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July 8th, 2019, 17:48 Posted By: wraggster
There was an element of uncertainty about Bethesda's E3 2019. The company had already warned fans not to expect last year's big reveals: the sixth Elder Scrolls or new IP Starfield. So what did that leave exactly? Some new footage of the next Wolfenstein and Doom? Updates to Fallout 76? Surely there has to be more to justify a full blown E3 press conference?
Well, as it turned out Bethesda did have a few surprises. Namely, new horror IP GhostWire Tokyo from Tango Gameworks, and story-driven action game Deathloop from Arkane Studios. These two reveals mean that, coupled with Starfield, its upcoming release slate is looking decidedly different. That's three new IPs for a company that hasn't released one since The Evil Within in 2014. Is it a coincidence, or deliberate strategy?
"It's not really mandated in either direction," says Pete Hines, SVP of global marketing and communications. "It's about: What do you want to make and what does it line up with? We didn't go to ZOS [Zenimax Onine Studios] and say: 'You need to make a Commander Keen game, figure it out' [a mobile version of the classic IP was also announced at E3]. They said: 'Hey, nobody is doing anything with Commander Keen, we have an idea, can we do this? Here is what it would be.' It has to come from that direction as opposed to me mandating to Arkane that they have to do X or Y. They're like: 'This is what we want to do and we want to call it Deathloop.'"
https://www.gamesindustry.biz/articl...intendo-switch
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July 8th, 2019, 17:56 Posted By: wraggster
Leading Nintendo figures have agreed that cloud gaming is likely to have a big impact on the industry, but it sounds like the Mario maker is determined to keep doing its own thing.
During a Q&A with shareholders at the platform holder's AGM, veteran designer Shigeru Miyamoto discussed his views on streaming, virtual reality and online play.
"I think that cloud gaming will become more widespread in the future, but I have no doubt that there will continue to be games that are fun because they are running locally and not on the cloud," he said.
"We believe it is important to continue to use these diverse technical environments to make unique entertainment that could only have been made by Nintendo."
He noted that the number of people playing Nintendo games now -- even on other devices -- is growing, revealing that Super Mario Run has passed 300 million downloads.
"The fact that we've reached such a market means that opportunities for us are greatly expanding, so we would like to work on more and more unique projects."
He also assured that "we have not fallen behind with either VR or network services," pointing to the release of the Nintendo Labo VR kit earlier this year and assuring that the firm has been experimenting with this tech "from the very beginning."
"Because we don't publicise this until we release a product, it may look like we're falling behind," he admitted.
Nintendo president Shuntaro Furukawa said he doesn't expect all games to become cloud-based "any time soon" but acknowledges that "the technologies are definitely advancing."
"We see a future where cloud and streaming technologies will develop more and more as a means of delivering games to consumers," he said. "We must keep up with such changes in the environment.
"That being said, if these changes increase the worldwide gaming population, that will just give us more opportunities with our integrated hardware and software development approach to reach people worldwide with the unique entertainment that Nintendo can provide."
Senior executive officer Ko Shiota added the company is also investigating the possibilities afforded by 5G as the technology rolls out around the globe.
Subscriptions also came up, with Furukawa acknowledging this was a particularly hot topic at E3. He noted that subscription services are "becoming common in all sorts of industries, not just the games industry" and notes that Nintendo already offers one in the form of the NES games available to Switch Online subscribers (of which there are now more than 10 million).
"We believe that we need to further enrich these sorts of services in the future," he said. "Nintendo's policy is that we will consider whether each product we offer is suited to a subscription model as we expand our business in the future."
However, Furukawa would not comment on whether other past systems would be added to this service.
Elsewhere, the Nintendo president was asked whether we can expect to see Switch sales drop off given that they did for the Wii at this point in its lifecycle. He said the Switch's install base is actually accelerating and is confident the line-up seen at E3 -- including Luigi's Mansion, Pokémon, Animal Crossing and a sequel to Breath of the Wild -- "supports our expectation of further growth."
He also confirmed a new Nintendo store will be built in Tokyo's Shibuya Parco shopping centre that's due to open in November, and that details for the Switch's launch in China have still to be determined.
https://www.gamesindustry.biz/articl...hout-streaming
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July 8th, 2019, 18:00 Posted By: wraggster
There is little in this industry that's more wholesome than a mainline Nintendo release during the Switch era. Almost universally, critics and consumers alike have loved everything from the Nintendo stable in recent years: Breath of the Wild, Mario Odyssey, Splatoon 2, Arms, Smash Bros. Ultimate, Mario Kart 8, and now Super Mario Maker 2.
Much like the tide -- or Ubisoft's annual Just Dance performance at E3 -- this sequel felt inevitable. Nintendo had a winning formula with the original Mario Maker, that was unfortunately punished by virtue of being on the WiiU. Time will tell if Mario Maker 2 can attain platform appropriate success in terms of sales, but last week saw it top the UK physical charts, and the verdict is in: Super Mario Maker 2 is good. Very good, in fact.
As Alex Donaldson wrote in his review for VG24/7, "it's everything that made Mario Maker great on Nintendo's previous hardware, but on a system that you actually want to play."
In true Nintendo fashion, it's a multi-faceted game with something for everyone. One of the hallmarks of a Nintendo title is accessibility matched with hidden depth, and Mario Maker 2 appears to deliver on that front, "mashing together the joy of 2D Mario and the frightening ingenuity of a huge community of players."
https://www.gamesindustry.biz/articl...ical-consensus
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July 9th, 2019, 17:37 Posted By: wraggster
Nintendo is moving some production of the Switch to Vietnam, to decrease its dependence on China for manufacturing.
The rumour that Nintendo was seeking other locations for Switch production surfaced last month, but the Japanese company would not offer official comment on the specifics of its plan.
Today, a Nintendo spokesperson confirmed to Reuters that the new location will be Vietnam, and the shift in its operations will happen this summer.
Nintendo also said that the move was motivated by the current tension between China and the United States, and the likelihood of higher tariffs on products shipped between the two countries.
https://www.gamesindustry.biz/articl...ion-to-vietnam
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July 9th, 2019, 17:40 Posted By: wraggster
Kresna has just released Red Square, a Yume Nikki fan game for the Nintendo Virtual Boy, created in 6 weeks for the 2019 Dream Diary Jam.
It is written entirely in NEC V810 assembly, with programming by Kresna and graphics by Nyrator.
Play as Nina and explore her dreams, collecting various effects along the way. Once all 4 effects have been collected the ending becomes available.
The source code for Red Square is also available for free and is licensed under the permissive ZLIB license. For information regarding the license, please read the included LICENSE file.
The source is designed to be assembled with Intelligent System’s ISAS and ISLK assembler and linker package.
Check out the release thread and the game's website.
https://www.planetvb.com/modules/new...hp?storyid=462
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July 9th, 2019, 17:44 Posted By: wraggster
Almost 12 years after the last update to SMB3 Workshop a new Editor emerged with the goal of rising from its ashes.
With permission of the original Workshop creator, Hukka, a reimplementation project grew into a complete new Editor providing several quality of life improvements for Level creation.
These include:
- selecting and moving of multiple objects at once
- cut/copy/pasting of objects
- undo and redo of most manipulations
- more intuitive level pointer manipulation
- support for vertical levels
- instant header editing
and more…
Although not all features of Workshop are implemented yet and some quirks have not yet been fixed, after 5 months of development a beta version of the 1.0 release is available for a wider audience.
Download:
There is a Windows and Linux standalone version available with Mac users having to go the slightly higher effort route of downloading Python and one dependency as described in the Readme of the source code.
Contact:
For enthusiasts who want to follow the releases more closely the GitHub page offers the source code, the newest versions and an issue tracker for bug reports and feature requests.
For direct contact, reach out to Michael on the SMB3 Romhacking Discord
Contributors are also welcome, as Python is easy to pick up, compared to other Programming Languages.
https://github.com/mchlnix/SMB3-Foundry
http://www.romhacking.net/forum/index.php?topic=28826
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July 9th, 2019, 17:48 Posted By: wraggster
@CTCaer's Hekate mod has just reached v5.0.0, a major milestone for the homebrew Nintendo Switch bootloader & multi-tool! Aside from improvements all across the board, like much, much faster boot times and backup/restore functions (depending on your settings and microSD type, eMMC operations can take as little as 9-15 minutes!), this version also brings along two long-requested features, aka full 8.1.0 and emuMMC support!
But that's not all - another Greek goddess is ready to join the Pantheon! Nyx is here, and it's Hekate's user-friendly, touch-enabled GUI. Nyx has all your usual features and options, but it also includes some customisation options (user defined background and boot icons), a screenshot function and an emuMMC manager. Regarding that last point, thanks to it, you can now easily create both file and partition-based emuMMCs either from your console's own internal memory or a previously made backup right from Hekate! You can also migrate your already existing emuNAND made by other solutions, repair a partition-based setup and easily switch between multiple partition and file-based emuMMCs.[LIST][*][INDENT]v5.0.0 - Introducing Nyx v0.8.0
Nyx is hekate's GUI. Packs many features, like FastFS, emuMMC manage, customization, etc.
Look below for more.
- 8.1.0 support
- emuMMC support
It supports disabling it by boot entry (emummc_force_disable=1), stock (not all fw ver support it) and many more.
Works with SD raw partition and SD file based. (SD file based is extremely slow. Wait for FastFS 4 emuMMC).
This version can sanely shutdown and also supports more SD cards than before.
Thanks to a collab with @m4xw , @SciresM, @hexkyz.
