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August 7th, 2017, 20:40 Posted By: wraggster
Mr Reaper has released a new version of his Visual Controller Test for the Nintendo Wii, heres the release details:
If you like pressing buttons, then this app is for you!!!
I have a flaky Gamecube controller and I wanted an easy way to test it. I didn't really like the other Gamecube controller testing homebrew I found, because it was all text-based, so I decided to make my own.
I haven't messed with making Wii Homebrew in such a long time, but I threw this Visual Controller Test together in a day.
But then I was in a coding mood, so I added in every other peripheral I own.
Maybe others will also find this useful.
More Info here http://wiibrew.org/wiki/Visual_Controller_Test
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August 7th, 2017, 21:08 Posted By: wraggster
Over at romhacking comes news of an update to the Pokémon red and blue game hack:
The aptly-named Pokemon Red/Blue Color Hack gives you what it says on the tin: fully colorized versions of Pokemon Red and Blue.
Some may be aware that, in fact, Pokemon Red and Blue did have some color when played on a Super Gameboy. However, the Super Gameboy’s colorization capability was extremely limited, being unable to assign separate colors to the background and sprite layers, among other limitations. This hack, targeting the Gameboy Color, does not have these limitations. As you can see in the screenshots, this colorization is akin to the gen 2 games.
This hack also optionally replaces the pokemon sprites with gen 2 equivalents, since some of the gen 1 spritework was… questionable. The battle UI has also been ported from the gen 2 games. However, the patch is available in a “vanilla” variant for those who prefer the original spritework and battle UI.
Previous versions of this hack were plagued by graphical corruption bugs. After much headbanging and many headaches, these bugs have been fixed. It has been tested extensively on a real gameboy, and the bugs have not resurfaced. However, it must be noted that the VBA emulator has issues with this hack. VBA-M works, though, as do the more accurate emulators such as BGB.
http://www.romhacking.net/hacks/1385/
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August 7th, 2017, 21:10 Posted By: wraggster
Nintendo Game rom hacks are all the rage and heres another for you to digest:
Void’s Blitzarre Adventure, a completed Fire Emblem romhack. While discussing the ins and outs of hacking, some members of Fire Emblem Universe, a Fire Emblem romhacking site, had the idea of attempting to complete a full, 30-chapter romhack in one single week. After the week had passed, the hack was completed. After a few more days of polishing after the week, the hack is now in a presentable state.
Some of the hackers had made ASM modifications beforehand and took this opportunity to implement them in a finished product. As a result, this hack has some significant quality of life improvements, such as being able to press Select to view enemy range on the map and viewing unit growth rates on the status screen, and being allowed to see combat stats when the animations are disabled. Most notably, the hack has added skills, similar to the 3DS Fire Emblem games, into the Game Boy Advance Fire Emblem engine.
full info --> http://www.romhacking.net/hacks/3595/
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August 7th, 2017, 21:22 Posted By: wraggster
The awesome Nintendo Classic has seen the release of a new hacked rom that comes in a multitude of languages, heres the release info:
Super Mario Bros. 3: The Forgotten Worlds is now available in 10 languages: English, Hungarian, German, French, Finnish, Estonian, Spanish, Swedish, Danish, Italian. The poster has also been updated as well.
NOTE: Extremely sorry for making any grammar mistakes in any languages. Those are mostly due to the less text spaces.
More info --> http://www.romhacking.net/hacks/3546
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August 8th, 2017, 20:16 Posted By: wraggster
The virtual boy is the only old Nintendo console I have never owned and heres a new demo released for it:
Howdy there, would you like some dinosaur on your Virtual Boy?
StereoBoy has released a brand new homebrew he has been working on recently with Jorgeche and me. "DaumenKinosaurier - VUEdition" is a Virtual Boy port of an awarded stereoscopic flip book StereoBoy made as a student in 2009, realized in the VUEngine.
More information about the project, ROM download as well as sources can be be found in the release thread.
