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September 3rd, 2019, 20:20 Posted By: wraggster
Hey family, here today with a hack of the old-Gameboy RPG “Final Fantasy Legend II”. This was one of the first games that got many seasoned gamers into role playing games. This hack makes it safer to level up party members at the beginning of the game and also buffs guest party members. Treasure chest have been update to give enough money and items to better tackle the game’s bosses. Most enemies have been adjusted to allow the monster-class to evolve into interesting party members. Take your time or try for a personal best time…you are free to enjoy this project at your leisure !
https://gbatemp.net/entry/gbatemp-le...release.16111/
http://www.romhacking.net/forum/index.php?topic=29160
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September 3rd, 2019, 20:25 Posted By: wraggster
Hold onto your Nintendo-loving hats, because it's time once more for a Nintendo Direct. The video will air tomorrow, on September 4th at 3 pm PT/10 pm GMT, and is scheduled to show around 40 minutes of new information about Nintendo's upcoming games for the rest of this year, which include Pokemon Sword and Shield and Luigi's Mansion 3. You can tune in by watching the video above, or read our recap, once the direct goes live.
https://gbatemp.net/threads/nintendo...er-4th.547342/
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September 3rd, 2019, 20:26 Posted By: wraggster
Ladies and gentleman, start your updaters! The Cemu developers have just released a new public version of their popular Wii U emulator: 1.15.13b. While the Vulkan renderer may have not been included in this build yet, as it's still in a promising but WIP state in the Patreon-exclusive 1.16.0, the team has fixed a couple of bugs related to the GamePad view: its resolution is now set correctly when launched before a game is running and the mouse cursor no longer gets hidden while interacting with its window in fullscreen mode. Speaking of fixes, some crashes have also been resolved, specifically with a few homebrew apps and the games FullBlast and Adventures of Pip (including other Unity ones, potentially). If you're enjoying the Screenshot function, keep in mind this version changes its hotkey from Print Screen to F12!
However, 1.15.13b also drops support for older graphic packs - in particular, the ones using the version 1 format (first introduced in Cemu 1.7.0). Version 2 and 3 packs will still continue to work. If you have any custom ones installed, be sure to double-check whichever you're using before updating!
Official changelog
# Cemu detailed changelog for 1.15.13b
# Patreon release date: 2019-08-23
# Public release date: 2019-08-30
# New in 1.15.13b:
general: Language files updated
# New in 1.15.13:
general: Fixed GamePad view using the wrong resolution when opened before a game is launched
general: Fixed mouse cursor disappearing when interacting only with the GamePad window in fullscreen (#172)
general: Dropped support for legacy v1 graphic packs
general: Screenshot hotkey changed to F12
debugger: Added LR to register view
CPU: Fixed overflow check in SUBFEO instruction
With this change Adventures of Pip no longer crashes on boot
Other Unity based games might be affected as well
CPU: Fixed implementation of MULLWO
Full Blast no longer crashes with save game (#117)
nlibcurl: Fixed a delayed crash that could occur when games used curl_multi_fdset()
GX2: Fixed hermite filter not scaling with window size
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Cemu v1.15.13b can be downloaded by going to its official website (linked below) or, if you are already running version 1.15.10 or later, by using its included auto-updater.
Source
Downloads
https://gbatemp.net/threads/cemu-v1-...leased.547119/
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September 4th, 2019, 21:48 Posted By: wraggster
Amazon's biggest selling games product from the video games category in August was a Switch screen protector.
That's according to research by analysts at Thinknum, who tracked the sales ranking for each item that held onto a place in the Amazon best-sellers list every day of the last month.
Looking specifically at the video games category, the company found that of the top 20 products that achieved this, only ten were actually video games. A further six were controllers and other accessories, while four were digital codes for memberships to Xbox Live Gold and PlayStation Plus or store currency.
And Nintendo dominated the month.
The biggest selling product of the month, with an average ranking of 5.7 in the best-sellers list, was the amFilm Tempered Glass Screen Protector for Nintendo Switch (pack of two).
This was one of three Switch accessories in the Top 20, alongside the official Pro controller and a portable carry case.
https://www.gamesindustry.biz/articl...reen-protector
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September 4th, 2019, 21:51 Posted By: wraggster
The Constellation Nerdulus is the American English translation of Otaku no Seiza, a turn-based Japanese RPG for the Famicom.