- Supercharged boot times
Even with emuMMC or kip1 patching, it's faster than before.
- Supercharged Backup/Restore with FastFS (Nyx only)
Backup and Restore is now orders of magnitudes faster.
Some examples (measured on a U3 SD): No verif: 9min, Sparse: 15min, etc. Even Full with hashes is extremely faster.
- External KIP1 patching support
Now non-important patches reside outside of hekate binary. For now this can only patch KIPs defined in hekate's code, with whatever new patches. Next versions will support other KIPs.
- Many bugfixes
Nyx v0.8.0
- Snappy and fluid GUI w/ touch support
Yes! This runs on BPMP!
- All classic launch options are there
- emuMMC manage
Change between raw partition emuMMCs and SD file based ones easily.
Create file based or raw partition based from eMMC via the Create button.
You can also restore a backup directly to sd partition via the Restore option in tools (outside of emuMMC), AFTER you turned ON SD emuMMC Raw Partition.
Migrate other types of emunand (raw partition or sd file), repair existing raw partition configurations, or migrate a backup (outside of restore folder), to sd file based.
Everything is currently made to protect Linux partitions.
Additionally, the raw partition based is done in 16MB offset, so it can protected from quick formats.
- All Info and Tools are now supercharged
Dump individual kips from eMMC, see detailed info about fuses, do backups and restores way faster, etc.
- Customization support
Custom icons for boot entries and also a background is supported. (Check readme for how to use them).
- Many additions in automation. For example, Nyx will automatically dump pkg1/2 after a sept run.
- Screenshot support. Touch the screen with 3 fingers (no need for swipe).
- And many many more smaller and bigger features.
NOTE: The folders in emuMMC now hold nyx configurations. file_based and raw_based. The first tells it that it's a file based one and the other holds the sector of that emuMMC.
NOTE2: This changelog will be updated with missing info.
Nyx and hekate TODO
In no particular order:
- Sd raw partition backup
- Migration from raw to sd and the opposite
- Clock offset support like HOS
- Temporary emuMMC disable
- Destructive SD partitioning
- Resize based SD partitioning
- emuMMC resizing
- Sd raw emuMMC on unallocated empty space support?
- Quick launch of last chosen boot entry
- Themes support
- Joycon support
Check readme.md for more.
NOTE: You will need sept and a custom secmon and warmboot binary to boot 7.0.0-8.1.0 or stock emuMMC.
Click to expand...
UPDATE: Hekate CTCaer v5.0.1 has been released which fixes a great number of bugs & issues, including emuMMC & GUI related ones. Additionally, the stock emuMMC option has been temporarily disabled as it was broken.
Source
GBAtemp thread
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July 9th, 2019, 17:50 Posted By: wraggster
Cemu, the well-known Wii U emulator, has received yet another update! Version 1.15.10 adds a brand new auto-updater (which only checks publicly available releases at the moment, Patreon exclusive versions will have to be downloaded manually), some optimizations and a way to automatically save native resolution screenshots to a folder instead of just copying them to the clipboard. Improvements have been made to the DS/SNES VC and a crash while booting Monster Hunter Frontier G has also been resolved, as well as other bug fixes and minor game-specific performance enhancements. You can read the official changelog below:
Quoted from Changelog: # Cemu detailed changelog for 1.15.10
# Patreon release date: 2019-06-28
# Public release date: 2019-07-05
general: Fixed an issue where the game list would never finish loading
general: Pressing the print key now saves a native-resolution screenshot to a folder (#96)
general: Added auto-updater (#87)
For now, only public releases are checked. Patreon versions still have to be downloaded by hand
general: Added indicator to graphic packs if Cemuhook is required but not installed
CPU: Added SUBFEO implementation to interpreter
CPU: Further improved SO/XO xer bits emulation
Some DS VC games now run (albeit at very low framerates)
AX: Implemented AXQuit
Required for Monster Hunter Frontier G to not crash on boot
GX2: Added support for texture formats R8_UINT, R16_UINT and R8_G8_B8_A8_UINT
Used by DS VC
GX2: Added fast path to tiling aperature for 32bpp textures
Boosts performance in SNES VC games and the Twilight Princess HD map screen
coreinit: Added API OSTestThreadCancel(), OSEnableInterrupts()
coreinit: Updated the implementation of OSCond to use fibers and fixed some multi-threading bugs in the process
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
As usual, you can grab this latest version from Cemu's official website, which has been linked below for your own convenience.
Source
Downloads
https://gbatemp.net/threads/cemu-v1-...leased.542877/
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July 9th, 2019, 17:54 Posted By: wraggster
- It took a good while to be released, but it's finally here: Luma3DS, the popular custom firmware for the Nintendo 3DS, has just received a major update!
Version 10.0 introduces several new features, like an NTP client which can be used to sync your clock via Google's time servers (works with GodMode9 too!), CTRPF-AR code support for the built-in cheat engine, blue light filters with five different light reduction levels (night owls, rejoice!) and a pm service reimplementation made by @TuxSH. There are also improvements and bugfixes all across the board, of course: a higher number of cheats can be enabled at the same time, the debugger received a ton of new functions and features (some thanks to the previously mentioned sysmodule reimplementation), EmuNAND options will be automatically hidden if none can be found on the SD card and a few crashes and oddities have been resolved.
It's worth mentioning that v10.0 comes bundled with the newly released Homebrew Menu v2.1.0 too, which also has its own set of noteworthy additions: for example, an integrated 3dslink server that can be used to send .3dsx homebrew between two consoles on the same network (just press X while selecting a homebrew app!)
Here are Luma3DS v10.0 and Homebrew Menu v2.1.0's official changelogs:
Quoted from Luma3DS v10.0: We know it's been a long time, but here it is:- New feature: NTP client
- Located in the "miscellaneous" Rosalina submenu, this fetches the time from time1.google.com (hardcoded IP) by default
- This sets the config savefile RTC offset 0, hence the displayed by Home Menu will also be the time that Arm9 programs like GM9 will see
- Consequently, Luma3DS's own Arm9 code will properly set the date and time when modifying or creating new files
- New feature: blue light filters (thanks to @panicbit, #1065)
- Lots of cheat engine bugfixes and improvements thanks to @piepie62 (multiple PRs), in addition to @tstambaugh92 's bugfixes (#1116, #1117)
- most CTRPF-AR code types now supported
- more cheats can be loaded at once
- New reimplemented sysmodule: pm
- Number of max. pm:dbg sessions increased for Rosalina usage
- New pm:dbg commands: GetCurrentAppTitleIdAndPid, DebugNextApplicationByForce, LaunchTitleDebug (mainly for gdbstub usage)
- Debug restrictions lifted for the gdbstub
- Service restrictions lifted for Cubic Ninja
- Lots of gdbstub improvements:
- Added support for debugging application at their very start (new option in Debugger submenu)
- Added support for target extended-remote
- You do not need to select a process to attach to in process list anymore using this, although it still works absolutely fine
- You will see a nice process list in IDA
- When launching new processes: only titleId [mediaType [launchFlags]]is supported, and the launched title shouldn't rely on APT and all 3 parameters should be hex-encoded (see e11cc09)
- Added support for accessing host files (including stdin/stdio/stderr) from target 3DS programs. Support for it has been added in libctru
- Added support for accessing target SD-card files from the host (remote put, remote get and remote delete)
- Doubled packet size
- Many bugfixes
- Fixed critical bugs in sm: one causing a crash when launching the camera applet when another title was using the camera, another possibly affecting sleep mode
- Fixed a critical bug where Luma3DS's Arm9 code would spam I2C requests, causing some particular commits of popular Arm9 payloads to fail on New3DS units with IPS screens.
If the issue still arises, put multiple payloads in the folder and use the chainloader menu to work around it
- Reworked build system. Armips is no longer required.
- Always dump errdisp errors to /luma/errdisp.txt
- Upgraded FatFs to R0.13c
- Upgraded I2C driver in Arm9 code
- Fix screens not working on firmlaunch, firmlaunch errors will now be displayed on screen
- Patch 11.8+ NIM-related Process9 to send all-zero key and IV when the UNITINFO patch is enabled (thanks to @luigoalma, #1142)
- Hide EmuNAND options when there is no EmuNAND present on the console
- Fix minor bugs involving DS(i) title autoloading
- Many other bugfixes
- Note: the pm reimplementation currently breaks NTR CFW to some extent (in particular game plugins). The abandoned "NTR CFW" is now unsupported, even if it may work.
- A solution for future versions is being worked on.
- It may be possible to change NTR CFW source code for it not to inject itself into pm, since Luma3DS removes svc permission checks anyway, to mitigate the issue. We do not have the time to do that ourselves
- It is not possible to disable custom pm
In addition, with thanks to @fincs, this release of Luma3DS comes bundled with version 2.1.0 of the Homebrew Menu.
Click to expand...
Quoted from Homebrew Menu v2.1.0: - Added netsender functionality, for sending homebrew to other 3DSes directly from hbmenu
- Added Chinese language support
- Improved Korean and Japanese translations
- Now displays Wifi strength in status bar
- Hidden files and dotfiles are now hidden
- Fixed text rendering in non-JPN/USA/EUR system fonts
- Fixed positioning of the HOME button icon in New 2DS XL systems
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience
Click to expand...
However, there is one thing to keep in mind before you head to the Releases page: this version breaks compatibility with NTR CFW. While some functions appear to work fine, like screen streaming, others don't seem to work at all - especially game plugins. A solution is reportedly in the works but, if you need NTR, it may be a good idea to stay on v9.1 in the meantime.
