Indeed, many dig into the heart of this game trying to give Leo a more significant role. But when others go right, does not curiosity and a contrarian spirit drive you to go left?
Who would ever give Banon a second thought? He’s gruff, the player is forced to protect him lest a game-over be inflicted, and as rebel leaders go he’s a bit doughy. The game itself even writes him off, leaving the player to decide his fate when things are at their worst. He is an unresolved thread, a loose end.
So instead of turning right, this hack goes left. Who knows what waits to be found in the rough crags of this path? Will the gamble be worthwhile, or will it succumb to the elements on the cold moor? You decide.
http://www.romhacking.net/hacks/5144/
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May 26th, 2020, 22:18 Posted By: wraggster
Play as Wolverine and slash your way through 5 stages of action! Enjoy a custom written story paired with digitized comic panels!
Be careful though, its back to the start should you fail.
Play Wolverine - Feral Instinct today and unleash your wild side!
http://www.romhacking.net/hacks/5129/
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May 26th, 2020, 22:18 Posted By: wraggster
UPODATE! This hack now featured on Blue Television Games YouTube channel!
Super Flyin Again, a romhack based on Super Mario Bros 3 (NES), has just been released, and the author would love to have you take it for a spin. This is a sequel, and the idea for the first one came from the new tech which Nintendo had given to Raccoon Mario in Super Mario Maker, where he can recharge his flight timer by hitting enemies!
This is a moderately difficult romhack, but only because of the precision demanded of the player. You must fly and recharge your flight timer by hitting enemies. If you fail to do this in time, you will lose flight, and either die by falling into a pit, or be forced to restart, due to not being able to regain p-speed and regain flight.
The first two levels following the training level are much more forgiving, and are used to get you accustomed to the custom powerup (the Fire Leaf), and the mechanics of the game. There is even a leaf powerup in one of the question mark blocks in one of these levels, in case you lose it!
Difficulty grades carefully in this game, but lets you know it means business pretty early on!
The author of this hack has made an extensive README pdf document enclosed in the project’s ZIP file, and gives great depth of insight in a well-organized format. A fun read to see some behind-the-scenes stuff!
If you’re worried about burning through all of your Fire Leaf powerups, feel free to add this patch to the game. It will keep the inventory from ever being decremented. Once it is in there, you can use it as much as you want.
http://www.romhacking.net/hacks/5108/
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May 27th, 2020, 23:14 Posted By: wraggster
A sound soul dwells within a sound mind and a sound body.
A full English translation of the 2008 NDS game Soul Eater: Medusa’s Plot (based on the hit anime of the same name) has been released!
The root of all evil is madness, but madness exists in everything. In order to control this paradox, Lord Death-the shepherd of souls, serves as guardian to mankind… Set at Death Weapon Meister Academy, a school founded by Lord Death, the story follows the adventures of Maka Albarn and her giant scythe weapon, the titular Soul Eater, whose ultimate goal is to make Soul into a Death Scythe. However, they are struggling to find and claim the witch’s soul they need to achieve it.
While on assignment in Italy, the pair become entangled in the intricate plots of the fearsome witch Medusa, whose goal is to revive the Kishin, a being that turned mad and became a demon after consuming the souls of innocent humans. After an intense battle with Medusa’s child, Crona, Maka and Soul return to Death City and find themselves being teamed up with rival meisters Black Star and Death the Kid, along with their weapons (Tsubaki, who can transform into a variety of ninja weapons and Liz and Patty, twin sisters who transform into a pair of pistols) in order to fight against Medusa and stop her from unleashing the madness of the Kishin upon the world.
A retelling of the first half of the anime’s storyline, players can step foot into the shoes of Maka, Black☆Star and Kid, to train and take on missions that will test their metal, fighting against some of the legendary villains from the series. Picking up the from the fast-paced, action-packed drama of the series, the game offers a unique chance to explore the world of Soul Eater as it’s never been seen before.
https://envyplays.tumblr.com/post/61...-patch-release
http://www.romhacking.net/translations/5558/
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May 27th, 2020, 23:20 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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Libretro:
New parameter to select desired mapper.