The patch is available to download now.
The plot involves a matriarchal society in which men are mocked as nerds and women reign supreme. The protagonist sets out to prove that he’s a real man and put the women of the world in their place by courting the Goddess herself… if the roaving fiends and the powerful Daughters of Aurora don’t stop him first.
The hacking was done by Pennywise of Stardust Crusaders Translations, the script was translated by Tom, and the title screen was created by Flash PV.
https://yojimbo.eludevisibility.org/
http://www.romhacking.net/forum/index.php?topic=29172
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September 6th, 2019, 21:08 Posted By: wraggster
Nintendo has teased a new peripheral for its Switch console, which seems to amplify and extend its motion control functions.
Yesterday, Nintendo released a video that shows the new controller in action. The peripheral is split into two parts: a wheel and a strap, each of which can house a Joy-Con controller.
The video depicts people in various countries using the controllers, with the wheel gripped in the hands and the strap attached to the thigh. Many of these activities involve physical exercise: running, stretching, aerobics, and adopting yoga-like positions.
https://www.gamesindustry.biz/articl...sical-exercise
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September 6th, 2019, 21:12 Posted By: wraggster
Nintendo is bringing a suite of Super Nintendo games to its Nintendo Switch Online services tomorrow, adding to the existing library of NES games already available.
During today's Nintendo Direct presentation, Nintendo revealed that 20 titles would be released tomorrow, with more games to be added over time.
The list of launch games is as follows:
- Brawl Brothers
- Demon's Crest
- Joe & Mac 2: Lost in the Tropics
- Kirby's Dream Land 3
- Star Fox
- Super EDF Earth Defense Force
- Super Mario Kart
- Super Mario World 2: Yoshi's Island
- Super Puyo Puyo 2
- Super Tennis
- Breath of Fire
- F-Zero
- Kirby's Dream Course
- Pilotwings
- Stunt Race FX
- Super Ghosts'n Ghosts
- Super Mario World
- Super Metroid
- Super Soccer
- The Legend of Zelda: A Link to the Past
Games will include the same rewind and suspend features already available for NES games, as well as multiplayer in select titles.
Additionally, an SNES controller compatible with these games will be sold for $29.99, but will only be available for Nintendo Switch Online members with a four controller limit per Nintendo Account.
https://www.gamesindustry.biz/articl...-switch-online
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September 6th, 2019, 21:19 Posted By: wraggster
Polinym of the Woolsey Fan Company (W.F.C.) has released a special translation of the Famicom game, Idol Hakkenden, which localizes the game as if it were released during the original NES era. The W.F.C. took care to ensure that all names, places, terms, and culture in Japanese was localized to things the general American audience with little to no Japanese knowledge could appreciate.
“Idol Hakkenden”, or Pop Star Debut as the W.F.C. has named it, is a Japanese text adventure about young Sabrina Seltzer who dreams of becoming a star. While on the surface it appears to be a “kiddie” game, several twists in the plot take the story in some shocking directions. Sabrina’s quest for stardom is threatened by an entertainment overlord with ambitions for world domination.
Pop Star Debut marks the W.F.C.’s first translation project. Polinym, currently the company’s only member, knew literally nothing of this game prior to translating it. He refused to look up any information about it unless absolutely necessary. This ensures that the game is more authentic as an American release, and not based on any other forms of translation.
The W.F.C. offers a truly unique experience for players. The game’s text was written not just to be a mere translation of the original, but enjoyable writing that would’ve appeared had the game been an American product.
http://www.romhacking.net/translations/4972/
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September 6th, 2019, 21:20 Posted By: wraggster
The Constellation Nerdulus is the American English translation of Otaku no Seiza, a turn-based Japanese RPG for the Famicom.
The patch is available to download now.
The plot involves a matriarchal society in which men are mocked as nerds and women reign supreme. The protagonist sets out to prove that he’s a real man and put the women of the world in their place by courting the Goddess herself… if the roaving fiends and the powerful Daughters of Aurora don’t stop him first.