More Info --> http://www.planetvb.com/modules/news...hp?storyid=431
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August 8th, 2017, 20:19 Posted By: wraggster
Fans of the Virtual Boy will be glad to know of the work which has been done to make Mario Tennis playable by multiplayer once more:
Like numerous other Virtual Boy titles, Mario's Tennis was going to support the GameLink Cable to offer multiplayer modes, a fact that was even mentioned in an early In-Store promotional video. After the GameLink Cable got cancelled, naturally none of the commercially released games contained any type of simultaneous multiplayer mode.
It was long believed that Mario's Tennis did not even contain any leftover multiplayer code - until M.K. went to great lengths to find and restore exactly that! He just released a patch that restores 2 of 3 game modes (P1 vs P2 and P1/COM vs P2/COM) to a fully working state. The third mode (P1/P2 vs COM/COM) is buggy and won't be fixed until any Virtual Boy emulator implements full link cable emulation to shorten debugging and testing times to a healthy amount. While Reality Boy does offer network-based link cable emulation, it lacks support for the respective interrupts, which Mario's Tennis' multiplayer modes depend on.
Check out the release thread for a brief summary of the discovery and restoration process as well as the patch download.
If you're eager to play some Mario's Tennis multiplayer now and got a friend with another Virtual Boy and flash cart nearby, you might be interested in Kevin Mellot's fantastic homemade link cable
More Info ==> http://www.planetvb.com/modules/news...hp?storyid=432
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August 8th, 2017, 20:22 Posted By: wraggster
Fans of the Snes Magazine from way back in 1993 can relive the days via the out of print archive:
This week we return to October of 1993 with issue number 12 of Super Play. For this issue, we have selected the following preview articles to read as the full magazine downloads: A rare interview with the people who worked for the Nintendo Hotline. The review for the awesome car battle Rock 'N' Roll Racing by Blizzard Entertainment before they were known as Blizzard. And finally, not one, but two great Konami classics! The home conversion of the arcade smash Sunset Riders as well as the cult classic Zombies Ate My Neighbors which was developed by none other than LucasArts.
Take a looksy Here --> http://www.outofprintarchive.com/cat...perPlay12.html
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August 8th, 2017, 20:26 Posted By: wraggster
Another Snes magazine from the heyday, heres more details:
This week we step back into the cold winter month of November 1993 with the brand new release of Super Play issue 13. For being the holiday season it was a somewhat slow month when it comes to big names releases. Yet this doesn't mean that this month had nothing to look forward to.
We start by looking at Jurassic Park by Ocean. Afterwards it's all about the B-list platform heroes of yesteryear. Starting with Aero the Acrobat by Sunsoft. Then moving on to another Ocean game: Mr Nutz. And finally we look at one of the weirder platforming heroes of the 16-bit era: Super Putty by System 3.
More Info --> http://www.outofprintarchive.com/cat...perPlay13.html
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August 8th, 2017, 20:28 Posted By: wraggster
Fans of the Nintendo 64 will love this delve back into the past, heres more details:
This week we return with issue 8 of the N64 Magazine, which was released in November of 1997. This was an issue with severe quality problems while scanning, due to the state of the magazine. But with great care, all of these issues have been taken care of and with the new settings, the magazine is now looking better than ever.
We begin with a look at the arcade racer San Francisco Rush. Then we take a peek at the Japanese version of Bomberman 64. From here we go to the review for the cover story: Lylat Wars / Starfox 64. And finally we have a double header with Multi Championship Racing vs Top Gear Rally.
Get reading here --> http://www.outofprintarchive.com/cat...Magazine8.html
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August 8th, 2017, 20:36 Posted By: wraggster
Its awesome to catch up on the news from yesteryear, heres another:
This week we take a look back at the remaster of Club Nintendo Volume 1, Issue 4.
While the magazine might be tiny and weighs in at only 20 pages total, it sure holds a lot of nostalgia for the people who used to get it in their mailbox straight from Nintendo back in 1989. Since it's such a small issue we only have two preview articles up on the site. The first one being Section Z by Capcom and the second one is Ikari Warriors by SNK. Both games are for the Nintendo Entertainment System.
http://www.outofprintarchive.com/cat...ntendo1-4.html
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August 8th, 2017, 20:45 Posted By: wraggster
Heres a magazine from the DS and Wii Days,:
This time we return to NGamer with issue 5 that was released in January of 2007.