Other platforms:
Several bug fixes. |
https://github.com/drhelius/Gearboy/releases
http://www.emulation64.com/view/3069...v311-released/
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May 27th, 2020, 23:22 Posted By: wraggster
http://www.cemu.info/
# Cemu detailed changelog for 1.19.0d
# Patreon release date: 2020-05-08
# Public release date: 2020-05-15
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# New in 1.19.0d:
Vulkan: Fixed an issue where async pipeline compilation could block the render thread
This should reduce stutter even further when async compilation is enabled
OpenGL: Fixed 'Compiled x shaders...' notification not showing since 1.19.0
# New in 1.19.0c:
Vulkan: Tweaked sync/async decision algorithm
Async shader and pipeline compilation should no longer break Splatoon ink mechanics
Vulkan: Fixed a bug that caused Xenoblade Chronicles X character models to be broken on Nvidia Vulkan beta drivers
Vulkan: Fixed a texture leak which could lead to performance slowly degrading
# New in 1.19.0b:
general: Fixed crash that could occur during the shader cache loading screen
# New in 1.19.0:
general: Updated language files
Vulkan: Added experimental option to enable asynchronous compilation of shaders and pipelines
This option trades stutter vs emulation accuracy
--- Details ---
When enabled, uncached shaders and pipelines will be compiled asynchronously in the background
While a pipeline is compiling, all drawcalls for it will be skipped, leading to missing or broken graphics for a period of time
Since Wii U's GPU is a GPGPU, not all drawcalls can be skipped without causing gameplay bugs or persistent graphic artifacts
To deal with this problem Cemu includes speculative logic to identify essential shaders that must not be skipped
These shaders will always be compiled synchronous and will still introduce stutter
False negatives are possible and long lasting graphic bugs can occur when async compilation is used
Per default this option is disabled. It can be toggeled in the menu under debug -> experimental
It will only work if VK_EXT_pipeline_creation_cache_control is supported by the graphics driver
As of writing this, the required Vulkan extension is only supported by:
Nvidia Vulkan 1.2 beta drivers (442.75 - 443.15)
AMD optional drivers (Radeon Software Adrenalin 2020 Edition 20.3.1 or higher)
On a personal note, we consider this feature a hack due to the unreliable and workaround-like nature
However we also understand that stutter-free gameplay is often more important than having accurate rendering
In the (far) future, we will introduce additional methods to reduce shader stutter without sacrificing accuracy
Vulkan: Fixed an issue where depth clear operations on newly created textures would be skipped
This fixes lighting issues in MK8 and Splatoon
Vulkan: If supported by driver use VK_EXT_custom_border_color to emulate arbitrary sampler border colors
This fixes grass LOD transitions and other more subtle issues in Breath of the Wild
Vulkan: Tweaks to shader & pipeline compilation counter overlay
coreinit: Fixed FSGetMountSource correctly iterating devices when called repeatedly (#292)
gfxPack: Added support for specifying "default=1" to select a default preset per preset category (#283)
nn_acp: Implemented ACPCreateSaveDirEx()
nn_act: Added support for persisid.dat which handles the highest used account id
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http://bugs.cemu.info/projects/cemu/
http://www.emulation64.com/view/3067...190d-released/
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May 27th, 2020, 23:38 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$GBA options include emulating all known save types as well as and multiple cartridges reading. NoGBA supports multiplayer and is able to load multiple NDS ROM files for linking games. Multiplayer for GBA Games is also supported.
No$gba v3.02 Changelog:
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- 3ds/vfp/help: multiply note about FMUL X,X,X.. and FMAC Y,Y,Y.. (thanks kemal)
- 3ds/gpu/help: added triangle drawing examples (thanks to profi200 for help)
- 3ds/gpu/help: created I/O map chapters for gpu internal/external registers
- 3ds/gpu/help: renamed several registers, especially ATTR_BUF related ones
- 3ds/gpu/help: swapped/renamed width and height to match up with actual usage
- 3ds/gpu/help: important details/corrections for rendering pipeline registers
- 3ds/gpu/help: better GPUREG_IRQ_xxx and GPU_MEMCOPY descriptions
- 3ds/gpu/help: info on undocumented flat shading and striped/dotted modes
- 3ds/gpu/help: info on undocumented memory traffic and vertex/polygon counters
- 3ds/gpu/help: added undocumented gpu register stubs (inside of gpu chapters)
- 3ds/gpu/help: started to rewrite and rearrange unclear gpu descriptions
- 3ds/gpu/help: removed meaningless sentences alike this register is used to...
- 3ds/gpu/help: removed nonsense definitions alike unsigned 1bit enable flag
- 3ds/gpu/help: gpu external registers: added memory control/status registers
- a22i/float: .float16/24/32/64/80 supports multiple operands (using commas) |
http://problemkaputt.de/gba.htm
http://www.emulation64.com/view/3066...-302-released/
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May 27th, 2020, 23:39 Posted By: wraggster
Porting on Wii of Peter Hirschberg's LedHEAD (classic electronic LED handled game simulator)
[h=2]v1.1[/h]- Added games not present in original Peter Hirschberg's LedHEAD PC version:
Basketball 2
Soccer 2
Missile Attack
- fixed small (and not so small) bugs
http://wiibrew.org/wiki/LedHeadWii
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May 28th, 2020, 21:34 Posted By: wraggster
It's time for an update! Nintendo has just released a Switch firmware update for 10.0.3, continuing the rapid-fire small updates we've been seeing ever since version 10.0.0 went live back in April. As expected, it's time to get your dedicated stability joke notebook out and bust out your favorite lines, because this is the ever typical stability-focused update. You can also check out the yls8 report, which shows that SystemUpdate, CertStore and SystemVersion were all updated.