The hacking was done by Pennywise of Stardust Crusaders Translations, the script was translated by Tom, and the title screen was created by Flash PV.
https://yojimbo.eludevisibility.org/
http://www.romhacking.net/forum/index.php?topic=29172
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September 6th, 2019, 21:40 Posted By: wraggster
melonDS is a Nintendo DS emulator by Arisotura which aims to provide a high degree of accuracy while still keeping performance in mind.
melonDS 0.8.3 comes with a solution for a couple of annoying outstanding issues such as audio stutters!
This year, the emulator has seen a great deal of progress including the addition of an OpenGL accelerated renderer and imminent JIT/DSi builds which will continue to increase the emulator’s versatility.
Now, melonDS 0.8.3 has been released which comes with the following:
- An issue relating to Ctrl+K hotkeys was fixed so now you can map ‘special’ keys like Shift and Ctrl to buttons again
- As a solution to audio and frame limiter issues, three different syncing solution have been introduced namely:
- Limit framerate – the oldschool way of doing things but it’s a tad different from previous implementations as it tries to find an average framerate over several frames so as not to limit games that run at 30FPS internally too aggressively
- Audio sync – Use this if you want 0 audio stuttering at the cost of a less stable framerate
- VSync – synchronises the emulator’s framerate with that of your monitor (typically 60/75/120/144FPS) but may not work properly with games that alter their framerate by modifying VCount. Only works on the OpenGL renderer when running on Windows
- OpenGL initialisation no longer fails on OpenGL 4.1 or earlier (melonDS’ renderer requires OpenGL 3.1)melonDS isn’t only interesting for PC users but also for console users since a functional port for the Nintendo Switch already exists and a limited scope PSVita port may be possible in the future!
- Audio output is now done at a standard 48000Hz frequency instead of 47430Hz to improve compatibility with poorly written audio drivers
- Some accuracy improvements and minor fixed as per the commit history on GitHub
Furthermore, beta builds of JIT-enabled and DSi-compatible version of the emulators will be coming but these are based on melonDS 0.8.2 and melonDS 0.8.1 respectively for the time being.
To grab melonDS for your PC and emulate the DS to your heart’s content, check out this link.
http://wololo.net/2019/09/05/emulati...ative-pc-port/
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September 11th, 2019, 21:42 Posted By: wraggster
Nintendo is using its legal muscle to take ROM sites down, apparently one at a time if it has to. As reported by Polygon, the Switch maker yesterday filed suit against the people behind RomUniverse, a site prominently offering ROMs and ISOs of games for dozens of current and older game systems, including the Switch and 3DS.
The suit alleges that in addition to violating Nintendo's trademark and copyrights, the site has for the last decade been profiting off the distribution of unauthorized copies of games by selling a premium membership that allowed users to download larger numbers of ROMs at higher speeds.
https://www.gamesindustry.biz/articl...-sues-rom-site
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September 11th, 2019, 21:46 Posted By: wraggster
Nintendo continues to use the courts in its efforts to crack down on people selling circumvention devices for its systems. Sir Richard Arnold today ruled in the Switch maker's favor in a High Court of Justice case, granting an injunction requiring the UK's five main internet service providers to block their customers' access to four websites offering "SX Pro" hardware and software to jailbreak the Switch.
"The injunction sought is necessary to prevent, or at least reduce, substantial damage to NCL [Nintendo Co., Ltd.]," Arnold ruled. "It appears that substantial sales of the circumvention devices have been made in the UK, that substantial quantities of pirated games have been downloaded in the UK and installed on Nintendo Switches using the circumvention devices and that NCL has sustained significant losses as a result."
Justice Arnold noted that Nintendo has been unable to identify the people running the websites, and cease and desist orders have either been ignored or prompted the sites to change their URLs. Take-down requests sent to the sites' hosting providers were likewise ignored, and while YouTube, Amazon, and ebay have squashed listings regarding these sites and devices upon request, they aren't stopping them from being replaced.
https://www.gamesindustry.biz/articl...-hacking-sites
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September 11th, 2019, 22:11 Posted By: wraggster
Get ready for stability, as it's time for a new Nintendo Switch system software update. This software version, puts the Switch at v9.0.0, and brings in some new additions that aren't just the average stability, such as a search feature for the news channel, ability to set alarms which will come with supported software later down the line, along with a Joy-Con firmware update, an "invite to online play" function, being able to turn off system button input for the Switch Lite, and being able to edit the touch screen's sensitivity. This system version also fixes a problem with crashing that Fire Emblem: Three House's expansion pass had. The full patch notes are below.
