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June 3rd, 2019, 21:00 Posted By: wraggster
Team WAIN continues to improve their SX Dumper app, adding more features users have requested!Team WAIN is back, and their latest update allows you to now directly 'install cartridges', and even 'mount xci' images, check it out below:
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June 3rd, 2019, 21:11 Posted By: wraggster
What Remains is an 8-bit game for the emblematic 1985 NES console, blending visual novel and adventure elements in a story translating real events from the 80s into an epic quest to save the world. As the story unravels, your life in Sunny Peaks transforms dramatically, and you start uncovering a dark secret threatening everyone. But no despair, your best friend is by your side… as well as a very helpful cat.
The game is developed for the original NES hardware. In line with the project’s concept, the game is developed on reused and repurposed cartridges. The ROM is available for free (donations welcome though!) and can be played in your favourite NES emulator.
https://pdroms.de/nintendo-nintendoe...-v1-0-nes-game
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June 3rd, 2019, 21:27 Posted By: wraggster
According to melonDS 0.8’s release thread, this update is a somewhat experimental since further testing is needed to make sure that it works on all setups and OpenGL drivers. Furthermore, some features of the DS’ GPU aren’t implemented as of right now so some games might have some odd graphical issues but one can always use the software renderer for that.
That being said, Mario Kart DS seems to be running pretty well as per a video attached in the release thread which means that the OpenGL renderer and upscaling are working pretty well provided your PC is powerful enough.
However, there are no public builds of melonDS 0.8 for any of these consoles right now and it must be noted that the PSVita might still not be powerful enough to run most Nintendo DS games so don’t hold your breath on that front although the Switch will most likely fare much better.
To grab melonDS 0.8 for Windows or Linux, check out this link. Issues should be reported to its GitHub repository as usual.
http://wololo.net/2019/06/02/forcela...switch-psvita/
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June 3rd, 2019, 21:36 Posted By: wraggster
Up till today, hacking a DSi console on the latest firmware was only possible by one of two methods. These are the Flipnote Studio method, which is a digital-only DSiware application previously available on the DSi shop which closed 2 years ago, or through a hardmod (hardware modification).
In other words, this meant that if your DSi didn’t have Flipnote Studio already installed, you were out of luck when it came to hacking it through software and were forced to either hardmod it yourself or take it to a shop that offers hacking services since the process requires soldering skills.
Now, that has drastically changed as shutterbug2000, who also worked on nds-bootstrap, with others just released Memory Pit which is an exploit that makes use of a vulnerability found in the Nintendo DSi Camera application which comes pre-installed on every console. As a result, every DSi can now be hacked to run homebrew and HiyaCFW for free through a softmod since hardmods are no longer required in any situation!
[h=3]How do I get Memory Pit on my Nintendo DSi?[/h]Hacking your DSi with Memory Pit is pretty easy and the following steps can be followed to quickly run some homebrew on your console:
- First of all, dedicate a few minutes of your time to this and grab an SD card reader
- Download the ‘pit.zip’ file from this link and copy its extracted contents (pit.bin) to “private/ds/app/484E494A” on your SD card
- Download HBMenu and copy over BOOT.NDS from the ZIP file to the root of the SD card
- Put the SD card back into your DSi and open the camera application
- Tap the SD card icon on top and press Album
- HBMenu has now been launched on your device allowing you to run homebrew, install Unlaunch and finally get HiyaCFW
If you want to do more than just run homebrew through HBMenu, it’s recommended you check out the excellent hacking guide provided by ‘dsi.cfw.guide‘ which has already been updated to make use of the Memory Pit exploit.
http://wololo.net/2019/05/28/memory-...he-camera-app/
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June 3rd, 2019, 21:39 Posted By: wraggster
In a nutshell, Atmosphère is a CFW for Nintendo Switch consoles that are vulnerable to the fusee-gelee exploit. This CFW allows you to make your Switch more useful by letting you installing homebrew (such as Reicast which is a Dreamcast emulator and many open-source ports like NXQuake), overclock your device to 1.785GHz with sys-clk and also modify commercial games among other things.
Every couple of weeks, Atmosphère receives an update and this time we have version 0.8.10 which brings along:
- Support for changing the language/region on a per-game basis
- This can be done by editing “atmosphere/titles/<title id>/config.ini” and following the syntax in the release link below
- Features that check for button presses now listen to all controllers and not just P1
- The ‘boot’ system module has been re-implemented and it preserves AutoRCM during NAND repair thus fixing an edge case in which fuses could be burnt
- A bug that caused incorrect memory allocation on FW 5.0.0 has been fixed which results in sysmodules having an extra 12MB of memory allocated to them
To grab Atmosphère 0.8.10, press this link and download the ZIP file provided. It’s important to note that hacking your Switch still carries a real risk of getting banned so thread with caution!
http://wololo.net/2019/05/23/atmosph...-211-released/
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June 3rd, 2019, 21:47 Posted By: wraggster
higan v106r151 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 v106r151 release.
byuu says:
lots of cleanups to the subcode generation/parsing. Also emulated sega cd's cdc
dma, though it doesn't seem to get popful mail ingame, and sonic cd is pretty
weird with the audio on the title screen.
Oh wow I stand corrected, it's really just like that. The title screen plays
Sonic Boom much louder than the FMV that starts a few seconds later.
http://www.emucr.com/2019/06/higan-v106r151.html
https://gitlab.com/higan/higan
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June 3rd, 2019, 21:50 Posted By: wraggster
melonDS v0.8 is released. melonDS is an open source Nintendo DS(NDS) emulator. melonDS is part of a second wave of DS emulators. There are a few other emulator projects that are part of it, which you might have already heard of. Either way, check them out!
melonDS Features:
* almost-complete 2D graphics
* 3D graphics (software renderer) with texturing, alphablending, lighting
* input: keyboard and joystick, touchscreen
* backup memory
* booting from the BIOS
* resizable video output window, preserving aspect ratio of individual screens
melonDS Changelog:
• fix CP15 init during direct boot
• do not apply delays to cart transfers when the WR bit is set
• misc fixes
• OpenGL renderer and upscaling
http://melonds.kuribo64.net/
http://www.emucr.com/2019/06/melonds-v08.html
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June 3rd, 2019, 22:02 Posted By: wraggster
binjgb v0.1.5 is released. binjgb is a Gameboy emulator implemented in C. It's a simple GB/GBC emulator.
binjgb Features:
* Runs in the browser using WebAssembly
* Hacky-but-passable CGB support!