UPDATE: Version v10.0.1 has been released, which includes hotfixes for LayeredFS and N3DS-specific applications not closing properly, as well as previous fixes that have been rolled out silently in the previous days (NTP client not setting date/time properly, process list memory viewer, correct ARM BLX instruction)
Source
GBAtemp thread
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July 15th, 2019, 16:19 Posted By: wraggster
Nintendo's new Switch hardware is very much the classic Nintendo play. Amidst all of the existing Switch owners and adult Nintendo fans posting semi tongue-in-cheek takes about how much they want one for no particularly good reason, the real purpose of this device might be going a little unnoticed; Switch Lite is designed to take an already successful console platform and make it into a better device for children.
Sure, smaller, lighter and cheaper are great for a pretty wide swathe of the audience -- but at the core of the decision making around this update is a desire to make something that'll work better in the hands of children, and that parents will be more comfortable handing over to them in the first place. Not only is the Lite physically more suited to kids' hands, it's also got no "moving parts" -- i.e. bits that'll get broken or lost -- a practicality on a slimmed down console, sure, but also a callback to the removal of the hinge from the kid-friendly 2DS handheld.
Anyone who loves them some Nintendo knows, of course, that "it's designed with kids in mind" is far from a criticism, and anything but an exclusive statement when it comes to this company. Few other firms are quite so good at managing to create child-focused entertainment that's also outright fantastic for adults. Yet there's still a lingering denial in some quarters of what Nintendo really is -- or perhaps a misplaced desire for it to be something else. Nintendo isn't a tech giant or a media empire in the making; at the company's heart, in its own vision of itself and its audience, Nintendo is a toy-maker, which means its main (but not only) priority is always going to be to entertaining and delighting children and families. "There's a lingering denial in some quarters of what Nintendo really is -- or perhaps a misplaced desire for it to be something else"
That approach was on clear display throughout the Iwata years, with the late CEO being entirely frank on occasion about his perception of Nintendo as a toy company rather than a tech or media firm, as rivals Sony and Microsoft were (and are). The changes of leadership since his untimely death have been well-considered and have left the company in good hands, but one could argue that Iwata's very single-minded vision of Nintendo as a toy company rather than a tech giant seems a little less clear in a world where the company is launching free-to-play mobile games and working with publishers on using Switch as a streaming platform.
https://www.gamesindustry.biz/articl...entity-opinion
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July 15th, 2019, 16:22 Posted By: wraggster
Nintendo's entry into the mobile market doesn't appear to be gaining momentum, as Dr Mario World has only generated $100,000 in its first three days.
That's according to data from Sensor Tower, which also reports the game has racked up two million installs so far.
The company recognised that Dr Mario is not as high profile a franchise as Super Mario, Fire Emblem and Animal Crossing -- all of which have received mobile releases -- and was not marketed as heavily as previous titles. Nonetheless, it makes for disappointing figures.
https://www.gamesindustry.biz/articl...e-title-so-far
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July 15th, 2019, 17:28 Posted By: wraggster
Classic Nintendo. Barely a month since its big E3 showing where it promoted its biggest products for the next six months, and it chooses now to announce a new Switch.
Of course, that is a little unfair. Nintendo were understandably wary of announcing a stripped back, portable only console at an E3 that was expected to see Microsoft tease a new super-powered console. Plus, now the announcement is out, you can see exactly why it decided to forgo the LA showcase... it's just not that exciting. It's a Switch, only without any of the innovative parts that made it interesting in the first place.
The announcement is most comparable to Nintendo's initial reveal for Labo, another product that didn't feature in one of the company's famous Direct videos, and was instead revealed separately. That alone should tell you how Nintendo thinks of Switch Lite. This isn't for the core gamer audience that watches Direct videos; it's for the mainstream, more casual games buyer."The announcement is most comparable to Nintendo's initial reveal for Labo"
Natural comparisons can be made between Switch Lite and PlayStation Vita, Sony's ill-fated final effort in the handheld games market. Both are high-end portables that play console-quality games and both are hugely successful for indies. Yet Switch Lite has the added advantage of not having to combat Nintendo's line-up of AAA games (because it has them), plus an install base and awareness that will enable it to hit the ground running.
And this is precisely what the Switch needed to reach a broader audience. The ability to bring down the price will also enable Nintendo to try and appeal to those 75 million 3DS owners as that console fades from view. And with a line-up of games from Nintendo's portable development teams -- including The Legend of Zelda: Link's Awakening, Fire Emblem: Three Houses, Pokémon Sword and Shield, Luigi's Mansion 3 and Animal Crossing: New Horizons -- means that the software is there to appeal to those fans. It's the ideal 3DS replacement.
https://www.gamesindustry.biz/articl...-important-one
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July 15th, 2019, 17:31 Posted By: wraggster
Nintendo has claimed there will be no more new Switch hardware releasing in 2019, following yesterday's unveiling of the Switch Lite.
The new handheld-only device is one of two models that were long-rumoured to be in production, as well as a more advanced model -- dubbed the 'Switch Pro' in many reports -- that would target hardcore gamers.
Both devices were expected to launch this year, starting with Lite in the summer. However, in an interview with CNET, Nintendo of America president Doug Bowser said the Lite will be the only new Nintendo Switch hardware this year.
With Switch Lite launching on September 20th, and likely to be Nintendo's big hardware push for Christmas, it's possible the Switch Pro has been pushed to 2020.
Elsewhere in the interview, Bowser said the Lite and flagship Switch will "complement each other and coexist in the market," and expects the Lite will help towards Nintendo's previously stated goal of selling multiple Switch units to each household.
"I could see this fitting into a household where there are multiple players... and one flagship Nintendo Switch."
https://www.gamesindustry.biz/articl...-wont-kill-3ds
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July 15th, 2019, 17:33 Posted By: wraggster
Nintendo has finally announced the long-rumoured Nintendo Switch Lite.
Unveiled via a Direct-style video, the device is dedicated to handheld play and is looks much the same as the original model in handheld mode -- with the key difference that the joy-cons can't be detached.
The Switch Lite will launch this on September 20th -- alongside Zelda: Link's Awakening -- in three colours: grey, yellow and turquoise. A Pokémon themed version, featuring new legendaries Zacian and Zamazenta, will arrive with Sword and Shield on November 15th.
This handheld-only version of the hybrid Nintendo Switch will cost $200 -- $100 less than the "original" model.
The 5.5-inch screen is smaller than the flagship model's 6.2-inch one, and is still touch sensitive. The model overall is smaller, measuring 91.1mm by 208mm by 13.9mm (as opposed to the original's 101.6mm by 238.76mm by 13.97mm).
Internal storage is still limited to 32GB, with a MicroSD card slot for players to expand this.
As a purely handheld device, the Switch Lite cannot be connected to a TV. Symbols on game packaging already indicate which titles can be played in handheld mode. These are the only titles that will work with Switch Lite (which currently is the vast majority of the console's library. It is also not compatible with Nintendo Labo, as it does not have removable Joy-Con controllers.
In a bonus for die-hard Nintendo hardware fans, the directional buttons previously on the left joy-con have been replaced by a traditional D-pad.
The device also slightly shorter than the flagship Switch, and a few joy-con features have been removed, including the infrared sensor and the HD rumble.
It will still be compatible with multiplayer games and motion-controlled games, but players will require a separate set of joy-cons. These will also enable users to play games that are not compatible with handheld mode, using the Switch Lite as a screen (although the kickstand on the back has been removed).
Switch Lite can sync with up to seven other Switch or Switch Lites for local multiplayer modes, and still features a Wifi function for online multiplayer. It will also, per Doug Bowser speaking to CNET, eventually feature the ability to transfer save files from other Nintendo Switches. "More to come on there, but that is the intention," he said.
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July 15th, 2019, 17:43 Posted By: wraggster
NO$GBA pronounced as No Cash GBA is a Nintendo DS / DS Lite and GameBoy Advance emulator for Windows XP, Vindows VISTA and MS-DOS. NO$GBA options include emulating all known save types as well as and multiple cartridges reading. NoGBA supports multiplayer and is able to load multiple NDS ROM files for linking games. Multiplayer for GBA Games is also supported.
No$gba v2.9e Changelog:
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- wifiboot uploader: supports uploading 3ds .firm files from no$gba to 3ds
- wifiboot uploader: new bootinfo block (icon/title and rtc/time)
- wifiboot/help: added DS Wifi Dslink/Wifiboot Protocol chapter
- 3ds/help: added notes on SD/MMC Signals and 3DS Hardmodding
- 3ds/help: 3ds NWM wifi driver info (pool addresses and type1/4/5 variants)
- 3ds/help: specs for CID/OTP/NCSD/FIRM sectors for 3ds-#.mmc and new3ds-#.mmc
- setup: added 3ds/new3ds as nds mode variants (for debug view, not emulation)
- 3ds/aes: supports keyinit as by bootrom per otp (for filesys viewer)
- 3ds/emmc: loaded from 3DS-1.mmc or New3DS-1.mmc (for filesys viewer only yet)
- 3ds/bios: loaded from BIOS3DS.ROM (ARM9+ARM11) or BIOS3DS9.ROM+BIOS3DS11.ROM
- 3ds/help: added file/filesys info and arm11 mpcore/irq register specs
- wifi/help: added several new details (mostly from newly dumped AR6014 rom)
- a22i: supports abbrev ALU Rd,Rm,RotateShift (using Rd for both Rd and Rn)
- wifi/help: added wifi-board pinouts from fccid, and 4kbyte-wifi-flash-specs
- 3ds/crypt: supports sha256, sha224, aes-cbc, new keyscrambler (keyx/y)
- filesys viewer: show/decrypt 3ds stuff (partitions and firm/sav blocks)
- filesys viewer: faster directory loading (abort on first unused 00h entry) |
http://problemkaputt.de/gba.htm
via http://emulation64.com/
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July 15th, 2019, 17:47 Posted By: wraggster
Backward compatibility is always appreciated, there's no doubt about it. However, sometimes a console's implementation can be lacklustre, either due to technical difficulties or laziness on the manufacturer's part. Depending on who you ask, the 3DS' DS/DSi mode can be said to fit in either: your only options are to either play games upscaled to the 3DS' screen resolution, which includes a blurry filter that cannot be turned off, or in native res mode, which is hardly ideal as it doesn't make use of the entire screens - thus introducing big black bars all around. Due to it, some people preferred playing DS(i) titles on past consoles as it made a number of games look significantly better without any compromises.