Ver. 9.0.0 (Released September 9, 2019)
Added the following system functionality:
- Added a search feature for the News Channel.
- Channels can be searched using filters or free text.
- Added “Display QR Code to Check In” to User Settings.
- You can display a QR Code on-screen to check in using your Nintendo Account.
- Alarm Notifications have been added to System Settings > Notifications.
- You can check or delete pre-set alarms.
- Alarms can be set up only within supported software (to be added at a later time).
- A controller firmware update may be required to use this feature.
- You can now configure touch screen sensitivity settings.
- Select between Standard and Stylus sensitivity (optimized for stylus input).
- Added the option to turn on/off the system button input (Nintendo Switch Lite only).
- When this setting is turned off the system no longer receives input from the console buttons, with the exception of the Capture and HOME Buttons, and can only be operated from a wirelessly paired controller (sold separately).
- This setting is on by default and can only be turned off if a compatible controller (sold separately) is wirelessly paired to the console.
- The setting will automatically turn back on when the console is restarted or after returning from sleep mode.
- Added “Online Play Invites” section to the User's page.
- Invites from friends to join online play in supported software will be displayed in this section.
- General system stability improvements to enhance the user's experience.
- Resolved an issue where some users can’t start the Fire Emblem: Three Houses game, and get an error instead.
Click to expand...
Source
https://gbatemp.net/threads/nintendo...ow-out.547778/
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September 11th, 2019, 22:16 Posted By: wraggster
The Nintendo Direct wasn’t all that Nintendo had to show this week, as a surprise trailer has gone up on their channel, showing off something unexpected. A belt-like object is featured in the video, being used in a variety of ways, such as a bow, a steering wheel, and on one’s leg as a fitness tracker. The product seems to have a focus on multiplayer gatherings and parties, with players needing one of the belt-like devices and a Joy-Con strapped in to make use of it. More information and details are scheduled to be revealed on September 12th.
https://gbatemp.net/threads/nintendo...switch.547491/
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September 11th, 2019, 22:17 Posted By: wraggster
One of the biggest reveals from today's Nintendo Direct was that after much wishing and hoping, Nintendo has finally decided to add Super Nintendo games to the catalog of titles available for Nintendo Switch Online subscribers. 20 new games will be available when they launch tomorrow, September 5th. The rewind function will also be a launch feature.
- Brawl Brothers
- Breath of Fire
- F-ZERO
- Kirby Dream Course
- Pilotwings
- Stunt Race FX
- Super Ghouls and Ghosts
- Super Mario World
- Super Metroid
- Super Soccer
- Legand of Zelda Link to the Past
- Super Tennis
- Super Puyo Puyo 2
- Yoshi's Island
- Super Mario Kart
- Super EDF
- Star Fox
- Kirby's Dream Land 3
- Joe & Mac
- Demon's Crest
https://gbatemp.net/threads/super-ni...online.547425/
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September 11th, 2019, 22:18 Posted By: wraggster
Rollie is a brand new side-scrolling platformer NES game by Optovania and has 16 huge stages of gameplay. Power-ups and secrets can be found scattered throughout the levels and checkpoints exist along the way. Each stage ends in a boss battle.
Rollie and Lorrie are on a mission to save their forest, Paradise Gorge. Their goal is to defeat the brats and bullies who have seized power in the midst of an unstable ecosystem precipitated by a sudden overpopulation of snakes. They aim to lead as examples, to show how sharing and sacrifice are rewarding, and that rampant self-serving brutality perpetuates destruction.
https://pdroms.de/nintendo-nintendoe...arter-nes-game
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September 12th, 2019, 20:10 Posted By: wraggster
Following a tease during last week's Nintendo Direct, the platform holder has unveiled the Switch's answer to Wii Fit.
Ring Fit Adventure is, as the title suggests, an adventure game in which players explore a fantasy world and battle enemies. The difference here is it requires them to physically move.
The game comes with the new Ring-Con accessory and an accompanying leg strap, which each house one of the Switch's detachable Joy-Cons. The Ring-Con is flexible and contains electronic sensors to detect both player movement and the shapes it's being built into.