* Cycle accurate, passes many timing tests (see below)
* Supports MBC1, MBC1M, MMM01, MBC2, MBC3, MBC5 and HuC1
* Save/load battery backup
* Save/load emulator state to file
* Fast-forward, pause and step one frame
* Rewind and seek to specific cycle
* Disable/enable each audio channel
* Disable/enable BG, Window and Sprite layers
* Convenient Python test harness using hashes to validate
* (WIP) Debugger with various visualizations (see below)
https://github.com/binji/binjgb
http://www.emucr.com/2019/05/binjgb-v015.html
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June 3rd, 2019, 22:04 Posted By: wraggster
bsnes-hd beta 6 is released. bsnes-hd (formally "HD Mode 7 mod") is a mod of bsnes v107.1 by byuu (high-level emulation for co-processors came right on time for this). It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.bsnes is an emulator for the Super Famicom and SNES video game systems.
bsnes-hd beta 6 changelog:
Supersampling at any scale factor, Widescreen and perspective correction at scale factor 1x
Fixed crashes in widescreen and fade to black transitions as well as failing widescreen in a few more games
Tweaked some setting names and defaults as well as widescreen ARs
https://github.com/DerKoun/bsnes-hd
http://www.emucr.com/2019/05/bsnes-hd-beta-6.html
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June 3rd, 2019, 22:11 Posted By: wraggster
Cemu v1.15.7c is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.6c Changelog:
# New in 1.15.7c:
general: Enabling the overlay should no longer cause graphic bugs in games
# New in 1.15.7b:
CPU/JIT: Fixed a bug leading to random corruption of the instruction stream
# New in 1.15.7:
general: Added visual indicator at game boot which displays the used controller profiles
general: Added controller low battery warning (can be turned on/off in settings. Off by default)
general: Global precompiled shader setting should no longer reset to auto (#63)
general: The internal process of updating system.xml is now more robust
Previously there was a slim chance to lose all settings when Cemu crashed or was force closed
while settings.xml was being updated
CPU/JIT: Optimized recompilation. This process is already fast enough to generally not be noticeable but
it can lead to delay and micro-stutter in cases where a lot of new code is recompiled at once
Examples where the bottleneck becomes apparent:
Frame drops or audio crackle on first loading screen
Initial delay when booting a game
With the optimization, these should now be slighty less severe
GX2: Improved the accuracy and behavior of GX2WaitForFlip + GX2SwapScanBuffers
This fixes an issue where games would run at the wrong framerate (e.g. Paper Mario Color Splash)
GX2: Fixed a bug in texture decoder for format BC4 (#59)
GX2: Fixed an issue where Cemu would crash if a game setup invalid shaders
This resolves crashes in Pikmin 3 and Yoshi's Woolly World
Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/
http://cemu.info/
http://www.emucr.com/2019/05/cemu-v1157c.html
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June 3rd, 2019, 22:12 Posted By: wraggster
Swiss r649 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
This release adds default game settings, and a revised appearance on the settings pages. Network config is still WIP.
Commits by contributor below.
@emukidid:
Add network settings page (WIP)
Tidy up setting display
Tidy up config handling
@Extrems:
Add PAL 50Hz workaround for AVE N-DOL.
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2019/05/swiss-r649.html
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June 3rd, 2019, 22:40 Posted By: wraggster
fgsfdfgs has released a new version of Doom for the Switch:
Changes
merged latest upstream changes (4.1.2+).
Installation and running
Unzip the attached ZIP file to the switch folder on your SD card.
Place at least one supported IWAD (e.g. doom2.wad) into gzdoom/iwads/.
Run GZDoom Launcher from hbmenu.
Known bugs
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.
Notes
Launcher controls:
D-PAD: navigation
L/R: change tab
A: activate option
B: cancel/exit
X: reset option
PLUS: start game
You can technically place the game into any subfolder in sdmc:/switch/, as long as the gzdoom folder is next to gzdoom_launcher.nro.
Any custom files (PWADs, PK3s, DEHs, LMPs, whatever) should be placed into the gzdoom/pwads folder.
The launcher has predefined default profiles for most supported IWADs. You can also add your own profiles by pressing Y on the main tab. Any changes will be saved to gzdoom/launcher.ini.
The launcher will only detect files in gzdoom/iwads and gzdoom/pwads. You can use the Override RSP file option if you have to load files from other locations.
Multiplayer does work, however only Switch <=> PC multiplayer has been tested. 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.
Fatal errors are logged into error.log. You can also turn on logging in the launcher.
https://github.com/fgsfdsfgs/gzdoom
https://www.nintendomax.com/viewtopi...4c5ac0920a6c20
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June 3rd, 2019, 22:42 Posted By: wraggster
A new release of mGBA, version 0.7.2, is available. This version is a bugfix release, which contains many stability and accuracy fixes. Notably, the 3DS version no longer hangs on non-CFW New 3DSes. An extensive list of changes follows after the cut.
Emulation fixes:
GB: Fix HALT when IE and IF unused bits are set (fixes #1349)
GB Timer: Fix timing adjustments when writing to TAC (fixes #1340)
GB Video: Fix window y changing mid-window (fixes #1345)
GB Video: Fix more window edge cases (fixes #1346)
GBA: Fix RTC on non-standard sized ROMs (fixes #1400)
GBA DMA: Fix DMA0-2 lengths (fixes #1344)
GBA Memory: Fix writing to OBJ memory in modes 3 and 5
GBA Memory: Prevent writing to mirrored BG VRAM (fixes #743)
GBA Video: Fix scanline cache with scale factor change edge cases
GBA Video: Fix sprite mosaic clamping (fixes #1008)
GBA Video: Implement mosaic on transformed sprites (fixes #5)
Other fixes:
3DS: Ensure core 2 can be used for threaded renderer (fixes #1371)
All: Fix several memory leaks
GB Core: Fix toggling WIN and OBJ being swapped
GBA: Fix skipping BIOS on irregularly sized ROMs
CMake: Fix .deb imagemagick dependencies
FFmpeg: Improve initialization reliability and cleanup
FFmpeg: Fix audio conversion producing gaps
LR35902: Fix disassembly of several CB-prefix instructions
LR35902: Fix trailing whitespace in disassembly
Qt: More app metadata fixes
Qt: Fix load recent from archive (fixes #1325)
Qt: Fix overrides getting discarded (fixes #1354)
Qt: Fix saved scale not getting set on resize (fixes #1074)
Qt: Fix crash in sprite viewer magnification (fixes #1362)
Qt: Fix adjusting magnification in tile viewer when not fitting to window
Qt: Fix bounded fast forward with Qt Multimedia
Qt: Fix saving settings with native FPS target
Wii: Fix aspect ratio (fixes #500)
Misc:
Qt: Add missing HEVC NVENC option (fixes #1323)
Qt: Improve camera initialization
Vita: Improved frame drawing speed
https://mgba.io/2019/05/25/mgba-0.7.2/
https://www.nintendomax.com/viewtopic.php?f=168&t=17024
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June 3rd, 2019, 22:43 Posted By: wraggster
New from rsn8887
This is my Switch port of Hurrican, a freeware jump and shoot game created by Poke53280 that is based on the Turrican game series. Blast your way through nine action-packed levels filled with different enemies and powerups.
Everything needed to play is already included in the archive.
Port by @rsn8887.
Thanks
Thanks to Poke53280 team for making such a great game, releasing the source, and making it freeware.
Thanks to the other developers such as DKS and Pickle for extending the Hurrican source and adding SDL/OpenGL-ES support and more.
Thanks to ScHlAuChi for telling me about this.
Thanks to devkitPro for making Switch homebrew possible.
Thanks to my supporters on Patreon: Andyways, CountDuckula, Jason Crawford, Greg Gibson, Jesse Harlin, Özgür Karter, Matthew Machnee, Milenko, and RadicalR.
Installation
Download (see assets below), and unzip Hurrican_switch.zip and copy the contents over to the /switch/ folder on your sd card, so that you have a folder /switch/Hurrican with many folders and files inside.