But things are finally starting to change with the release of TWPatch made by @Sono. After lots of research and reverse engineering, he made a patcher that is able to change how TWL_FIRM's image upscaling behaves. A total of nine different scaling filters are available (not counting Nintendo's default one), several of which are able to make your games look much sharper than before! In order to give you an idea of what to expect, here is a comparison taken from the thread (made by @youny43 - left: default / right: patched) :
For the curious, here's a list of the included filters:
Quoted from Filter list: - Nintendo default
- Sono's crisp (original patch)
- Sono's crisp (tweaked)
- Zero interpolation (double pixel)
- Linear interpolation 1
- Linear interpolation 2
- Sharpen test 1
- Linear sharpen 1
- Darken crisp
- Darken Nintendo
Click to expand...
The patcher works on both Old and New 3DS models as long as they are running Luma CFW. You need to have enabled loading external FIRMs and modules in Luma's configuration menu, otherwise, the custom filters won't be applied. The process can take several minutes, so be sure to have enough battery charge (and patience) before proceeding. If you're unsure on which one to apply, you can preview how they'll look inside the homebrew app and compare it to Nintendo's default one.
If you want to try this yourself, make sure to read the instructions & remarks in @Sono's post before downloading (linked below).
Source
https://gbatemp.net/threads/twpatch-...ur-3ds.543291/
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July 15th, 2019, 17:48 Posted By: wraggster
The Nintendo Switch Lite has just become the latest addition to the Nintendo hardware lineup, offering the ability to play Switch games, but in a smaller form-factor, and for a little less cost. Though we likely won't be seeing a "Switch Pro" any time soon, it appears that Nintendo is looking into making a few tweaks to the existing, original Switch model. Curiously, Nintendo has filed a Class II Permission Change with the United State's FCC, and according to those documents, it appears that the Big N wants to revamp the original Switch, with a slight change to its system-on-chip (SoC) and NAND (flash storage). Filing this claim with the FCC would allow for Nintendo to sell these refreshed consoles, while avoiding the process of re-certification, and being able to keep the hardware refresh under wraps.
As to what this means for the end-user, it might not mean much of anything. On the other hand, some newer components could give a very slight boost to performance, possibly resulting in a system that doesn't run as hot, has faster load times, or maybe has a mild increase in battery life. We won't know anything official until Nintendo confirms it, or someone spots one of these upgraded models out in the wild. It wouldn't be the powerhouse people were hoping for in the rumored Switch Pro model, but with Doug Bowser confirming that the Switch Lite is the only new hardware we'll be seeing from Nintendo this year, it might be the best we can get.
Source
https://gbatemp.net/threads/nintendo...report.543199/
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July 15th, 2019, 17:49 Posted By: wraggster
With every new month comes a new pair of NES titles to be added for subscribers to the Nintendo Switch Online service. Now that we're already partway into July, Nintendo has lifted the curtain on what games they'll be adding this time around. On July 17th, Donkey Kong 3 and Wrecking Crew will become part of the selection of now over 40 NES games that you can play on the Nintendo Switch. It seems like Nintendo is still focusing on their original classic titles, despite fans anxiously awaiting a possible tease of Super Nintendo games, one day.
If Donkey Kong 3 and Wrecking Crew aren't your cup of tea, there will be an extra little bonus feature added to Switch Online NES games, that same day: a rewind function. By pressing ZL or ZR, you'll be able to rewind your progress, in order to correct your mistakes. This is a common feature seen in both emulators and on other reproduction hardware, so it'll be a nice addition for those that play the offered NES titles.
https://gbatemp.net/threads/nintendo...-added.543166/
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July 15th, 2019, 17:50 Posted By: wraggster
It's been a good while since nx-hbmenu has seen a new official release, more than seven months to be exact, but that doesn't mean its devs haven't been working on new things to add during this whole time! There are a few upcoming features you as an end-user may be interested in, including one that has been merged very recently into the repo, so keep on reading if you would like to have a sneak peek on what's about to come.
First off, we have a simple yet useful addition by yellows8: a small icon showing the console's network connection status is now shown in the top-right corner of the screen, alongside the clock and battery icon/percentage. This will be useful to anyone who likes to use network-enabled homebrew (like RetroArch, BackupNX and your favourite title installers to name a few) as you will no longer have to open the quick settings screen or go back to the HOME menu to check if you're connected! The icon will also show whether you're using Wi-Fi, an Ethernet adapter or if you have Airplane Mode on and will change based on the current signal strength if you're connected to a wireless network. Another new feature made by the same author is external NACP loading, which may be useful to more experienced users. NACP is a format quite similar to the 3DS' SMDH (minus the image data) and it contains several bits of metadata about the specified application, such as the title in various languages, screenshot/video capture permissions, various attributes and so on. Why you may be interested in this, you ask? hbmenu already supports loading external JPEGs as application icons so, by using both features together, you'll be able to customize how an icon shows up in the menu without recompiling it first!
And now, here's another really interesting one. Thanks to @hippy dave's contribution, you can now star individual entries and add them to your favourites! You can add a star to both apps and folders by either pressing X on your controller or tapping the related icon on the screen. Favourited entries will always appear first in the list, which can be very useful while browsing your homebrew collection! For example, you could use it to highlight your most used apps, differentiate between stable and unstable builds of various homebrew or even allow quick access to the "switch" directory on the root of your card in case you accidentally back out of it.
Can't wait for the next release? Don't worry, not only all of these changes have been pushed to nx-hbmenu's GitHub repo, but @hippy dave has also shared a precompiled build updated to the latest commit at the time of writing (check his thread linked below). Just place hbmenu.nro on the root of your microSD card, then launch it with your preferred method on your console (eg. by holding R while opening an application or the Album on Atmosphère/ReiNX). That's it!
Are you excited about these features? Do you have suggestions for a new one? Feel free to write your thoughts in the comments below!
Source 1 (nx-hbmenu's GitHub repo)
Source 2 (hippy dave's thread)
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July 15th, 2019, 17:52 Posted By: wraggster
Apollo is a File Explorer Homebrew for the Nintendo Switch. Its goal is to be the most convenient and reliable method to manage console's files.
Following the NX Homebrew Scene trend its name comes from Apollo - one of the Olympian deities, who is i.a. a god of music, truth, knowledge and protection of young.
It is also a reference to Apollo 11 - a spaceflight mission which allowed people to walk on the Moon.
Apollo is my first homebrew project, I hope you'll like it.
Overview
Apollo's current features are:
- Graphical User Interface: Minimalist design which is based on default hbmenu and official home menu esthetic.
- Selecting items: A simple but mandatory feature.
- Copying files and directories: Before doing so, application checks whether user is trying to overwrite currently existing files or directories and then asks about overwriting them.
- Recursive directory deletion: It allows for complete deletion of directories' content and obviously for file deletion.
- Renaming files and directories: Speaks for itself.
- Sorting items: Alphabetically or reversed.
Planned features
Planned features for the very next release:
- Moving files and directories
- Showing files and directories' information (size, permissions)
- Sorting files by size and reversed
- Remembering cursor's position while browsing between folders
- Viewing images
- Viewing text files
- Extracting .rar and .zip files
- Creating directories and files
Download
Download: https://github.com/evo-brut3/Apollo/releases/latest
Github: https://github.com/evo-brut3/Apollo
https://gbatemp.net/threads/apollo-f...switch.543080/
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July 15th, 2019, 17:53 Posted By: wraggster
rogueWii is a porting of the original game Rogue: Exploring the Dungeons of Doom Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
[h=2]v1.03[/h]
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July 15th, 2019, 18:56 Posted By: wraggster
higan v106r179 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 v106r179 release.
byuu says:
- higan: hopefully fix SFC WDC65816 compilation under GCC using the new fixed
BitRange/BitField templates
https://gitlab.com/higan/higan
http://www.emucr.com/2019/07/higan-v106r179.html
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July 16th, 2019, 16:03 Posted By: wraggster
A translation patch has been released for Majin Tensei, a strategy-RPG for the Super Famicom. (The translation patch is available in both .bps and .ips format.) Patching the Japanese rom will allow the game to be played in American English.
The hacking was done by DDSTranslation, the script was translated by Tom, and the title screen was created by FlashPV. This is the same team that released a patch for the sequel, Majin Tensei II: Spiral Nemesis.