The main adventure mode gets players active, while combat disguises exercises such as squats and stretches as offensive and defensive moves.
https://www.gamesindustry.biz/articl...-fit-adventure
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September 12th, 2019, 20:12 Posted By: wraggster
Here is an announcement for SD Gundam - Gachapon Senshi 4 - NewType Story for the Famicom. Not the game is fully playable in English! In this game not only are there the maps you can select but also you can play though the campaign for this title also! All the names, menus, weapons, and Gundam models are fully translated. We hope you enjoy this release!
http://www.romhacking.net/translations/4986/
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September 12th, 2019, 20:14 Posted By: wraggster
And they said it couldn't be done. Almost seven years after its release, @Fullmetal5 (the same developer behind str2hax and flashhax) has finally managed to find an exploit compatible with Nintendo's so-called "unhackable" Wii Mini and crack it wide open! Instead of using internet browsers or loading code from the SD card slot, both of which are (in)famously absent from the Mini, this new approach takes advantage of a vulnerability found in Broadcom's Bluetooth driver to gain arbitrary code execution and run a payload from the included USB port. This finally lets homebrew enthusiasts have fun with the console, and may also open the door to online play as well with the help of hacks and a LAN adapter!
While the exploit is making good progress, having already reached 90% completion for the Bluetooth stager and also being consistent enough to be called usable, there's still a lot of work to be done before a public release is available. There's also the possibility of HackMii Installer being incompatible with the Mini's version of IOS, in which case further new exploits will need to be found in order to make it work. You can get an idea about the state of the project in the roadmap below, which was written and shared by the dev itself:
Quoted from Roadmap written by @Fullmetal5 (from the Discord server): Just to give a small roadmap: (So that people can get an idea as to what needs to be done now)
1. Write a bluetooth stager to upload payloads (%50 complete) (Note: this was stated to have reached 90% in later posts)
2. Write something to load larger payloads from usb.
3. See if the HackMii Installer's exploits work against the versions of IOS that are there (If they are similar to the Wii U's then it may already have exploits but it's possible they are different)
4. If the HackMii Installer's exploits don't work then I will need to write my own. (Shouldn't be too bad, IOS is known to be buggy. Also I'll probably do this step anyway for the fun of it.)
Click to expand...
The exploit doesn't have an official name yet, but it's currently being referred to as "bluehax". Right now it's being tested on some specific games, however, there's a real possibility it will work out of the box with the Wii's System Menu alone due to its nature, thus removing the need of a dedicated game. It only takes a computer with a Bluetooth interface to make it work: there's no definitive usage guide just yet, but it should be as easy as running a program on your PC, hitting the SYNC button on the console, et voila - you're good to go! There is a small catch, however: development is targeting just Linux and no Windows version is planned. If you can get behind that, you'll soon be able to enjoy that sweet, sweet homebrew on the tiniest Wii Nintendo has ever made!
Source 1 (Twitter)
Source 2 (Discord server)
https://gbatemp.net/threads/first-wi...-found.547901/
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September 12th, 2019, 22:52 Posted By: wraggster
bsnes v109 is released. 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.