Controls
Left analog stick = walk/duck/aim (hold up/down to look)
Dpad = walk/duck/aim (hold up/down to look)
Y = shoot
B = jump
X = hold for lightning beam (control angle with stick/dpad left/right)
A = powerline
R = grenade
L = cycle weapon type
ZR = smart bomb
Current Limitations
Don't try to remap buttons in the controls menu, it asks for a button press, but doesn't react to Joycon input. The only way out is to force quit the game with the home button. If you mess up preferences, just delete /switch/Hurrican/hurrican.cfg
The tutorial level (if you select "Start Tutorial" instead of "Start New Game") currently crashes just after loading.
https://github.com/rsn8887/Hurrican
https://www.nintendomax.com/viewtopic.php?f=168&t=17021
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June 3rd, 2019, 22:45 Posted By: wraggster
fgsfdsfgs has updated his port of Quake for the Switch
Changelog
added gyro aiming (based on @falquinho's PR);
added swkbd input in text fields and console (based on @Ch0wW's branch);
added joystick settings menu;
added a new mod select menu (accessed from the Options menu);
added 1080p support;
fixed multiplayer;
stability improvements to enhance the user's experience.
How to play
Unzip quakespasmnx_v020.zip onto the root of your SD card.
Copy pak0.pak from the id1 folder of your Quake installation (shareware or full) to /switch/quakespasm/id1/.
2.1. (optional) Copy pak1.pak from the id1 folder of the full version of Quake to /switch/quakespasm/id1/ if you want to be able to play the full version of Quake.
2.2. (optional) Copy pak0.pak from the hipnotic folder of Scourge of Armagon to /switch/quakespasm/hipnotic/ if you want to be able to play Scourge of Armagon.
2.3. (optional) Copy pak0.pak from the rogue folder of Dissolution of Eternity to /switch/quakespasm/rogue/ if you want to be able to play Dissolution of Eternity.
Run QuakespasmNX using Homebrew Launcher.
Note: you can technically place the quakespasm folder anywhere and it'll work, e.g. subfolders in /switch/.
If it crashes, check error.log in /switch/quakespasm/ to find out the reason.
https://github.com/fgsfdsfgs/QuakespasmNX
https://www.nintendomax.com/viewtopic.php?f=168&t=17019
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June 3rd, 2019, 22:46 Posted By: wraggster
New from Jan200101
NXBlood is a port of NBlood for the Switch which itself is a attempted Source port of the 1997 game Blood
the port is relatively feature complete compared to the existing version of NBlood
All credit to the actual port of Blood go to Nuke.YKT for his fantastic NBlood
Installation:
- move NBlood.nro into your /switch folder
make a folder called nblood on the root of your SD and copy the following files into it
BLOOD.INI
BLOOD.RFF
BLOOD000.DEM-BLOOD003.DEM
GUI.RFF
SOUNDS.RFF
SURFACE.DAT
TILES000.ART-TILES017.ART
VOXEL.DAT
copy nblood.pk3 into the nblood folder
start NXBlood
Controls:
THERE CURRENTLY IS NO WAY OF CHANGING CONTROLLER CONFIGURATIONS IN-GAME
if you do want to change your controls anway you can edit the nblood.cfg in your /nblood folder
In-game:
Left Joystick - Movement
Right Joystick - Looking around
Right Joystick pressed - Crouching
A - Use
B - Jump
Y - Use item
ZR - Fire
ZL - Alternative Fire
R & L - Switching Weapons
Up - Holder Weapon
Left & Right - Switch items
Down - Toggle Map mode ( does not view map )
Minus - View Map
Keyboard and Mouse are fully supported and you are free to use them
changelog :
merged upstream changes
add Nuke.YKT to author list
https://github.com/Jan200101/NXBlood
https://www.nintendomax.com/viewtopic.php?f=168&t=17018
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June 3rd, 2019, 22:48 Posted By: wraggster
davidgfnet has ported the Dreamcast Emulator to the Nintendo Switch
Hey there folks,
I'm glad to introduce you reicast for switch. This is a very rushed release, expect bugs and many issues, but in the next days a more polished version should be in order. Also a more proper release, since we don't have yet automated builds for switch.
The current version has some caveats: although it uses JIT (so fullspeed! in fact can go at x2 the speed easily) there's no exception handling yet, therefor things like texture invalidation don't' work well. This can be very limiting for some games, whereas others won't show many quirks. In fact just the BIOS shows this behaviour, textures in dialogs won't get updated
Well that's it, this is a very alpha version, so expect most bugs to get fixed soon. You might also wanna check out reicast on Android or PC (at reicast.com)
I'd like to thanks flyinghead for this tremendous contributions (he's the one to thank for the armv8 JIT backend), and of course skmp and all the crew that keep reicast great (although unreadable!)
Edit: How to use it.
Yeah forgot to add that. You'll need the BIOS files at /reicast/data/dc_boot.bin /reicast/data/dc_flash.bin. The settings can be tweaked at /reicast/emu.cfg. I'd also place ROMs at /reicast on your sd card.
Notice that games using MMU won't work, that's WinCE games (I guess this list is reasonable: https://segaretro.org/Windows_CE).
Important: reicast needs some memory (like 512MB+), so launching the app via nb loader won't work if you use the Album thingy to launch it. This bit me during porting too. You need to launch a game (any game) and press the R trigger to enter the HB loader in "game mode". That should do.
Love, davidgf
https://github.com/davidgfnet/reicas...ree/switchport
https://www.nintendomax.com/viewtopic.php?f=168&t=17017
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June 10th, 2019, 21:21 Posted By: wraggster
It's always exciting to see the wide variety of devices that are able to run your favourite adventure games thanks to ScummVM. Today, we are proud to announce that the number of devices has grown again by the immediate availability of ScummVM for the Nintendo Switch!
Thanks to Cpasjuste and rsn8887, you are now able to use ScummVM on the go.
In order to run ScummVM on your Switch, you need a modded console that's able to run homebrew software. Don't worry - there's plenty of documentation about enabling homebrew on the Nintendo Switch available online.
This new port already has it's own page in our wiki. You should definitely have a look on the wiki page since it contains lots of useful information on how to use ScummVM on the Switch.
If you have any further questions regarding this port, feel free to visit our forums.
Our buildbot is already providing development versions for the Nintendo Switch. Go grab them while they're hot!
https://www.scummvm.org/news/20190608/
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June 10th, 2019, 21:23 Posted By: wraggster
Thracia 776, the last entry in the Fire Emblem series that had remained untranslated, has finally received a fan translation patch over 19 years after its release. Initially released for the Nintendo Power download system in Japan, the title also had a limited cartridge run for the SNES.
The patch, dubbed “Project Exile,” is a full translation patch which affects all chapters, all menus, all items, all epilogues, the intro and outro crawl, the world map, and much more. It makes Thracia 776 playable in its entirety, and was created by a team led by Cirosan, using the remnants of Kirb’s patch as a foundation and merging Zane’s menu translation with it (as well as receiving considerable technical advice from him).
In addition, the script has been written from scratch, using a new translation done by Cirosan, the project lead. In the spirit of transparency, complete PDFs of the entire script can be found via a link in the Readme.
Project Exile represents a grand collaboration between many people from across the world, none of whom have ever met in person. The patch team consisted of people from throughout the United States, France, and Austria, who all pooled their expertise and talents to make this patch a reality.
https://forums.serenesforest.net/ind...-and-released/
http://www.romhacking.net/forum/index.php?topic=28658
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June 10th, 2019, 21:26 Posted By: wraggster
September 10th, 1999. Bishoujo Senshi Translations release their complete English translation of Pretty Soldier Sailor Moon: Another Story, allowing a whole generation of fans to play the game in English. However, as years pass, many notice it seems rather incomplete, and at times somewhat confusing.