With this release complete, all of the Megami Tensei related games on the Super Famicom have been translated.
https://www.romhacking.net/translations/4832/
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July 16th, 2019, 21:22 Posted By: wraggster
Joel16 has released a new version of his shell for the Nintendo Switch:
Change-log 2.00:
Updated SDL_FontCache as well as SDL2 to latest revisions available.
Major music player changes:
Added support for the following formats: IT, FLAC, MOD, OPUS, S3M and XM.
All audio files now display timestamps (current and duration) as well as a progress bar.
All audio formats display metadata (album, artist, title, etc) if found. Formats such as MP3, FLAC, OPUS will display a cover image if found.
All audio formats are seekable via the touch screen. Simply drag your finger across the progress bar to select a location to seek to.
Implemented libarchive support:
Allows for the extraction of .7z, AR, ISO 9660, RAR, ZIP, AR, XAR as well as some other formats supported by libarchive.
Display a dialog asking for the user's confirmation before extracting an archive since some can take a while.
Remove usbComm service initialization which wasn't used and caused a crash on FW 7.0X+.
Properly make use of transparency when displaying dialogs, progress bars, and the menu bar.
Added support for viewing .webp images.
Default to 'No' for file deletion.
Cleanup fake heap when setting a custom heap which caused RetroArch to crash if it was opened after closing NX-Shell.
Display a simple error dialog for failed file system functions. (an error code as well as the function that failed would be displayed).
Fixed use of blend mode under SDL2 which caused transparency issues in some cases.
If you'd like to support me, then feel free to buy me a coffee, I'd really appreciate it! https://www.paypal.me/Joel16IA
https://github.com/joel16/NX-Shell
https://www.nintendomax.com/viewtopi...e67fdabf690d38
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July 16th, 2019, 21:24 Posted By: wraggster
rsn8887 has posted a new version of the Amiga emulator for the Nintendo Switch:
Installation
Switch:
Download and unzip uae4all2_switch.zip
Copy the resulting folder uae4all2 to /switch/ onto your SDCard, ensure none of the "archive" flags is set.
You should now have the executable /switch/uae4all2/uae4all2.nro and a folder /switch/uae4all2/data/ with the keyboard icons and other data files on your SDCard.
Obtain and copy BIOS files kick13.rom (Amiga 500), and kick31.rom (Amiga 1200) to your SDCard into /switch/uae4all2/kickstarts/.
Optional: copy over additional BIOS files kick12.rom, kick20.rom, kickcustom.rom (for e.g. version 3.1.4 or any other user-supplied BIOS) to the same folder.
Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2
MD5 of verified working kickstart rom files, you can test yours at onlinemd5:
kick12.rom (256 kB): (MD5) 85AD74194E87C08904327DE1A9443B7A
kick13.rom (256 kB): (MD5) 82A21C1890CAE844B3DF741F2762D48D
kick20.rom (512 kB): (MD5) FA4ACC75B49E880679FE02716AF24D71
kick31.rom (512 kB): (MD5) 646773759326FBAC3B2311FD8C8793EE
Other files might work, too.
You can purchase legal bios roms from Amiga Forever. They work. But since they are encrypted, you have to copy over your .key file along with the roms.
1.96
increase maximum displayed lines from 270 to 286, useful for overscan games like Babeanoid
fix cia overlay in AGA mode, fixes Reshoot-R hang at title screen
add instruction manual to Vita livearea screen
https://github.com/rsn8887/uae4all2
https://www.nintendomax.com/viewtopi...e67fdabf690d38
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July 16th, 2019, 21:27 Posted By: wraggster
lantus has ported Diablo to the Nintendo Switch:
Diablo build for modern operating systems. This is the Nintendo Switch Port. It's still in Beta as i continue to map the controls over from the PC version
How To Play:
Extract contents of diablo-nx.zip release into SDMC:\switch\diablo-nx
Copy DIABDAT.MPQ from original Diablo game disc or GOG version.
Launch diablo-nx.nro
Enjoy
Controls
Left Analog : Move Hero
Right Analog : Simulate Mouse
B : Attack nearby enemies, talk to towns people and merchants. Pickup & Drop items in inventory.
Y : Pickup gold, potions & equipment from ground, open chests and doors that are nearby. Use item when in inventory (read books etc.).
X : Cast Spell, Previous Menu
A : Inventory
R : Character
ZR : Drink Mana Potion
ZL : Drink Heal Potion
Minus : Automap
Plus : Game Menu
Notes
There are lots of bugs. Check issues on the code repo.
https://github.com/lantus/devilution-nx
https://www.nintendomax.com/viewtopi...e67fdabf690d38
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July 16th, 2019, 21:29 Posted By: wraggster
Badda has released a Commodore 64 emulator to the Nintendo 3DS:
This is a port of the VICE C64 emulator to 3DS.
VICE - the Versatile Commodore Emulator - http://vice-emu.sourceforge.net/
@spinal_cord made a C64 emulator (Breadbox) based on Frodo but it does not work anymore with recent firmwares and he is not updating it anymore, so I gave it a shot to port the Vice C64 emulator v3.3 to the 3DS. Vice does support SDL1 but porting was not quite as easy as "just compile": A new sounddriver for the 3DS needed to be written, devkitpro libraries do not support all functionality required by full fledged Vice (so I had to strip them in quite some places) and lots of other things that needed tweaking or adaption.
The result is: Vice3DS
v1.3
enhancement: button to show/hide the keyboard, more soft buttons below keyboard
enhancement: pixel perfect screen representation (required change in libSDL, thanks to @Vague Rant)
enhancement: paint color keys on keyboard with palette colors
enhancement: added help menu
enhancement: remember current directory for file dialogs across restarts
enhancement: standard soft button icons are copied to SD-card at startup, they can now be modified/amended by the user
enhancement: added some more helper menu entries in menu "Misc"
enhancement: added some soft button icons
bugfix: no more freeze when exiting via home or power button
bugfix: roms added for all C64 machine types
bugfix: re-center display after machine type change
optimization: stripped some unnecessary code (vkbd, hvsc)
v1.2.1
fix random lock-ups (was actually a bug in libSDL)
fix for "not possible to select external palette files"
other minor bugfixes and optimizations
v1.2
fix for "crackling sound when using keyboard"
fix for "not possible to change back to stock rom from another rom"
fix for "menu entry 'Restore default settings' messes up screen"
added menu entry/icon 'Misc/Power off bottom screen backlight'
added two icons for sprite collision menu entries
added menu entry to restore all default settings (incl. hotkeys etc)
quicksave/-load now always saves to/loads from /3ds/vice3ds
added "RUN" to LOAD"*",8,1 menu entry
Added F2/F4/F6/F8 keys to keyboard for easy access
Added pause icon / ability to pause via soft button
Nice new banner / startup logo
v1.1
Customizeable soft buttons on bottom screen.
Changed standard assignment of autofire buttons: Joy1=R, Joy2=ZR
True drive emulation now turned off by default
Emu-speed adjustable with 3d slider (0=100%, max=Warp)
Added menu 'Misc' with some helpers: RUN/STOP + RESTORE; LOAD"*",8,1
Bugfix for loading external ROMs and other sysfiles
https://github.com/badda71/vice3ds
https://www.nintendomax.com/viewtopic.php?f=132&t=17043
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July 16th, 2019, 21:35 Posted By: wraggster
Robz8 has posted a new video player for the Nintendo DS:
After 9 years (as of this post) since the latest version of MoonShell released, the SD-compatible alternative to MoonShell is finally here!
Introducing the Rocket Video Player! It's the video player that plays video files with an extension called ".rvid", bringing you the ultimate in picture quality, thanks to it's lossless frame data.
If the video is uncompressed, you may need a big enough SD card.
Features
The same, but improved Rocket Video technology from TWiLight Menu++!
Console-based file browser to search for your .rvid file.
The video UI from the "DSi + Internet" app.
Support for videos up to 60FPS! (25-60FPS video requires the DS Memory Expansion Pak, or a DSi or 3DS with the app on the SD card.)
.rvid size for those FPS is limited to 11MB (DSi) or 16MB (DSi) (not counting header and sound data, so if it has sound, it may still play).
Both progressive and interlaced video.
Audio up to 16khz. (If you we're expecting higher, sorry, it's the best the sound could get without slowing things down too much.)
Video UI Controls (touching works too!)
A: Play/Pause
B: Exit video
Left: Jump back to beginning
https://github.com/RocketRobz/RocketVideoPlayer
https://www.nintendomax.com/viewtopic.php?f=19&t=17041
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July 16th, 2019, 21:36 Posted By: wraggster
SuperrSonic has posted a new version of the media player for the Nintendo Wii:
Update July 1, 2019: Video Shuffling modes, restored NTFS/EXT support, made some minor changes to the playback bar so it shows the current time until the very end.
Update May 18, 2019: Tweaked volnorm setting so that it can be switched without reloading.
Update February 12, 2019: Added settings for controlling libass shadows, a display for dropped frames, and other small tweaks.
https://github.com/SuperrSonic/WiiMC-SSLC
https://www.nintendomax.com/viewtopic.php?f=54&t=17039
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July 17th, 2019, 16:15 Posted By: wraggster
Nintendo has revealed a new model of its Switch console is heading to Japan.
Rather than the rumoured Switch Pro, this is merely a modified version of the standard device which offers longer battery life.
According to a Switch comparison chart on Nintendo's Japanese website, the new model will last between 4.5 and nine hours, depending on the game you're playing. Zelda: Breath of the Wild, often used as the benchmark for Switch battery life, will drain the new model in 5.5 hours.