We start of our review selection with Gotlieb Pinball Classics by FarSight Studios which would later on develop the high-end arcade simulator: The Pinball Arcade, which digitally recreates a ton of classic pinball tables. The review for The Legend of Zelda: Twilight Princess comes at a time where we see Nintendo reinventing the franchise once again with the gorgeous entry: Breath of the Wild. Rayman Raving Rabbits sure was a fun diversion back then. And Wii Sports showed us just how new play controls could really shake up classic sports games.
Besides all these Wii reviews, we also have a bunch of Nintendo DS games previewed as well: Elite Beat Agents might not be as magical as the original Ouendan game, but it's still a ton of fun.
Gunpey Reverse is a peculiar puzzle game, and Yoshi's Island DS tried to take on the impossible challenge of matching up to the original Super Nintendo masterpiece.
Finally we have a big feature that highlights a bunch of must have Virtual Console games: Download: Wii Recommend.
http://www.outofprintarchive.com/cat...r/NGamer5.html
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August 8th, 2017, 20:47 Posted By: wraggster
With Super Mario All Stars on the front this is going to be an iconic read:
After tons of Sega love, we return with some well deserved Nintendo love as well as we release the remaster of Super Play issue 11. We begin our preview of this issue with a big interview with Nintendo of America Vice President: Peter Main. This isn't the only interview though as we also have one with Factor 5's Julian Eggebrecht about Super Turrican. After all of this goodness we look at The full story of the Nintendo CD. And we end this update with reviews for Mortal Kombat as well as Super Mario All-Stars.
http://www.outofprintarchive.com/cat...perPlay11.html
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August 9th, 2017, 20:31 Posted By: wraggster
Heres some news for WiiU Hacking fans:
This tool is for v5.5.1-v5.5.2 only (because of the HBL loader). OTP and SEEPROM are required, so it is only for previously hacked consoles with backup of those files. (If you installed redNAND before you should be able to dump those files from your SD)
(If you don't have OTP you can take the OTP from someone else because the USB key is the same).
This tool is very experimental, USE AT YOUR OWN RISK.
This tool is based on WFS File Injector.
Credit for @FIX94 for the Haxchi and for @dimok WFS Block Injector for the inspiration.
more info ==> http://gbatemp.net/threads/release-h...backup.479940/
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August 9th, 2017, 20:34 Posted By: wraggster
News of a new release of the GBA and Nintendo DS emulator for Windows:
no$gba is a Gameboy Advance / NDS / DSi emulator & debugger for Windows.
The no$gba debugger is a powerful programming tool for professional developers. If you are a developer, please see no$gba homepage for more info:
http://problemkaputt.de/gba.htm
23 Jul 2017 - version 2.8f
• nds/3d/help: note on MTX_PUSH/POP/STORE/RESTORE in Mode1 (thanks staplebutter)
• nds/3d/emu: matrix stack in mode1 behaves like mode2 (fixes light directions)
• dsi/mmc: supports MMC commands CMD1 and CMD6 (somewhat needed for libnds)
• dsi/sd: added warning on trying to use SD card in 4bit mode with pull-up on
• dsi/i2c: support softreset via bptwl (keeping main ram and bptwl regs intact)
• dsi/help: added notes on warmboot info at 2003000h (for autostarting a title)
• dsi/help: more details on 2FFD7BCh (scr,type,hcd,csr,clk_ctl,card_opt,device)
• bios clone: reproduces div-zero, fixed crash on div-overflow (thanks endrift)
• gba/io: emulates some more unused bits as non-writeable (thanks endrift)
• gba/help: note on BLDALPHA being R/W (unlike official specs, thanks endrift)
• debug/help: note on nds9 debug message ports 4FFFAxxh working on gba/nds7 too
• setup: renamed "Emu Identification" to "Debug I/O" and enabled it by default
• gui: fixed window positions/fullscr when taskbar at upper/left (thanks joseph)
thanks --> http://www.gbadev.org/
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August 9th, 2017, 20:37 Posted By: wraggster
A new release of the Game Boy Advance Emulator:
mGBA is a new generation of Game Boy Advance emulator. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally played without problems. mGBA has only gotten better since then, and now boasts being the most accurate GBA emulator around.
Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulators may not support.
mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub.
Up-to-date news and downloads can be found at mgba.io.
After many months of delays mGBA 0.6.0 is finally available. This is a major feature release. Some of the more prominent features include a library view, translations to German, Spanish and Italian, and many new debugging features. A full list of changes follows after the cut.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Wii
• PlayStation Vita
Features:
• Library view
• Sprite viewer
• Debugging console
• Improved memory viewer
• Memory search
• Command line ability to override configuration values
• Add option to allow preloading the entire ROM before running
• Add option for whether rewinding restores save games
• Savestates now contain any RTC override data
• Add option to lock video to integer scaling
• LR35902: Watchpoints
• LR35902/GB-Z80 disassembler
• GB: Tile viewer
• GB: Video/audio channel enabling/disabling
• GB: Symbol table support
• GB MBC: Add MBC1 multicart support
• GBA: Support printing debug strings from inside a game
• GBA: Better cheat type autodetection
• Implement keypad interrupts
• Configuration of gamepad hats
• Video log recording for testing and bug reporting
• Debugger: Segment/bank support
• Debugger: Execution tracing
• Partial Python scripting support
• Qt: German translation (by Lothar Serra Mari)
• Qt: Spanish translation (by Kevin López)
• Qt: Italian translation (by theheroGAC)
0.6.0: (2017-07-16)
Bugfixes:
• ARM7: Fix MLA/MULL/MLAL timing
• Core: Fix crash with rewind if savestates shrink
• Core: Fix interrupting a thread while on the thread
• Core: Fix directory sets crashing on close if base isn’t properly detached
• FFmpeg: Fix overflow and general issues with audio encoding
• GB: Fix flickering when screen is strobed quickly
• GB: Fix STAT blocking
• GB MBC: Fix ROM bank overflows getting set to bank 0
• GB MBC: Fix swapping carts not detect new MBC
• GB Timer: Improve DIV reset behavior
• GB Timer: Fix DIV batching if TAC changes
• GB Video: Reset renderer when loading state
• GBA: Fix multiboot ROM loading
• GBA: Fix multiboot loading resulting in too small WRAM
• GBA BIOS: Implement BitUnPack
• GBA BIOS: Fix ArcTan sign in HLE BIOS
• GBA BIOS: Fix ArcTan2 sign in HLE BIOS
• GBA BIOS: Fix INT_MIN/-1 crash
• GBA Hardware: Fix crash if a savestate lies about game hardware
• GBA I/O: Handle audio registers specially when deserializing
• GBA Memory: Improve initial skipped BIOS state
• GBA Savedata: Fix savedata unmasking
• GBA Savedata: Update and fix Sharkport importing
• GBA Video: Fix wrong palette on 256-color sprites in OBJWIN
• GBA Video: Don’t update background scanline params in mode 0
• Libretro: Fix saving in GB games
• LR35902: Fix core never exiting with certain event patterns
• LR35902: Fix pc overflowing current region off-by-one
• LR35902: Fix decoding LD r, $imm and 0-valued immediates
• OpenGL: Fix some shaders causing offset graphics
• GB Timer: Fix sub-M-cycle DIV reset timing and edge triggering
• Qt: Fix timing issues on high refresh rate monitors
• Qt: Fix linking after some windows have been closed
• Qt: Fix crash when changing audio settings after a game is closed
• Qt: Ensure CLI backend is attached when submitting commands
• Qt: Disable “New multiplayer window” when MAX_GBAS is reached
• Qt: Fix game unpausing after frame advancing and refocusing
• SDL: Fix game crash check
• SDL: Fix race condition with audio thread when starting
• SDL: Fix showing version number
• Test: Fix crash when loading invalid file
• Test: Fix crash when fuzzing fails to load a file
• Test: Don’t rely on core for frames elapsed
• Test: Fix crash when loading invalid file
• Test: Fix crash when fuzzing fails to load a file