June 6th, 2019. After 3 months of intensive work, vivify93 and mziab release a much-needed overhaul to the translation. It’s time to experience Another Story all over again!
See the Readme for controls, changes, cheat codes, and more. Read the Liner for any questions about lore terms or the game’s continuity. Plus, check out the other goodies inside…
A New Moon has risen. Become the champion of justice!
https://mziab.grajpopolsku.pl/download/
http://www.romhacking.net/forum/index.php?topic=28646
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June 11th, 2019, 21:11 Posted By: wraggster
Nintendo's E3 Direct was once again packed with surprises, culminating in the announcement of a sequel to the seminal Legend of Zelda: Breath of the Wild.
It was a strong and varied line-up from the platform holder, with plenty of game reveals packed into the 40-minute presentation as well as dates and details on several Nintendo titles the industry was already expecting.
Here's a complete round-up of everything featured in the latest Nintendo Direct:
[h=2]The Legend of Zelda: Breath of the Wild 2[/h]While not the official title, Nintendo did confirm a sequel to the Switch launch title is currently in development. The teaser trailer showed Link and Zelda investigating a cavern, seemingly beneath Hyrule Castle, where a strange force resurrected Calamity Ganon.
There's no further details or word of a release date, but given that the trailer seemed to be set in the same world as Breath of the Wild, it's unlikely we'll have to wait as long as we did for the first title.
In other Zelda-related news, the Switch remake of Link's Awakening arrives on September 20, and now features a dungeon maker. Players will be able to earn dungeon chambers as they progress and rearrange them to create their own levels they can explore and beat to unlock key items.
Finally, Cadence of Hyrule, the Zelda-themed version of Crypt of the Necrodancer, launches later this week on June 13.
[h=2]Banjo-Kazooie back on Nintendo[/h]Just before the Breath of the Wild sequel reveal, Nintendo confirmed the long-rumoured addition of Banjo-Kazooie to Super Smash Bros Ultimate. It's the first time the bear and bird duo has been seen on a Nintendo device since 2005's Banjo Pilot for Game Boy Advance, and yet another hint at a growing partnership between Nintendo and Xbox.
Banjo-Kazooie and Spiral Mountain stage will be added to the game in the autumn -- and there's more Smash Bros DLC heading to Switch before that. The Direct actually opened with the reveal that Dragon Quest's Hero character will be added this summer, and through the costume swap can be changed to resemble the protagonist from multiple entries in the series.
[h=2]The Witcher 3 heading to Switch[/h]Yes, the rumours were true -- CD Projekt Red's acclaimed fantasy RPG is arriving on Switch this year. The Witcher 3: Wild Hunt - Complete Edition will contain the original game and every piece of DLC, including the Hearts of Stone and Blood & Wine expansions.
https://www.gamesindustry.biz/articl...e3-2019-direct
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June 11th, 2019, 21:35 Posted By: wraggster
Tomb Gator for NES by Christopher Addolorato got an update.
Notes:Okay! V5 is done!
This includes:
Boss battle 1
new Alien death animation
new extra life gaining system (100 tokens=1 extra life.)
The boss music is only temporary. I’m planning on having a 8 bit baseball organ version of “Take me Out to the Ballgame” for the boss fight and “Charge!” for the boss intro screen.
https://pdroms.de/nintendo-nintendoe...5-wip-nes-game
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June 11th, 2019, 21:48 Posted By: wraggster
Relic Hunter is a NESmaker game currently being in development.
Current notes:Some progress of Relic Hunter so far. I’d like to flesh out some of the stages some more, and it still needs some polish, but it’s a W.I.P.
Objective is pretty simple: collect all the gems and defeat at least one monster. There are energy powerups available to take them all down if you want the points, but you better not miss or you may not be able to reach further platforms!
And yes, those frogs really did kick my ass. I was going to make an excuse about me dying on purpose to show you the checkpoints work, but you deserve better than that. They owned me hard.
https://pdroms.de/nintendo-nintendoe...3-wip-nes-game
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June 11th, 2019, 21:52 Posted By: wraggster
Back in February, Max Keller demonstrated Android running on the Nintendo Switch which he managed to port together with Billy Laws (ByLaws) although some of the Switch’s function didn’t work. Ever since then, we haven’t heard much but now, ByLaws shared a video demonstrating GPU acceleration which has rekindled interested in Android on the Switch!
Obviously, GPU acceleration on Android for the Switch is a pretty big deal as it allows for:
- An Android experience that is much smoother and compatible with many more applications
- The ability to play Android games on the Switch such as PUBG Mobile, Shadowgun, Tekken Mobile and other titles
- Undoubtedly, the Switch would be able to run a lot of Android games pretty well thanks to its Nvidia Maxwell-based GPU
- Turning your Switch into a better media consumption device since Android has much better applications than Horizon OS for doing such stuff
- The DraStic emulator (DS) and other Android-exclusive software will become runnable on the Switch
Right now, there is no ETA on when a working build of Android for the Switch will be released if it’ll ever be. However, Billy Laws stated that he plans to release his work, at least on the GPU acceleration thing, when it’s ready which shows that a fully working Android build may come to fusee-gelee vulnerable Nintendo Switch consoles eventually.
[h=3]Conclusion[/h]As stated above, there’s no word on when anything will be released so don’t hold your breath for anything. For now, the only things you can do is follow Max Keller on Twitter and check the Switch Hacks subreddit along ByLaws’ Reddit profile for further updates.
http://wololo.net/2019/06/10/nintend...hen-its-ready/
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June 12th, 2019, 21:34 Posted By: wraggster
Nintendo has reportedly moved some of its production for the Switch following tariffs the US has imposed on electronics made in China.
Sources who work on Nintendo's supply chain told The Wall Street Journal about the change, although there are no details on how much of the Switch's production has been affected or where exactly it has been moved to.
A Nintendo spokesperson told the WSJ that the console is now mostly made in China, and said the platform holder always explores new options for where it can manufactures its games and consoles.
Reports emerged earlier this year that Nintendo is planning to launch two new models of the Switch. The WSJ's sources say both these models and the current version are now in production in Southeast Asia. The Nintendo spokesperson declined to comment.
https://www.gamesindustry.biz/articl...-by-us-tariffs
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June 12th, 2019, 21:39 Posted By: wraggster
The delay to Animal Crossing: New Horizons is in keeping with Nintendo's stance on crunch, Nintendo of America president Doug Bowser has said.
The new Animal Crossing game has been delayed until March 2020, despite the company telling investors and gamers that it would launch in 2019.
The news was announced during the company's E3 Nintendo Direct yesterday, but Nintendo of America president Doug Bowser offered some clarity on the reason why in a subsequent interview with IGN.