Kotaku notes that the launch version of the Switch had a battery lasting between 2.5 and 6.5 hours, with Zelda players given three hours before it's depleted.
https://www.gamesindustry.biz/articl...r-battery-life
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July 17th, 2019, 16:24 Posted By: wraggster
SaltyNX plugin that replaces games checks if you are using docked or handheld mode. They are mostly used to determine graphics settings and unlocking some options that are available only in docked/handheld mode.
For now in experimental phase, because it looks like SaltyNX is not in good terms with some games (they will crash without any plugin) or maybe I screwed up.
Tests were done on FW 7.0.1-8.1.0, Atmosphere 0.9.1-0.9.2
It should work with ReinX too.
SX OS is not supported.
_____________
Plugin works always globally. For now flag per titleid is not supported (this would need modifications in SaltyNX).
Flags: create in folder saltysd/plugins/ReverseNX/ empty file:
- docked.flag for docked mode
or
- handheld.flag for handheld mode
When both flags are there or none of them, plugin will ignore loading.
For docked flag is recommended to use OC settings exactly as used in docked mode:
Code:
handheld_charging_gpu=768
handheld_charging_mem=1600
______________
Known issues:
- Instability with some homebrews
- SaltyNX is still under development, so it may cause issues on it's own. Different versions of game can behave diversely.
- Some games may need reinstalling for this to work.
- EmuMMC freezes.
Confirmed games working or not
______________
Thanks to zakaria for testing.
github repo: https://github.com/masagrator/ReverseNX
Releases: https://github.com/masagrator/ReverseNX/releases
https://gbatemp.net/threads/reversen...docked.543625/
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July 19th, 2019, 16:17 Posted By: wraggster
From the first Double Z Mod to 2K17 – Overtime Edition, development two years in the making has brought eskayelle to this… The Endgame.
WELCOME TO NBA JAM 2K20!
Improving upon the Double Z mods before it, NBA Jam 2K20 – Tournament Edition brings home the following features:
- Updated rosters! Starters and bench strength from the end of the 2018-19 season are here!
- New players! Luka Doncic, Evan Fornier, Clint Capela, Moe Harkless, Myles Turner, Seth Curry, Zion Williamson… are all in the game.
- All 30 teams are playable, the Grizzlies, World Champion Raptors and Pelicans prominently displayed on an Others team.
- Beat the game to access the 2019 All-Stars, expanded rosters, and legacy players!
- New and old secret players are obtainable via initials and button combinations.
- Bad boys Barkley, Laimbeer, and Rodman are all at your fingertips!
- More sound clips! Wizards! Thunder! Plus a couple surprises!
- Contemporary logos are combined with some old favorites.
- “Greyscaled” uniform portraits for more seamless future roster swaps.
- Battle from worst to first based on the 2018-19 season standings and playoffs.
- Bug fixes from past hacks remain in the game!
- Got a hankerin’ to put on a hurtin’? Injury stats max out at a whopping 50! No shove, no love!
- Konami codes from the previous hacks get you expanded rosters, plus either the 2019 All-Stars or the Grizzlies/Raptors/Pelicans.
- Plus a few new court colors sprinkled in for fun…
Please feel free to browse the readme for more info, including secret player initials/button combinations and cheat codes.
Another huge thanks to phonymike for his guidance and ASM assistance on all the Double Z mods, including the swanky title screen updates! Thanks as well to Wake for prepping some of the additional sound clips via Soundforge and Audacity, plus DarkSamus993 and gauveldt for sound guidance during the 2K17 OT run that helped “break the sound barrier”.
Now get out there and JAM!
https://www.romhacking.net/community/5043/
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July 19th, 2019, 16:20 Posted By: wraggster
Joy-Con connectivity issues have plagued Nintendo Switch owners since the launch of the console, more than two years ago. Recently, Joy-Con drift has become a topic of interest once more, due to fans vocally expressing their disappointment. With no real solution in sight, it appears that a law firm is stepping in to see if they can make things happen. The law firm, called Chimicles Schwartz Kriner & Donaldson-Smith LLP, is a three-decade old institution that focuses on class action lawsuits. According to CSK&D, they have begun an investigation into a possible class-action lawsuit against Nintendo for selling faulty Joy-Cons that have phantom input and interfere with gaming.
You can fill out the form in the link below to offer your personal experiences with your Joy-Cons to help give the firm more information to work with. If enough reports come in, then CSK&D will move forward with their lawsuit. Whether this will result in a solution or even make it to court is unclear, but the threat of legal action could perhaps spur Nintendo into coming up with a fix or revision for future Joy-con releases.
Source
https://gbatemp.net/threads/a-law-fi...-drift.543812/
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July 19th, 2019, 16:22 Posted By: wraggster
Mesen-S v0.2.0 is released. Mesen-S is a cross-platform SNES emulator for Windows & Linux built in C++ and C#.
Mesen-S v0.2.0 changelog:
This release greatly improves accuracy, compatibility and adds support for some of the enhancement chips. The vast majority of (supported) SNES games should play without any issues - if you find problems in a game (freezes, graphical bugs, etc.), please report them!
General
Greatly improved timing/accuracy for everything: CPU, PPU, SPC, DMA, etc. Including:
Numerous PPU fixes - graphical issues have been fixed in several games.
Freezes in several games have been fixed by improving the SPC emulation accuracy.
Support for games using the DSP-1/2/3/4 and ST010/ST011 enhancement chips. Note: A firmware is required for these - the emulator will ask for the firmware when loading a game that requires one.
Libretro support
Added a number of UI options (mute in background, etc.) and corrected a few UI problems.
Debugger
SPC debugger window (along with breakpoints, watch, labels, etc.)
Sprite viewer
Lua scripting
Improved usability and added new features to tile/tilemap viewers
DMA channel filters for the event viewer
Misc. debugger features (break options, disassembly options, etc.)
Ability to log the SPC and DSP-n chips in the trace logger.
CC65/CA65 source code and symbols integration
Labels/comments in the disassembly view
Huge thanks to everybody who helped out by testing, reporting bugs or sharing information!
https://github.com/SourMesen/Mesen-S
http://www.emucr.com/2019/07/mesen-s-v020.html
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July 22nd, 2019, 17:31 Posted By: wraggster
In April, homebrew scene member m4xw released a port of PPSSPP to the Nintendo Switch, which required RetroArch to run. At the time, a standalone emulator version was teased, and now that day has come, as the first standalone beta release of PPSSPP for Switch is fully available to the public. Installation is simple, as all you have to do is place the downloaded folder on the root of your Switch's SD card. Full patch notes, instructions, and information can be found in the official release thread.
-Includes a GLES2 and GL version (use GLES2 for GTA's or other troubling games, otherwise GL version is always recommended as it's far more stable and bug free).
-JIT improvements (should now work on all Horizon version), masking is no longer required, thus JIT masking bugs are a thing of the past (will be backported to the libretro ver. this week).
-All config files reside in /switch/ppsspp/, the path can not be changed for the time being.
-You can copy your PPSSPP files from /retroarch/cores/savefiles/PPSSPP/ (savefiles are compatible, savestates are NOT, however I will add a export option to the Core soon-ish).
Click to expand...
Discussion Thread
Project's GitHub Page
https://gbatemp.net/threads/ppsspp-n...switch.544078/
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July 23rd, 2019, 17:31 Posted By: wraggster
Nintendo DS emulation has been around for over a decade but there’s still interest in creating more emulators for the system that achieve better accuracy, performance and compatibility. One of the more recent emulators is Arisotura’s (Staple Butter) melonDS which has made great progress this year thanks to its OpenGL accelerated renderer.
melonDS has seen a significant amount of progress this year and perhaps, an Android port offering good performance might eventually surface!
Yesterday, its main developer shared some information on a pull request, by RSDuck, made on July 14th and the status of an upcoming melonDS 0.8.3 release. The pull request is related to the JIT recompiler (an x86-64 one to be more specific), a feature of the emulator which isn’t yet fully ready for use. Arisotura stated that when implemented, the JIT recompiler could give performance boosts of 30-100% which would greatly playbility in some games. Furthermore, RSDuck said that it shouldn’t be too difficult to port the JIT recompiler to ARM which might result in a nicely-performing Nintendo Switch port, more progress on the PSVita port and even an Android port!
On the other hand, work is still being done on melonDS 0.8.3 and it will be released once an issue with the audio output code is fixed. Furthermore, beta builds of the JIT and DSi branches of the emulator will be made available eventually so that’s something else to tinker around with!
http://wololo.net/2019/07/23/emulati...port-in-the-f/
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July 24th, 2019, 16:19 Posted By: wraggster
Nintendo is reportedly offering free repairs to Joy-Con controllers, following widespread complaints of "drift" in the Switch controllers.
According to an internal memo obtained by Vice Waypoint, customers will not be asked for "proof of purchase" or "warranty status" when asking for Joy-Con repairs, and those repairs will be made "at no charge."
Nintendo has also advised customer support staff to refund any confirmed prior repairs.
The document does outline a troubleshooting process that customer support must go through before offering free repairs, and it also features "stock answers" to two questions that Nintendo expects to be asked.
As Waypoint stated: "Whether it will be an issue with the upcoming Switch Lite hardware revision ('We expect our hardware to perform as designed.') and what to make of the class action lawsuit ('We have nothing to announce on this topic.')."
Nintendo is facing a class-action lawsuit over the defect with the Switch controllers, which is widely referred to as "drift." However, despite the content of the memo, the company does not directly refer to any fault with the hardware.
https://www.gamesindustry.biz/articl...on-controllers
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July 24th, 2019, 16:20 Posted By: wraggster
Nintendo and Tencent are set more details on the planned launch of the Switch in China.