• Tools: Fix recurring multiple times over the same library
• Util: Fix overflow when loading invalid UPS patches
• Util: Fix highest-fd socket not being returned by SocketAccept
• Windows: Fix VDir.rewind
Misc:
• All: Add C++ header guards
• All: Move time.h include to common.h
• 3DS, PSP2, Wii: Last directory loaded is saved
• CMake: Add ability to just print version string
• Core: New, faster event timing subsystem
• Core: Clean up some thread state checks
• Core: Add generic checksum function
• Core: Cores can now have multiple sets of callbacks
• Core: Restore sleep callback
• Core: Move rewind diffing to its own thread
• Core: Ability to enumerate and modify video and audio channels
• Core: List memory segments in the core
• Core: Move savestate creation time to extdata
• Core: Config values can now be hexadecimal
• Core: Improved threading interrupted detection
• Debugger: Modularize CLI debugger
• Debugger: Make building with debugging aspects optional
• Debugger: Add functions for read- or write-only watchpoints
• Debugger: Make attaching a backend idempotent
• Debugger: Add mDebuggerRunFrame convenience function
• Feature: Move game database from flatfile to SQLite3
• Feature: Support ImageMagick 7
• Feature: Make -l option explicit
• FFmpeg: Return false if a file fails to open
• FFmpeg: Force MP4 files to YUV420P
• GB: Trust ROM header for number of SRAM banks
• GB: Reset with initial state of DIV register
• GB MBC: New MBC7 implementation
• GB Audio: Simplify envelope code
• GB Audio: Improve initial envelope samples
• GB Audio: Start implementing “zombie” audio
• GB Video: Improved video timings
• GBA: Ignore invalid opcodes used by the Wii U VC emulator
• GBA, GB: ROM is now unloaded if a patch is applied
• GBA DMA: Refactor DMA out of memory.c
• GBA DMA: Move DMAs to using absolute timing
• GBA I/O: Clear JOYSTAT RECV flag when reading JOY_RECV registers
• GBA I/O: Set JOYSTAT TRANS flag when writing JOY_TRANS registers
• GBA Memory: Support for Mo Jie Qi Bing by Vast Fame (taizou)
• GBA Memory: Support reading/writing POSTFLG
• GBA Memory: Remove unused prefetch cruft
• GBA Timer: Improve accuracy of timers
• GBA Video: Clean up unused timers
• GBA Video: Allow multiple handles into the same tile cache
• GBA Video, GB Video: Colors are now fully scaled
• GBA Video: Optimize when BLD* registers are written frequently
• OpenGL: Add xBR-lv2 shader
• Qt: Move last directory setting from qt.ini to config.ini
• Qt: Improved HiDPI support
• Qt: Expose configuration directory
• Qt: Merge “Save” and “OK” buttons in shader options
• Qt: Automatically load controller profile when plugged in
• Qt: Rename “Resample video” option to “Bilinear filtering”
• Qt: Remove audio thread
• Qt: Remove audio buffer sizing in AudioProcessorQt
• Qt: Re-enable QtMultimedia on Windows
• Qt: Make “Mute” able to be bound to a key
• Qt: Add .gb/.gbc files to the extension list in Info.plist
• Qt: Relax hard dependency on OpenGL
• Qt: Better highlight active key in control binding
• SDL: Remove scancode key input
• SDL: Automatically map controllers when plugged in
• Test: Add a basic test suite
• Util: Add size counting to Table
• Util: Add 8-bit PNG write support
• Util: Tune patch-fast extent sizes
• VFS: Call msync when syncing mapped data
• VFS: Allow truncating memory chunk VFiles
• VFS: Fix some minor VFile issues with FILEs
• VFS: Optimize expanding in-memory files
• VFS: Add VFileFIFO for operating on circle buffers
Source --> http://www.gbadev.org/
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August 9th, 2017, 20:38 Posted By: wraggster
A release for developers only:
devkitARM release 47 is now available through the Automated Installer/Updater as usual. Use the exe for windows, the perl scripts for other platforms.
devkitARM release 47
• updated to gcc 7.1.0.