"For us, one of our key tenets is that we bring smiles to people's faces, and we talk about that all the time," he said. "For us, that applies to our own employees. We need to make sure that our employees have good work-life balance.
https://www.gamesindustry.biz/articl...voiding-crunch
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June 12th, 2019, 21:54 Posted By: wraggster
After many attempts and ten month of work Star Ocean: Blue Sphere finally received a fully spanish translation, this game takes place two years after the events of Star Ocean:The Second Story. Some characters moved to Earth, some stayed on Expel, and others are elsewhere doing their own thing. Ernest and Opera are still exploring uncharted, primitive planets, and on one ocean-covered planet known as Edifice.
https://www.romhacking.net/forum/ind...?topic=28492.0
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June 12th, 2019, 21:57 Posted By: wraggster
Contrary to earlier announcements from Nintendo that online multiplayer in the upcoming Super Mario Maker 2 would be limited to random matchmaking, Takashi Tezuka, the producer of the game has stated during a Nintendo Treehouse talk that playing with friends will indeed be an option.
Mr Tezuka confirmed that the ability to play with friends and not just random players will be coming in the form of a future update to the game.
https://gbatemp.net/threads/nintendo...aker-2.540647/
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June 13th, 2019, 20:26 Posted By: wraggster
Nintendo has pledged to continue its support for the 3DS, despite having no new games to announce for the platform at E3.
Speaking with Time, Nintendo of America president Doug Bowser responded to a direct question about "the fate" of the 3DS, which was conspicuously absent from the E3 Nintendo Direct.
Bowser admitted that Nintendo had "no games to announce on 3DS at this show," but he claimed that the absence of 3DS titles was down to a calculated decision to focus on the Switch.
"But our 3DS business continues to do quite well. Retailers continue to support both the hardware and the software," he said. "And as long as there's consumer demand for 3DS, we'll continue to support it.
"In fact, we believe it's a great entry point for young gamers. A 2DS at $79 with a game included is a great value proposition for a young gamer coming into the Nintendo ecosystem."
This pledge of support comes at a time when many believe that the 3DS is close to redundant. Our own Chris Dring recently looked back on the legacy of the handheld, due to Nintendo indicating that no first-party 3DS software was due before the end of this fiscal year -- despite forecasting 100,000 unit sales of the device, and 500,000 software sales.
https://www.gamesindustry.biz/articl...rt-for-the-3ds
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June 13th, 2019, 20:31 Posted By: wraggster
melonDS 0.8.1 is out, and that fixes some of the issues that were discovered in 0.8 (mostly stupid oversights, heh), but also adds a few other features and fixes. Let's see.
Input upgrade
The input code has been reworked to be more pleasant to deal with, especially with regards to adding hotkeys. In less nerdy terms, what does this mean?
It is now possible to map keys with modifiers, like Ctrl+Z or Shift+R or even combinations like Ctrl+Alt+Q. It is worth noting that during mapping, you should use left-hand Ctrl/Alt/Shift keys for these mappings. However, ingame, both sets of keys should work. This feature may not be too useful for DS input, but it should be more handy for hotkeys. It is also possible to delete a key mapping by pressing the Backspace key during the mapping process.
I have also been upgrading joystick support. You can now choose which joystick to use, and can map axes to buttons/hotkeys.
The twist to this is that I liked the old "axis maps to DS dpad" feature, and how it could be used alongside regular button/hat controls. I didn't want to lose the ability to use both, but I also wanted to make it, well, not a hardcoded mapping. So instead, you can map both a button/hat direction and an axis to each control. When mapping a joystick control, pressing a button/hat direction keeps the axis mapping intact, and vice-versa. You can delete both mappings by pressing Backspace during the mapping process.
The aforementioned axis support should also be able to support analog triggers, which are typically exposed as axis controls.
I also added support for multiple hat controls.
OSD
This new, optional feature shows some short, temporary status messages onscreen. For example, when loading or saving savestates, pausing, resuming...
The idea is to give some visual feedback about these operations, rather than, say, have savestate loads just appear to do nothing because the slot is empty.
You can disable the OSD if you find it to get in the way.
New hotkeys
You might remember that some early melonDS versions had a secret hardcoded fast-forward hotkey. This seems to have appeared in version 0.3, but eventually disappeared with the UI revamp in version 0.5.
Well, now, with Ace4896's contribution, this feature is back with a proper hotkey mapping. There is also a 'toggle' hotkey that enables or disables the framerate limiter.
I also added hotkeys for pausing and resetting emulation.
OpenGL fixes
Several of the crashes and rendering errors that appeared in 0.8, stemming from the new OpenGL support, have been fixed in this version.
I also added a little hack to support line triangles in OpenGL, and a preliminary implementation of edge marking, which you can see demonstrated in one of the screenshots above.
There's also a bunch of little fixes and optimizations, as usual. Enjoy!
melonDS 0.8.1, Windows 64-bit
melonDS 0.8.1, Linux 64-bit
If you're feeling generous, if you want to help us take this OpenGL renderer further: here's our Patreon
http://melonds.kuribo64.net/comments.php?id=93
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June 13th, 2019, 20:42 Posted By: wraggster
higan v106r160 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 v106r160 release.
byuu says:
I made the Thread class aware of the Scheduler class, which removes the need
for every emulator core to inherit from higan::Thread. But I do have to
duplicate them via #include magic because of the Super Game Boy needing separate
schedulers for the SNES and GB. I improved some of the performance loss in the
last WIP, but 161 should do better still.
https://gitlab.com/higan/higan
http://www.emucr.com/2019/06/higan-v106r160.html
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June 13th, 2019, 20:43 Posted By: wraggster
bsnes-hd beta 7 is released. bsnes-hd (formally "HD Mode 7 mod") is a mod of bsnes v107.1 by byuu (high-level emulation for co-processors came right on time for this). It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.bsnes is an emulator for the Super Famicom and SNES video game systems.
bsnes-hd beta 6 changelog:
auto detection for perspective correction (Castlevania, Terranigma, FF3)
HD Mode 7 priority fix (HD foregrounds, e.g. Mohawk & Headphone Jack)
perspective correction width setting (fix for a view games, e.g. Tales of Phantasia)
settings to avoid black bars at the widescreen edges or top/bottom (Top Gear 2 and Mario Kart, respectively)
more settings for ignore window (more widescreen and ability to disable shadows)
option to disable background layer and sprites
soft crop option to allow certain parts to overflow the screen
compile fixes
some minor restructuring of the settings dialog
first version of a readme
https://github.com/DerKoun/bsnes-hd
http://www.emucr.com/2019/06/bsnes-hd-beta-7.html
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June 13th, 2019, 20:45 Posted By: wraggster
My Nes v7.5.71 is released. My Nes is a portable open source NES/FAMICOM emulator written in C#. It's EXACT nes cycle emulator, very accurate and uses exact ppu scanline timing. My Nes compatibility is very high, and most of the games that supported run perfectly.
My Nes Features:
- Roms browser with bility to disblay additional information of each rom like snapshot and info.
- Save/Load state in defferent 9 slots or in file using save/load state as feature.
- Sound recorder which record sound of current playing rom in wav format (Mono, 44100 Hz, pcm 16-bit).
- Developer console with full access emulation commands.
- Support INES (*.nes) file format.
- Can read from archive (*.zip, *.7z and *.rar)
- Profiles for control mapping.
- CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
- PPU :8x8 and 8x16 sprites with transparency and priority, background tiles and sprites evulation, internal ntsc palette generator, default PAL palette, Cycle based ppu, real scanline and scancycle timing, Emphasis and monochrome effects.
- Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
- Systems : PAL , NTSC
- Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140, 142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!
My Nes v7.5.71 Changelog:
- Added: enable filters in Audio option.
- Improved: sound playback quality (both renderers) by configuring buffer size and latency (buffer options are removed).