The two companies will host a joint press conference in Shanghai on August 2, where they will offer the first official update since announcing their partnership in April. Steven Ma, senior vice president of Tencent, and Nintendo executive Satoru Shibata will both be at the event.
https://www.gamesindustry.biz/articl...ch-on-august-2
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July 25th, 2019, 15:14 Posted By: wraggster
While the Nintendo Switch has more than outdone its predecessor, in terms of sales and popularity, the Wii U still lives on, as either an emulation box, or a console which to stream media from. Except, the latter of which is soon to take a hit, as Amazon is preparing to discontinue their Prime Video app on the console, according to emails that are being sent out to users. On September 26th, 2019, you'll no longer be able to watch Amazon video content on your Nintendo Wii U. Of course, Amazon, ever the entrepreneur, is offering a $25 credit towards buying a Fire TV Stick if you've used Prime Video on the Wii U recently, so you can keep watching your shows. Amazon Prime Video released on the Wii U's eShop the same year the system itself launched, back in 2012.
Source
https://gbatemp.net/threads/amazon-p...tember.544312/
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July 25th, 2019, 15:16 Posted By: wraggster
As the Nintendo Switch homebrew scene continues to develop at a rapid pace, one of the biggest feats has been the possibility of running Android OS on your Nintendo Switch console. Since the system runs on the Tegra X1 chipset, which coincidentally also powers the Nvidia Shield tablet, scene developers have decided to invest their time into getting a form of Android working on the Nintendo Switch. Back in June, we got our first major tease as to just what that would mean for the community, with amazing possibilities such as watching media apps not normally available on the Switch's OS, using it as a comic reader, playing mobile games and apps, getting solid performance in emulators like DraStic, or playing games through remote play.
According to the team behind the project, they're looking at hopefully releasing their first public beta within the next five days. So, as excitement and anticipation builds, make sure to go grab an extra micro SD card, as the installation will require you to dedicate the entire contents of the micro SD to the installation. You can be certain that the moment the release drops, an informative news post here will quickly follow. For now, let us know what feature you're most excited to test out by using Android on your Switch!
Source
https://gbatemp.net/threads/switchro...e-days.544283/
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July 25th, 2019, 15:18 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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July 25th, 2019, 15:19 Posted By: wraggster
bsnes-plus v05rc2 is released. bsnes-plus (or bsnes+) is a fork of bsnes (based on bsnes-classic) intended to introduce some new features and improvements, mostly aimed at debugging. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
What's new
- "Step over" and "step out" buttons in debugger
- Improved debugger UI with register editing
- Improved handling of address mirroring for breakpoints (extends to the entire address space, not just RAM)
- Real-time code and data highlighting in memory editor, with fast searching for known code/data locations and unexplored regions
- Cartridge ROM and RAM views in memory editor for mapper-agnostic analysis
- SA-1 disassembly and debugging
- SA-1 bus and BW-RAM viewing and (partial) usage logging
- Super FX disassembly and debugging
- Super FX bus viewing and usage logging
- SPC file dumping
- IPS and BPS soft patching
- Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)
Non-debugging features:
* Satellaview / BS-X support
* SPC file dumping
* SPC output visualizer (keyboards & peak meters)
* IPS and BPS soft patching
* Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)
bsnes-plus v05rc2 Changelog:
Migrated project from Qt 4 to 5
Added reworked debugger/disassembler view [BenjaminSchulte]
Added support for symbol files in VICE, FMA, and WLA-DX formats for CPU, SMP, and SA1 [BenjaminSchulte]
(.cpu.sym, .smp.sym, or .sa1.sym extensions)
Added reworked sprite viewer [UnDisbeliever]
Added reworked breakpoint editor; supports unlimited breakpoints and symbol usage [Revenant]
Added configurable comparison operators for breakpoint "data" field [Revenant]
Added context menu to memory editor, including shortcuts to add new breakpoints [Revenant]
Added buttons to debug view for running to next NMI/IRQ/vblank/hblank [Revenant]
Added support for variable BS-X memory pack sizes up to 32Mbit [Revenant]
(default size for empty pack is configurable in emulator options)
Added more accurate emulation of Satellaview download bandwidth [Revenant]
(allows simulated downloads of smaller games and other content without crashing BS-X)
Added support for save states with BS-X cartridges [Revenant]
Added support for NTT Data Keypad controller [raphnet]
Added built-in support for expanded SPC7110 ROMs [Revenant]
(allows running Tengai Makyou Zero translation without special manifest)
Fixed mouse cursor staying locked when window loses focus if using mouse/super scope/etc [Revenant]
Fixed scaling of window elements on hi-DPI Windows systems [CypherSignal]
Fixed unfiltered screenshots still incorporating gamma curve if enabled [Revenant]
Fixed memory editor ignoring uppercase letters A-F when editing [Revenant]
Fixed memory editor sometimes copying one more byte than what's actually selected [Revenant]
Fixed "reload" option and drag-and-drop for special cartridge types [Revenant]
Fixed detection of SA1 carts with a battery but no BWRAM [Revenant]
(partially fixes Pachi Slot Monogatari PAL Special)
Fixed Esc key potentially closing both a dialog box and parent window at the same time [Revenant]
Fixed automatically loading an empty BS-X memory pack if none was previously specified [Revenant]
Updated memory editor to allow opening multiple instances simultaneously [BenjaminSchulte]
Updated tilemap viewer to show address of selected character [UnDisbeliever]
Updated some Cx4 timing and memory mapping details [Revenant]
Updated some BS-X base unit register behavior for downloading content [Revenant]
Backported SA1 mul/div register behavior fixes
Backported DMA/HDMA timing fixes
Backported PPU timing tweaks from higan v106r124
https://github.com/devinacker/bsnes-plus
http://www.emucr.com/2019/07/bsnes-plus-v05rc2.html
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July 29th, 2019, 21:29 Posted By: wraggster
bsnes is a Super Nintendo / Super Famicom emulator that began development on October 14th, 2004. It is a subset project of higan, and focuses on performance, features, and ease of use.
bsnes can optionally be configured to have equal accuracy to higan's SNES emulation, but these accuracy options do come at a run-time performance cost.
Some of the unique features to bsnes include:
100% (known) bug-free compatibility with the entire officially licensed SNES library
true Super Game Boy emulation (utilizing SameBoy)
HD mode 7 graphics (vastly increased anti-aliasing for affine texture effects)
a multi-threaded video graphics renderer
built-in databases for games, PCBs, and cheat codes
save state manager with screenshot previews and label support
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This release brings in a 25% speed increase, optional frameskipping during fast forward (allowing an additional 33% max frame rate)
official HD mode 7 support, SameBoy integration for 60% faster and more accurate Super Game Boy emulation
software filter support (snes_ntsc, HQ2x, Eagle, scanlines, etc)
the return of mightymo's integrated cheat code database, cheat search support, movie recording and playback support, rewind support, cubic audio interpolation, 7-zip decompression support, ExLoROM board mapping support, adaptive sync support for OpenGL, and greatly improved macOS support. |
And if that's not enough, there's also true pixel-perfect ZSNES snow effect emulation ... seriously!
bsnes now also has an official GitHub repository with nightly builds to enable more rapid and collaborative development.
https://byuu.org/
via http://www.emulation64.com/view/2994...v108-released/
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July 29th, 2019, 21:31 Posted By: wraggster
It's no secret that gaming in China has seen a huge rise in popularity after the government's restrictions around the matter became progressively looser. Since then, many foreign industries have tried to take a slice of this already huge and rapidly expanding market, but there's one big issue that they need to tackle when considering to do so: piracy is rampant inside the country. With so many people opting "to go unlicensed" (70% of all software installs in the country weren't legit according to a survey made in 2015 by Statista), some businesses outright gave up trying to sell their digital goods in China when faced with the seemingly unstoppable piracy problem ( like Microsoft). However, one company is trying to stand up and fight where the others fell.
After teaming up with the local tech giant Tencent as an effort to officially market the Switch inside the country, Nintendo is now taking advantage of this partnership to target Chinese Switch piracy websites. Two have been already affected by this move and amongst them was one of the top ROM sites in China. This last one has deleted its Switch downloads subforum, leaving only the discussion boards open, but other console's ROMs are still available and ready to be downloaded as usual. Even more interestingly, banners advertising Switch modding and piracy tools are still up on its home page and the forums are filled with hacking & homebrew discussions - that also includes threads linking to a certain unofficial, definitely not legal Shop replacement application.
Will Nintendo be able to defeat websites infringing their intellectual property in China? Will pirates prevail instead? Leave your comments below!
https://gbatemp.net/threads/nintendo...-china.544678/
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July 29th, 2019, 21:33 Posted By: wraggster
After a period of hiatus, Lakka's L4T-based Switch port has been updated once more with some brand new goodies for everyone to enjoy!
Four additional cores are now available, specifically Mame 2010, OpenLara, Genesis Plus GX (previously removed due to technical issues) and, last but not least, Play! PS2 emulator. About the last one, while having a PS2 emulator running on a Switch is very, very interesting even in itself, you shouldn't expect it to run your favourite games flawlessly or at full speed just yet as it's still slow and experimental. Talking about more stable stuff, a good number of other cores have also been updated, with mupen64plus-next sporting better game compatibility thanks to a recent rebase, Dolphin and PPSSPP getting more options (and improved compatibility for the latter, plus the default audio driver has been changed to avoid freezes while running it), PRBoom adding support for John Romero's Sigil and miscellaneous fixes for PCSX-ReARMed. RetroArch has received a general update as well.