• updated binutils to 2.28.
• updated gdb to 8.0 with Rosalina support.
• newlib patched with __sync_synchronize stub for gp32/gba/nds.
• picasso updated to 2.6.2.
• 3dslink updated to 0.5.2
• now allows hostname for -a option.
With thanks to fincs, mtheall, TuxSH and endrift for their contributions to this release.
Link: https://devkitpro.org/
Credit --> http://www.gbadev.org/
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August 9th, 2017, 20:40 Posted By: wraggster
Another Game Boy Advance Emulator released, heres the details:
As of September 19 2014, VGBA-Windowsis free for everyone to use and share. Have fun, folks!
The latest version, released on June 26 2017, adds DirectInput support for joysticks and gamepads, fixes changing of the audio sampling rate and special effects, adds the option to draw 65% of frames, and moves all input-related options to a separate "Input" menu. The new VGBA-Android version is also available for your phones, tablets, and TV sets.
If you like VGBA-Windows and want to support its further development, consider downloading VGBA-Android for your phone or tablet. The Android version comes with many cool extras, such as built-in Cheatopedia with codes for dozens of popular games, State Exchange for exchanging gameplay states with other users, and more. Give it a try and report any encountered problems in the discussion group.
The complete list of features and the list of new features and fixes can be found in the documentation.
What is Virtual GameBoy Advance?
Virtual GameBoy Advance (VGBA) is a program that emulates Nintendo's GameBoy Advance on your computer. It runs GameBoy Advance games on PCs, TVs, phones, tabets, or just about any other sufficiently fast gadget. It also helps debugging GameBoy Advance software without using a costly development system. I have previously written another emulator, VGB, that runs older GameBoy and GameBoy Color games. Because GameBoy Advance has completely different hardware, I had to write a new emulator for it, and VGBA runs only GameBoy Advance games. As far as I know, when I released VGBA in 2000, it was the first GameBoy Advance emulator in the world, soon to be joined by other emulators.
You can find the latest version of VGBA here: http://fms.komkon.org/VGBA/
heres more info --> http://www.gbadev.org/
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August 9th, 2017, 20:43 Posted By: wraggster
Heres the latest release of an emulator that supports lots of Nintendo and Sega Systems:
higan is a multi-system emulator that began development on 2014-10-14.
It currently supports the following systems:
• Nintendo Famicom
• Nintendo Super Famicom
• Nintendo Game Boy
• Nintendo Game Boy Color
• Nintendo Game Boy Advance
• Sega Master System
• Sega Game Gear
• Sega Mega Drive
• NEC PC Engine
• NEC SuperGrafx
• Bandai WonderSwan
• Bandai WonderSwan Color
higan also supports the following Super Famicom subsystems:
• Super Game Boy
• BS-X Satellaview
• Sufami Turbo
Minimum System Requirements:
• Intel Core-series processor
• OpenGL 3.2-capable graphics card
• Windows XP+, OS X 10.7+, Linux 3.2+ or FreeBSD 10.0+
With this release, PC Engine, Master System, Game Gear, Mega Drive and the newly added SuperGrafx support are now quite usable! They're far from the best emulators for these systems, but with many bugfixes, full sound emulation, and save state support ... many games are now fully playable with decent accuracy.
The Game Boy Advance emulation is also now substantially improved with vastly improved sound quality and a new dot-based PPU renderer. With that change, every single component in higan is now cycle-based. Regrettably, these changes do carry a ~20% performance penalty compared to GBA emulation in v102.