Core Version 7.5.7100.447; Built at 10, Jun, 2019 00:14.
-------------
- Fixed: Square sound channels sequencers (wrong counting through the look-up table).
- Fixed: sound aliasing by implementing proper low-pass filter for down-sampling.
- Improved: sound quality by adding the proper filters as described in nes wiki.
http://sourceforge.net/projects/mynes/
http://www.emucr.com/2019/06/my-nes-v7571.html
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June 13th, 2019, 21:24 Posted By: wraggster
Cemu v1.15.8 is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.8 Changelog:
general: Updated language files
overlay: Added an option to scale the text size
overlay: Moved some options into a separate notification overlay
Also added new notification options:
- The amount of shaders compiled while playing (#40)
- Friend list information (friend requests, online/offline notifications) (#72)
debug: Added debug option to dump nlibcurl HTTP/HTTPS requests
GX2: Improved accuracy of streamout cache
This addresses the following known issues:
BotW - Particles drifting/warping to wrong positions
Tekken Tag 2 - Corrupted colors/textures on character models
GX2: Resolved an issue where GX2SurfaceCopy() calculated the wrong destination mip level for GPU-side copies
This fixes corrupted textures in:
Lost Reavers, Devil's Third, Ninja Gaiden and Transformers RotDS
nlibcurl: Fixed a potential crash in curl init methods
nlibcurl: Improved accuracy and behavior of read callbacks
This fixes a crash when uploading levels in Super Mario Maker (#68)
coreinit: Implemented OSConsoleWrite(). Any console output will be printed to log.txt
vpad: Fixed VPADControlMotor using the wrong pattern length (#60)
vpad: Fixed a rare crash caused by rumble
Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/
http://cemu.info/
http://www.emucr.com/2019/06/cemu-v1158.html
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June 20th, 2019, 17:04 Posted By: wraggster
Following E3 2019's annual deluge of game announcements, NPD analyst Mat Piscatella has outlined his predictions for game sales in 2019, including Call of Duty: Modern Warfare as the year's top seller and Nintendo as best-selling publisher.
In a blog post, Piscatella outlined his takeaways from the show's major exhibitors. Despite E3's seemingly heavy focus on streaming and subscription services, he feels the audience was left with more questions than answers, and doesn't see Stadia or Project xCloud making a significant market impact in 2019. However, he predicts xCloud will have an impact on ongoing Xbox hardware sales and Game Pass subscriptions.
"Nintendo Switch is the most important piece of video game hardware in the market right now," he says of Nintendo's presentation, saying he expects its hardware sales to continue in strength and for Nintendo to wrap up the year as the best-selling publisher, with sales driven largely by Pokemon Sword & Shield (which launch in November).
Overall, Piscatella sees a stronger-than-usual line-up for the "transition year" between console generations, though with no major end-of-year release akin to 2018's Red Dead Redemption 2, a number of other titles could slip into the top 10 unexpectedly.
https://www.gamesindustry.biz/articl...ling-publisher
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June 21st, 2019, 11:09 Posted By: wraggster
Jorge and I have released both the playable ROM and source code of our first VUEngine multiplayer demo on our Patreon page. The ROM is almost identical to that released last year, but it has slightly different physics and updated credits.
For those of you who weren't able to see the original, Patron-only release post for "SPONG", it is a multiplayer top-down Pong variant for the Virtual Boy that supports the link cable. It's meant as a rather simple demo project for the engine's multiplayer capabilities.
We have moved away from further developing this game due to people's interests in other projects, so we think that it is time to release the sources to give developers some solid sample code at hand that shows how to implement multiplayer game logic using VUEngine's CommunicationManager class. Please, find the sources in the link below:
https://bitbucket.org/vuengine/spong
more here https://www.planetvb.com/modules/new...hp?storyid=461
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June 21st, 2019, 11:14 Posted By: wraggster
A quick update has been released for @SciresM 's Switch CFW, Atmosphère, bumping the version up to 0.9.1. Support for the latest available OFW (8.1.0) has been added and a few emuMMC-related bugs have been fixed. This, however, is not the general bugfix release the devs were talking about previously, so emuMMC should still be considered experimental for the time being.
The official changelog can be read below:
Quoted from Changelog: 0.9.1 is Atmosphère's nineteenth official release.
fusee-primary was last updated in: 0.9.1.
With thanks to the @switchbrew team, Atmosphère 0.9.1 is bundled with hbl 2.1, and hbmenu 3.0.1.
The following was changed since the last release:
- Support was added for 8.1.0.
- Please note, emummc is still considered beta/experimental -- this is not the inevitable bugfix update for it, although some number of bugs have been fixed.
- General system stability improvements to enhance the user's experience.
For information on the featureset supported by 0.9.0, please see the official release notes.
Click to expand...
On a last note, fusee-primary has also been changed with this version. Remember to update it too if you're using it!
UPDATE: If you were not being able to boot with this release, re-download it from the repo. A bug has been fixed which caused the system to hang if there was no emummc.ini file present on the microSD card.
https://gbatemp.net/threads/atmosphe...upport.541336/
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June 21st, 2019, 11:18 Posted By: wraggster
We are back with another update for SX OS. As you all probably know, one of our main priorities is making sure existing users are able to keep enjoying SX OS.
This update brings full compatibility for the recent firmware update 8.1.0.
Nothing more, nothing less. We have some very cool features lined up that are not quite ready for primetime yet. And we didn't want to keep you waiting till next september either.
So what are you waiting for? SX OS 2.8 beta is available for download on our website now! (and through the builtin online updater part of SX OS, of course)
—< Team-Xecuter - Rocking the Switch in 2019 and beyond! >—
https://team-xecuter.com/
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June 24th, 2019, 21:17 Posted By: Shrygue
via Venture Beat
Nintendo revealed during its Electronic Entertainment Expo (E3) Direct presentation today that a remake of Panzer Dragoon is coming to Switch. It is coming out this winter.
Panzer Dragoon is a classic rail shooter for the Sega Saturn. The remake will include improved visuals and controls. The last game in the series, Orta, came out for Xbox back in 2002.
This remake will improved visual and controls.
“On a far, lone planet, you encounter two dragons awakened from the ancient times,” Nintendo detailed in a press release sent to GamesBeat. “Armed with a deadly gun from the past, and the guidance of your armored blue dragon, you must fulfill your destiny and keep the Prototype Dragon from reaching the Tower, or die trying.”
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June 26th, 2019, 21:34 Posted By: wraggster
It’s been six months to the day since AGTP released the translation patch for Super Robot Wars EX; today, a patch releases for Super Robot Wars 3 that brings it up to the standard set by EX. This is a dramatic improvement over the patch released at the end of 2002 in nearly every sense, technically, linguistically, and aesthetically. The bad names have been fixed, the translation has been doublechecked, and the game has been completely re-hacked from the ground up using the code written for SRW EX.
The new release is complete and should be issue-free; enjoy!
http://agtp.romhack.net/
http://www.romhacking.net/forum/index.php?topic=28740
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June 26th, 2019, 21:36 Posted By: wraggster
Final Fantasy III is a game for the Famicom/NES that never saw release outside of Japan in it’s original form. In 2006, Square Enix remade the game for the Nintendo DS, which was the first time players worldwide were able to experience some form of this game.
This specific translation is actually a ‘do-over’ from a previous attempt in 2016.