But it doesn't stop there! A couple of quality of life features have also been thrown into the mix, as Lakka L4T is now able to shut down the system without going back to RCM and the battery charges more quickly - both of which can be handy if you like to carry your Switch around.
Here is the full official changelog, quoted from the official thread:
natinusala said: ↑ Core updates:
- New core: Play! PS2 emulator (experimental, quite slow for now)
- New core: mame2010
- New core: Genesis Plus GX; the core is back and now default for Sega consoles
- New core: openlara, an open source Tomb Raider engine
- mupen64plus-next: the core has been rebased against latest GLideN64, fixing compatiblity with the few games that were still broken (including Yoshi's Island 64)
- Dolphin: the core has been updated with new core options (BBOX, texture cache accuracy)
- PPSSPP: the core has been updated with a new core option, IO Timing, as well as an improved games compatibility
- PCSX-ReARMed: the core has been updated
- FBAlpha has been renamed FBNeo
- Reicast has been renamed Flycast
- PRBoom: the core has been updated and now supports sigil.wad
System:
- There is now a Shutdown menu entry to properly shutdown the console from Lakka without the need to go back to RCM
- RetroArch has been updated
- The default audio driver is now alsathread - that fixes PPSSPP hard freezing when opening the menu / closing content
- The Switch now charges faster in Lakka
Click to expand...
A download link can be found in the sources below. You can find a guide on how to install Lakka L4T on your Switch here, while you should follow these instructions to update it. It's recommended to delete the old config before booting (located at microSD:\lakka\storage\.config\retroarch\retroarch .cfg) or you may run into issues.
Source
https://gbatemp.net/threads/lakka-sw...ements.544598/
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July 29th, 2019, 21:43 Posted By: wraggster
Welcome to the ZGBJAM #2 coding competition. From the 26th to 28th of July, we will get together to make new awesome Game Boy games using ZGB!
What is ZGB? It’s a free open source little engine (plus a set of utilities) which allows you to create any kind of game for the Nintendo Game Boy® and Game Boy Color® in C language. It uses GBDK with an updated version of SDCC (3.6.0) Since its creation in 2016 several games have been developed even by people without a programming profile!
https://pdroms.de/nintendo-gameboy-g...-game-boy-misc
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July 29th, 2019, 21:46 Posted By: wraggster
Android for the Nintendo Switch was originally teased back in February by Max Keller in a video showing a development build of Android Q (10.0) running on the device.
This build had some issues such as no GPU acceleration and until June, nothing else was said. However, in June, ByLaws managed to get GPU acceleration working and from there onwards, work accelerated considerably. Now, a release has finally descended upon us and it can be downloaded from this XDA thread.
This release is a ROM of Lineage OS 15.1 (ex-Cyanogen Mod) which is based on Android 8.1 Oreo.
The vast majority of the Switch’s features such as WiFi, Bluetooth, GPU acceleration, the touchscreen, joycons and docking work although there are a few minor issues with the port namely:
- When you plug in the charging cable, Android doesn’t detect the fact that device is charging but it’s still chargingBorderlands on the Switch is finally a reality thanks to Android!
- WiFi may occasionally decide not to work; when this happens, a reboot is the way to go
- Deep sleep doesn’t work so don’t expect amazing battery life
- Docking may not work properly on first try so connect/disconnect the Switch a few times till you get a proper picture
- Auto-rotation doesn’t work, joycons may not work properly in some apps and the FAT32 partition of the SD Card isn’t readable on macOS among other smaller issues
With this ROM, you’ll not only be able to use your Nintendo Switch as an actual tablet (Horizon OS doesn’t do too well in this regard although homebrew has improved the situation) but you’ll also be able to play Android games that require Nvidia Tegra hardware such as Half-Life 2 and Borderlands so the Switch’s game library has just been expanded by quite a bit!
XDA Thread for Android Port: https://forum.xda-developers.com/nintendo-switch/nintendo-switch-news-guides-discussion–development/rom-switchroot-lineageos-15-1-t3951389
http://wololo.net/2019/07/27/android...ntendo-switch/
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July 30th, 2019, 21:18 Posted By: wraggster
Rising Switch sales and increased company-wide revenue weren't enough to offset a 10% fall in Nintendo's profit last quarter.
Net revenue climbed 2.4% for the period to ¥172,111 million ($1.58 billion) from ¥168,157 million ($1.54 billion) yen. However, operating profit took a hit, falling from ¥27,428 million ($253 million) to ¥30,535 million yen ($281 million).
The Nintendo Switch continues to perform well however, with sales rising 13.2% year-on-year to 2.1 million units for the period, bringing the total to 36.9 million units after two years on the market.
Software sales on the console were also up, reaching 22.6 million units for the period, representing an increase of 25.9% year-on-year.
Meanwhile, the slow demise of the 3DS continues unabated, with both hardware and software sales falling by nearly 50% year-on-year.
These figures come off the back of a solid full-year for Nintendo, which saw the company's annual sales increase by around 13% to ¥1,200,560 million ($10.9 billion), while operating profit was up around 40% to ¥249,701 million yen ($2.2 billion)
Late last year, analysts reported Nintendo was likely to miss its March 2019 Switch sales target by three million units.
While the latest figures show Nintendo came in one million units shy of its initial 38 million projection, it still defied analyst expectations.
https://www.gamesindustry.biz/articl...g-switch-sales
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July 30th, 2019, 21:28 Posted By: wraggster
Yes, you've read the title correctly, but this exploit might not be exactly what you expect! While its name may be a tribute to the good old days of the Wii hacking scene, or in other words, a real blast from the past (get it?), bannerbomb3 doesn't target the same console as the other two: it's instead a new userland exploit for the Nintendo 3DS found and coded by @zoogie.
This hack is a bit different than the standard userland ones you may be familiar with as it doesn't let you run The Homebrew Launcher by itself - in fact, it even stresses it's incompatible with it - but rather its aim is to work in tandem with Fredminer to enhance it. bannerbomb3 takes advantage of an overflow found in the console's System Settings when viewing DSiWare exports' banners to gain code execution and dump the DS Internet Settings app, which can be later used with Fredtool to inject an exploitable version of Flipnote Studio. In a nutshell, it removes the need to own a DSiWare game, making it a completely free CFW method, and runs on any console as long as its DS Internet Settings works (this, however, makes it incompatible with all Chinese 3DSes as they don't have that app built-in).
If you want to try it, you'll be glad to know @Plailect's ever-popular 3DS hacking guide has already been updated with detailed, step-by-step info on how to use it! bannerbomb3 (together with Seedminer and Fredtool) now replaces the old steelminer & Fredtool method as the recommended one for people new to 3DS hacking. However, if the DS Internet Settings app doesn't work on your console, another method using Seedminer, Steelhax, DSiDumper and Fredtool is also available, but it only works for European, Japanese and USA 3DSes while also being somewhat lengthier.
Source
Official GitHub repo
https://gbatemp.net/threads/bannerbo...-guide.544718/
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July 30th, 2019, 21:29 Posted By: wraggster
rogueWii is a porting of the original game Rogue: Exploring the Dungeons of Doom Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
[h=2]v1.04[/h]- Added "Play again" without exit to homebrew channel
- Added God mode
- Minor fixes
http://wiibrew.org/wiki/RogueWii
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July 30th, 2019, 21:31 Posted By: wraggster
puNES v0.105 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, and the sound is available. It uses the SDL libraries and it works on both Linux and Windows.
puNES v0.105 Changelog
- Added Spanish translation (thx to MS-PC on Crowdin).
- Added Hungarian translation (thx to tch_oscomp on Crowdin).
- Added Turkish translation (thx to Ömercan Kömür on Crowdin).
- Added "Toggle GUI" option to toggle on/off the Menu+Status bars (many thx Sembiance for the contribution).
- Added the option "Use integer scale in fullscreen" which toggle the vertical stretch in the fullscreen.
- Added in database "Airwolf" roms and 2 hacked roms of "Kid Dracula" (mlla1i.nes and ikt73k.nes).
- Added keyboard/controller shortcuts for the rewind functions :
I introduced the shortcut to activate and deactivate the "rewind mode" and the shortcuts for play,
pause, step backward, step forward, fast backward and fast forward, all programmable.
For the keyboard the defaults are :
CTRL+Left : Active/Deactive Rewind Mode
Left : Single step backward
Right : Single step forward
Down : Switch velocity for fast backward
Up : Switch velocity dor fast forward
Del : Play
Page Down : Pause
- Changed the management of the text on the screen which is now clearly legible at any resolution.
- Possible infringing on the patent, replaced controller image (thx RokkumanX).
- Fixed the freeze when start the emulator with fullscreen already enabled.
- Fixed some glitches with some compositors (Compton for examples).
- Fixed management of audio devices in alsa backend.
- Fixed segfault when load a savestates with rewind functions disabled.
- Fixed loading of the rom with header containing "DiskDude!".
- Fixed text surface cleaning.
- Fixed saving and loading of cheats.
- Fixed audio pops when NSF/NSFE song start and improved audio/video sync.
- Fixed possible crash in OpenBSD version.
- Fixed keyboard shortcuts management.
- Fixed compilation with QT 5.13.
- Many others fixes.
https://github.com/punesemu/puNES
http://www.emucr.com/2019/07/punes-v0105.html
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