Ver. 10.0.3 (Released May 25, 2020)
General system stability improvements to enhance the user's experience.
Click to expand...
Source
https://gbatemp.net/threads/nintendo...ilable.566009/
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May 28th, 2020, 21:36 Posted By: wraggster
Just a few days after Citra, the popular 3DS emulator, was officially released for Android devices, we report on new developments about the software. Yes, as the title suggests, someone has been working on getting Citra to work on the Nintendo Switch. Fellow GBAtemp member @m4xw shared his progress a couple of hours ago on Twitter showing Citra running natively with dynarec, under Horizon, on the Nintendo Switch. He does clarify that there are several issues to be fixed. For instance, he admits to the presence of many bugs and that it needs to be rebased onto the recent release. Moreover, there is a significant frame deviation that still needs looking into.
Citra running natively with dynarec, under Horizon, on Nintendo Switch!
Lot's of bugs still need to be squashed and it needs to be rebased onto the recent release.
Frame deviation still is huge, looking into that should probably give a indicatior for current performance issues. https://t.co/fhHbEdKIP8 pic.twitter.com/LIIbMT5AIk
— m4xw (@m4xwdev) May 25, 2020
However, as you can see in the videos they uploaded, this proof-of-concept does show promise. Indeed, m4xwdev further mentioned that the videos are from the first compiled build and that "nothing big broke so far". These developments strongly suggests that it's only a matter of time before we can decently play 3DS titles on the Switch.
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May 28th, 2020, 21:38 Posted By: wraggster
Another update to the never-ending Joy-Con drift debacle sees the class action lawsuit brought up against Nintendo dropped by the US District Court of Illinois. The case, filed by Zachary Vergara, began last year in small claims court, in hopes of bypassing the requirement to arbitrate the dispute. The case was later brought to a federal court, where Nintendo defended themselves by claiming that any consumer that purchases their hardware agrees to their end-user license, which protects them from such lawsuits and instead requires legal disputes to go through full arbitration. The judge presiding over the case came to the conclusion that Vergara must take his lawsuit to an arbitrator to confirm if his case can go through federal court, or if Nintendo's EULA requires full arbitration. While Nintendo won out in this instance, the judge told Vergara that he can bring his case back to court should the arbitrator decide that the Joy-Con lawsuit doesn't have a need for arbitration.
An Illinois man must arbitrate his claim that Nintendo of America Inc. sold defective controllers with its Switch game systems, a federal court in the state said Thursday.
Zachary Vergara entered into a valid arbitration agreement with Nintendo, and whether his claim falls within its scope is for an arbitrator to decide, the U.S. District Court for the Northern District of Illinois said.
Click to expand...
Source
https://gbatemp.net/threads/joy-con-...trator.565829/
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May 28th, 2020, 21:40 Posted By: wraggster
Two in a row today!
The item of interest, barely four hours after the last major drop, consists of partial source code for the Nintendo 3DS family updated as of October 2014: - Source code for the 3DS bootroms and kernels, including modules (drivers) for 3DS mode.
- Precompiled DSi and GBA bootroms (the latter being the NDS variant).
- Source code for most developer titles, including many not directly released to licensed developers.
The above list is the result of a cursory analysis: it may contain inaccuracies. However, notably, it does not contain any regular system application or applet, meaning the inevitable question about what this means for the 300 icon limit can already be answered.
ctr.7z - SHA1: 67026A413E08577B9F174168A7F02A8751571E87 - info-hash: 6efb571ce3eec59dfa6d6627da6581292a3e6a57
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May 28th, 2020, 21:46 Posted By: wraggster
I thought to myself today it's been some time since we had any Zelda style games on Indie Retro News, but thankfully I've come across a game that doesn't only look like a Zelda development, but it almost looks like a high quality commercial release from the golden era of the NES. Welcome to Mystic Searches; a brand new upcoming game from The New 8-bit Heroes, in which they claim from their website : " The lore of this world is far beyond the scope of what can fit in the limited memory of an 8-bit NES cartridge."
(CONTINUE READING)
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May 28th, 2020, 21:47 Posted By: wraggster
If you're looking for a new NES game and want one to satisfy your retro gaming needs, then look no further than this latest news update announcement by Toggleswitch. As thanks to a heads up by a good friend of ours via Facebook, we've been told the NES game of 'Project Blue', is now available to download for PC, MAC, Linux and Android priced at $10.00 USD inclusive of the NES ROM, PDF Game Manual and Cover Art.
(CONTINUE READING)
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