Although previous fan-translations of this game exist, they were made before Square’s DS remake. As such, in 2016 Chaos Rush wanted to make a new translation-hack of the original Final Fantasy III for Famicom/NES that aimed to port the script used in the DS remake (when applicable, because the remake alters certain story elements) while retranslating from scratch any parts that were altered in the remake, with the end goal being an English-language version of the original Final Fantasy III with the canon names for characters, spells, items and such. While this initial project was completed, it had its issues: In order to fit the script, Chaos Rush expanded the ROM to 1mb while using a patch that converted the game to use the MMC5 mapper, thinking that there wouldn’t be any issues that stem from it by doing so. Several users pointed out that the RAM configuration used in Final Fantasy III would not have been compatible with the MMC5 mapper to begin with. In addition to that, there were several bugs and crashes that stemmed from the MMC5 mapper conversion, and certain emulators did not support the hack at all. Several users requested that the project be redone in order to keep the 512kb ROM size of the original game and look into ways to compress the script, so that users can finally have a hardware-compatible version of the original Final Fantasy III in English that uses the canon terminology.
With that said, in 2019 Chaos Rush produced a new version of the translation that keeps the game’s original ROM size and mapper configuration. In order to fit the script into the game’s limited space for text, the script had to be redone from the 2016 version, thus a new script was produced that words things as minimally as possible while implementing DTE compression into the game in order to fit as much text as possible within the original ROM size. The new script was produced by comparing the Japanese text from the original Famicom version with the English text from the 2016 translation (which about 75% of was a script port of the DS version), and then coming up with a new line that words things as minimally as possible while getting across the main points expressed in the Japanese script while keeping the “spirit” of the DS script. Thus, it is more or less an abridged version of the script from the 2016 version, but the Japanese text was looked at in both cases. The compressed script takes up 99.97% of the space used by the Japanese version of the game for the text.
Whether you want to call this a translation or an “abridged script port”, either way the end result is an English-language version of Final Fantasy III for the NES that uses the terminology from Square Enix’s remake on the Nintendo DS (and subsequent ports), with a script that provides a similar atmosphere to the remake while also staying true to the original text, all while keeping the same ROM size and mapper configuration as the original game.
https://www.romhacking.net/translations/4760/
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June 26th, 2019, 21:39 Posted By: wraggster
melonDS aims at providing fast and accurate Nintendo DS emulation. While it is still a work in progress, it has a pretty solid set of features:
• Nearly complete core (CPU, video, audio, ...)
• OpenGL renderer, 3D upscaling
• RTC, microphone, lid close/open
• Joystick support
• Savestates
• Various display position/sizing/rotation modes
• (WIP) Wifi: local multiplayer, online connectivity
• and more are planned!
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• fix GL renderer not working at all on certain setups (RSDuck)
• add 32bit writes to certain IO ports (fixes some freezes)
• OpenGL: disable vsync under Windows
• fix bug when mapping a joystick axis but no button
• set kMaxIterationCycles to 64 (old value 16)
• fix potential crash when pressing Escape with menus opened
• OpenGL: remove shitty hack
• OpenGL: better lines
• fix potential crash when closing emu |
http://melonds.kuribo64.net/downloads.php
http://www.emulation64.com/view/2987...-082-released/
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June 26th, 2019, 21:40 Posted By: wraggster
SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.12.1 Changelog:
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Bug Fixes
Fixed the CGB and AGB boot ROMs being corrupt on the Windows version
Improved audio quality on the SDL ports on systems using a large audio buffer |
https://sameboy.github.io
http://www.emulation64.com/view/2986...acOS-released/
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June 26th, 2019, 21:41 Posted By: wraggster
Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.9.8 Changelog:
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New Features
Debugger: General improvements as well as new features/tools (and bug fixes.)
NSF: Allow rewinding during NSF file playback and fixed an initilization problem with VRC6 audio.
History Viewer: Added a few new features and options, including allowing it to be used with NSF files.
Video: Added support for 512-color palette files (for color bit emphasis.)
Input: Added options to configure the deadzone size for analog sticks and to hide the mouse cursor when using a zapper.
Dip switches: Dip switches can now be configured for all cartridges that use them (instead of being limited to VS System games.)
Bug Fixes
APU: Fixed frame counter bug that caused audio to sometimes be paced slightly incorrectly.
APU: Fixed DMC power on state to match hardware test results.
PPU: Prevent palette updates during horizontal blank when rendering is enabled (to match expected hardware behavior.)
Namco 163: Fixed problems with battery save data.
Bandai FCG: Added support for EEPROM save data.
MMC5: Fixed incorrect attribute data when using fill mode.
VRC7: Updated audio instrument values to match the values recently dumped from hardware.
AOROM: Fixed power on mirroring state.
Misc: Fixed minor bugs in a variety of mappers (including mappers 112, 176, 320 and UNROM512.) |
http://www.mesen.ca
http://www.emulation64.com/view/2984...v098-released/
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June 26th, 2019, 21:42 Posted By: wraggster
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.9c Changelog:
[quote]
# New in 1.15.9c:
GX2: Fixed a leak in streamout cache
CPU: Better emulation of XER OV/SO bits
VC DS boots a little further now
# New in 1.15.9b:
GX2: Fixed a bug in streamout cache
# New in 1.15.9:
general: The game list can now be sorted by name, game time and last played (#86)
general: Added favorites to the game list that always are at the top of the list (#86)
Games can be marked as favorite via the right click menu
general: Updated look of software keyboard and shader compilation screen
general: Graphic pack tree view will group sub categories together (#85)
Previously individual packs and sub categories would be mixed together based on alphabetically order
general: Minor UI tweaks
coreinit: Fixed a bug where __ghsLock() would not acquire the processor lock
Fixes random crashes in Just Dance 2018 and possibly other games
coreinit: Added support for negative alignment to MEMAllocFromBlockHeapEx()
DS Virtual Console games no longer crash on boot
GX2: Better handling for streamout append operations
Fixes polygon distortions in Xenoblade Chronicles
GX2: If uniform data maps to streamout cache, then limit uniform size to match available data
GX2: Handle negative inputs for GPU7 shader log2() function
This change is mainly to avoid vendor-specific bugs due to undefined behavior
Fixes Nvidia specific graphic bugs in Art Academy and possibly other games
AX: Implemented AXGetMultiVoiceReformatBufferSize()
With this Axiom Verge no longer crashes on boot. It's not known if other games use this API
vpad: Simulate VPAD internal sample rate for games that spam VPADRead() in a loop
Improves performance in Art Academy games
H264: Added support for frames that are split into multiple NAL slices
Required for the intro video in Dont Starve: Giant Edition
H264: Properly handle H264DECEnd() when the decoder session was already ended (#71)
This fixes a crash in Duck Tales: Remastered[quote]
http://cemu.info/
http://www.emulation64.com/view/2983...159c-released/
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June 26th, 2019, 21:47 Posted By: wraggster
The EON Super 64, the first-of-its-kind, plug-and-play solution connecting the Nintendo 64 with modern television and monitors, launches July 22, 2019.
Developed by EON, the creators of the acclaimed GCHD and GCHD Mk-II, the Super 64 fits seamlessly into original hardware and upscales beloved retro classics on modern displays without risky modifications. EON introduces the world’s first Nintendo 64 HDMI adapter that operates without an external power source and yields truly lagless input. The Super 64’s gorgeous upscaled 480p boasts twice the resolution of the original console’s video output. Seriously.