Changelog: (2017-06-21)
• added SuperGrafx emulation
• improved audio band-pass filtering for all emulated systems
• screen rotation is now a hotkey; automatically rotates control bindings
• screen rotation now supported on the Game Boy Advance as well (used by a small number of games)
• massive improvements to Mega Drive emulation
• massive code cleanups and rewrites to many CPU emulation cores (MOS6502, WDC65816, SPC700, etc)
• Famicom, Master System, Mega Drive: added PAL emulation support
• PC Engine, SuperGrafx, Master System, Game Gear, Mega Drive: added save state support
• PC Engine, SuperGrafx: added PSG sound emulation
• Master System, Game Gear: added PSG sound emulation
• Mega Drive: added Z80 APU emulation [with help from Cydrak]
• Mega Drive: added PSG sound emulation
• Mega Drive: added YM2612 sound emulation [Cydrak]
• Super Famicom: fixed Super Game Boy emulation
• PC Engine: added save RAM support (using per-game PCE-CD backup RAM)
• Game Boy Advance: substantial improvements to audio emulation quality
• Game Boy Advance: convert scanline-based PPU renderer to a dot-based renderer
• Game Boy Advance: properly initialize CPU state (fixes Classic NES Series games)
• Game Boy Advance: MUL timing corrected [Jonas Quinn]
• Mega Drive: emulate special mappers for Phantasy Star IV, Super Street Fighter II, etc.
• Super Famicom: use darker luma for INIDISP=0 (large improvement to Final Fantasy III opening)
• Super Famicom: fixed bugs in SMP OR1,AND1 instructions
• cheat code database regrettably removed from official releases; will be made available separately
This changelog is a summary of major changes. For a detailed list of all changes, which spans several pages, please see the higan Gitlab repository.
Link: http://byuu.org/emulation/higan/
source http://www.gbadev.org/
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August 9th, 2017, 20:45 Posted By: wraggster
Heres some homebrew for the GBA:
I made a way to select objects on screen like a mouse by using pixel color.
Here is a video I made to explain how it works.
A or B buttons = mouse click.
Direction buttons = move mouse.
I'm providing the C source code and my batch file.
Check out my youtube channel if you want to see more random fun stuff.
www.youtube.com/3dsage
Thank you and have fun programming on the GBA!
News cred --> http://www.gbadev.org/
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August 9th, 2017, 20:47 Posted By: wraggster
For fans of WiiU Hacking heres some great news:
dimok has posted a brief tutorial and coded Linux tools to inject WFS blocks via USB over at gbatemp.net. This is primarily for those who updated to firmware 5.5.2 by mistake and are interested in restoring HBL or haxchi on their Wii U. I have uploaded a complete pack with a save exploit here. The procedure is pretty advanced, and the tools are compiled for a Linux (32bit) system, to use on Windows (or Mac) you need to compile/port the source code yourself. This also requires an SEEPROM dump from the target console.
More info --> http://www.eurasia.nu/modules.php?na...ticle&sid=3622
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August 9th, 2017, 20:56 Posted By: wraggster
The Nintendo Switch hasn't been out that long and already the hackers have started on this console:
As expected after the recent Switch browser hacking mapping out sysmodules and gaining kernel access, game cartridges can now be dumped, and the scene group BigBlueBox already released a few titles. Check this forum topic for more info. Sorry for the late news post, been a bit busy lately."
More Info : http://www.eurasia.nu/modules.php?na...ticle&sid=3618
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August 9th, 2017, 21:07 Posted By: wraggster
More Nintendo Switch Hacking News:
SciresM just reported the following on Twitter: 'Cleaned up the last pegaswitch memory corruption issues. Stress test of 10000 svc calls + full memdump + available sysarchive dump passes ' For those who don't remember what it is: 'PegaSwitch is an exploit toolkit for the Nintendo Switch. By taking over WebKit, we are able to read/write memory, call native functions, and otherwise explore the functionality of the Switch from the domain of the WebKit process. This does not currently enable homebrew software, but is built to allow other hackers to work toward that goal.
More info --> http://www.eurasia.nu/modules.php?na...ticle&sid=3612
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