“Slick Mode” enables retro fans to relive the triumphs of yesteryear with even smoother visuals, rounding out jagged edges for a sharper image that makes classics look better than ever. Through EON’s careful attention to detail, the Super 64 boasts the truest representation of color to create the most faithful N64 experience supplanting efforts of typical cable upgrades.
The beloved N64 sold over 32.9 million units since its 1996 debut. The Super 64 builds a bridge of nostalgic perfection between the N64's analog output and high-definition displays. Nostalgic gamers and competitive players can enjoy their favorite N64 titles on modern setups via HDMI, foregoing the need for heavy CRT televisions or risky console modifications.
EON's patent pending design is carefully crafted to prevent stress on older hardware and allows the N64 to slot neatly alongside modern platforms.
Delivering an upscaled experience that still champions the original look and feel guided EON's development process, evident in the Super 64's form-fitting elegance, brilliant display of colors, and remarkable audio fidelity.
"The Super 64 was designed to celebrate the console that pioneered 3D gaming. We set out to create something that respects the original hardware while delivering the original look and feel," said Justin Chou, Justin Scerbo, and Allan Chou, founders of EON. "The Super 64 is for everyone seeking to relive those classic experiences, and for a new generation for whom so many memories have yet to be made."
https://castlemaniagames.com/collect...s/eon-super-64
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June 26th, 2019, 21:49 Posted By: wraggster
The wait is over! Caffeine, a Deja Vu-based warmboot exploit for the Nintendo Switch which allows users to launch any RCM payload, has been updated to support firmware 4.1.0. While this is already good per se, things become significantly more interesting if you consider that the exploit is also able to work on patched consoles, thus marking the first time said units are able to boot into full CFW! PegaScape has also been updated to include this new version of Caffeine, giving users an easy way to take advantage of it on their consoles.
However, if you want to try this yourself, be very wary when using homebrew able to make permanent modifications to your system's NAND. What works or is easily fixable on a fusèe-gelèe compatible Switch can make a patched unit permanently bricked. Do not enable AutoRCM under any circumstance on a patched console, you will brick if you do so. On the other hand, it is highly recommended to make a NAND backup as soon as possible and dump your keys using Lockpick_RCM. You can also set up emuMMC to run games and homebrew using any higher firmware you like while leaving sysNAND on 4.1.0 to boot Caffeine.
Quoted from From PegaScape: Up to now, almost all homebrew for the Switch have been developed with the concept in mind that everyone has access to RCM. As such, most homebrew and especially RCM payloads have zero protection for users on IPATCHED units.
Understand that this means it is incredibly easy to do something which, while considered normal on consoles with an exploitable RCM, can render IPATCHED Switches permanently inoperable. For your safety, you should avoid using the following homebrews on IPATCHED systems:
- memloader
- ChoiDujour
- ChoiDujourNX (safe on emuMMC, do not use on sysnand)
- Anything involving AutoRCM (briccmii, SX OS payload, etc)
- Many homebrews have been updated to block enabling AutoRCM on IPATCHED units including Hekate and ChoiDujourNX. Still exercise very high caution.
- Anything which writes to sysNAND without proper security or verification in place
Upon using PegaScape to reboot into a payload on an IPATCHED Switch, you should immediately create a NAND backup with Hekate and dump all of your keys (especially BIS keys) with Lockpick_RCM. Understand that by not dumping these, there is no recovery method for your Switch should anything cause it to fail to boot.
You should strongly consider using an emuMMC for all CFW usage to avoid any damage to your Switch.
That said, celebrate! We can now run CFW on IPATCHED Switches!
Click to expand...
While there is no detailed guide on how to set up the exploit yet, user-friendly tutorials are said to be on their way for anyone interested.
EDIT: PegaScape has now been released publicly, see the second Source link for more info.
Source 1 ( original NOTE: ReadMe has not been updated yet / precompiled binaries)
Source 2
https://gbatemp.net/threads/caffeine...itches.541826/
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June 26th, 2019, 21:51 Posted By: wraggster
You thought it was dead, but the Nintendo Wii U lives on. Following an update that initially was just for European regions, the update is also supposedly to be made available in North American and Japan, according to patch notes. However, currently, Nintendo of America's site does not note any new firmware revisions, nor do we know if the update will actually come to non-EU systems. At this point, we have no idea what 5.5.4 changes, besides standard stability. The last time we saw an update for the Wii U was all the way back in September 2018, for version 5.5.3 which was yet another stability update. If you still value using your Wii U, you might want to wait on updating, to see what this changes in terms of homebrew.
- Version number: 5.5.4
- Release date: June 24th 2019 (North America) / June 25th 2019 (Europe, Japan)
- Regions: Europe / North America / Japan
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience
Click to expand...
The following titles were updated: VersionData, and Wii U Menu.
Total titles sizes: 102482052
SOAP TitleHash: 0B1C2469FA99869CFFD6642AD035D006
Title info:
N/A
https://gbatemp.net/threads/nintendo...-5-5-4.541774/
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June 26th, 2019, 21:56 Posted By: wraggster
ReiNX 2.4 has been released and, thanks to this new update, @Reisyukaku and @EliseZeroTwo 's Switch custom firmware is now able to boot under OFW 8.1.0! Not much else has been added from the previous version but, if you're interested in DeltaLaunch, you'll be happy to know this update retains full compatibility with it. On a last note, @EliseZeroTwo, who should be credited for coding the changes made for this version, said that the next release will be "a big one", with emuMMC support planned alongside other features.
The full official changelog is as follows:
Quoted from Changelog: - 8.1 support
- Added stabilityTM
Click to expand...
If you're having trouble booting ReiNX, try to do a clean installation instead of overwriting the files on your microSD.
Source
GBAtemp thread
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June 27th, 2019, 17:20 Posted By: wraggster
higan v106r170 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 v106r170 release.
byuu says:
I finally pass blargg's dmg-sound and cgb-sound tests, but at quite a cost.
Reads and writes can't happen on an exact T-cycle (clock cycle) point within an
M-cycle (opcode cycle) for the DMG. Writes to trigger take effect two clocks
after writes to wave RAM, for instance. Probably going to be a lot more of this
in low-level PPU emulation, so I'm biting the bullet and slowly converting the
Game Boy bus handler to this new format, which I'll use as a test bench for
doing this later to other systems with, since Game Boy performance isn't as
critical (it's a drop from 220fps to 200fps to have to poll the bus four times
per memory access and synchronize the CPU four times as often, so a lot less bad
than I'd feared at least.)
https://gitlab.com/higan/higan
http://www.emucr.com/2019/06/higan-v106r170.html
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June 27th, 2019, 17:26 Posted By: wraggster
bsnes-hd beta 8 is released. bsnes-hd (formally "HD Mode 7 mod") is a mod of bsnes v107.1 by byuu (high-level emulation for co-processors came right on time for this). It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.bsnes is an emulator for the Super Famicom and SNES video game systems.
bsnes-hd changelog:
option to disable widescreen for non-Mode 7 scenes
simple auto widescreen settings for backgrounds
new Mosaic mode for HD Mode 7, using 1x scale
optional widescreen markers and sprite clipping
soft crop changes are now applied immediately
https://github.com/DerKoun/bsnes-hd
http://www.emucr.com/2019/06/bsnes-hd-beta-8.html
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