bsnes v108 Changelog:
greatly improved macOS support, fixing all obvious bugs and adding fullscreen support
added libretro target [Themaister, rtretiakov]
much smarter automatic HD mode 7 perspective correction support [DerKoun]
added CPU and SA-1 overclocking support
added fast forward speed limiting
added a new "hotfixes" option to fix critical (deadlocking) bugs that also occur on real hardware (eg for Dirt Racer)
added options to emulate bugs in ZSNES and older Snes9X releases to increase compatibility:
"No VRAM blocking" for older fan translations
"Echo shadow RAM" for older Super Mario World ROM hacks
"CPU fast math" for older homebrew
"Entropy: none" technically counts as well, for demoscene software made for SNES copiers
added dialog for IPS patching to choose whether they were made for headered or unheadered ROMs
lowered volume during fast forwarding and rewinding to reduce audio distortion
added option to mute sound during fast forwarding and rewinding
added an option to deinterlace all SNES games by rendering at 480p (almost no speed hit; highly recommended)
added multi-monitor support to Windows, Linux, and BSD
improved pause and frame advance support
improved mosaic emulation for the fast PPU
added entropy (randomness) settings; default to no randomness for movie recording (guarantees consistent playback)
improved MLT_REQ Super Game Boy emulation; fixes Killer Instinct to default to player 1 instead of player 2 [endrift]
added option to disable video dimming during pausing (useful for screenshots with window decorations)
redesigned the settings and tools windows to use lists instead of tabs
redesigned the input and hotkey settings windows to be easier to use and with clearer naming + icons
added option to make hotkeys combinatorial (eg Ctrl+F) instead of separate (eg F11 or Gamepad L-shoulder)
restructured the settings menu to be more intuitive
fixed path selection dialog from sometimes appearing offscreen
added wildcard search support to the file loading window
fixed the --fullscreen command-line option
redesigned the thread scheduler to allow enhanced compatibility with SA-1 and SuperFX overclocking
fixed the pseudo-hires blur emulation support with the accuracy PPU
removed template integer classes from the fast PPU to make the code more portable
removed icarus from bsnes and merged the heuristics directly into bsnes itself
~5% speedup by optimizing CPU memory accesses and the PPU counters
fixed an out-of-bounds memory access in the DSP core [Sour]
enhanced the snow effect with depth-of-field and alpha blending support
double-clicking a cheat finder result will now add the new cheat code directly
added "[HLE]" indicator to the title bar when coprocessor HLE is being used
simplified game titles with multi-carts (eg omit "Super Game Boy +" in SGB mode)
the emulator now pauses on Windows when navigating the menus
added SNES support for decoding Game Genie and Pro Action Replay codes
added Game Boy support for decoding Game Genie and Game Shark codes
added many more tooltips to explain GUI functionality
minor speedups to SuperFX and Cx4 emulation (via object locality)
simplified the mode 7 rendering code for the accurate PPU
suppress Alt+F4 while in fullscreen mode
fixed every reported regression caused by the speed optimizations I've been adding recently
http://byuu.org/
http://www.emucr.com/2019/09/bsnes-v109.html
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September 16th, 2019, 20:56 Posted By: wraggster
It's less than three years since Super Mario Run heralded Mario's smartphone debut. Yet despite much fanfare at launch, largely positive reviews and revenues pushing the $100m mark, Nintendo president Tatsumi Kimishima felt the plumber's performance "did not meet our expectations".
Given the huge affection that gamers have for Nintendo's most-prized IP, Mario's journey from console to smartphone was always likely to ruffle some feathers amongst his most ardent fans.
Next month, Mario returns to mobile with the much anticipated launch of Mario Kart Tour. As one of the best-selling game franchises in history, Nintendo's investors will be hoping that mobile kart racer delivers on the revenue promises that its predecessor could not. While Mario's loyal fanbase will be expecting a player experience on a par with the console version.
With a handful of mobile games now under its belt, what game design and monetisation lessons can Nintendo learn from its existing smartphone portfolio to ensure that Mario Kart Tour crosses the line in winning style?
[h=2]Back to the free-to-start[/h]To answer this, we need to go back to the start. Or the free-to-start, to be specific, which was the unconventional monetisation mechanic that split player opinion. Asking players to cough-up £10 to unlock the rest of the game after only playing a few free levels, was the nail in the coffin that ultimately led to Super Mario Run becoming a revenue reject for Nintendo.
Next came Fire Emblem Heroes in 2017. Minus the harsh free-to-start paywall mechanic. In fact, none of Nintendo's subsequent mobile releases featured the paywall, despite still referring to the games as free-to-start in the marketing materials. A tacit recognition of the mechanics failure? Maybe.
Despite being Nintendo's most successful mobile release to date, generating nearly $300 Million in revenue in the first year (ten times more than Super Mario Run), Fire Emblem Heroes has issues. Lots of issues.
For a start, the game is clearly not optimised for players in the West, evidenced by the fact that only 28% of game's first year revenues were generated in the US.
It feels like the game is set up for a core audience, meaning that players new to the franchise or genre will find the going tough. Players are left to discover the various screens by themselves and are not properly exposed to key areas of the game. This lack of optimisation must have had a significant impact on the early retention of casual/mid-core players.
The game is bursting with content and features an endless amount of options for players to spend money on. However, its poor on-boarding and overwhelming UI design have limited its potential to be a dominant top-grossing/chart-topping game.
https://www.gamesindustry.biz/articl...ario-kart-tour
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September 16th, 2019, 21:02 Posted By: wraggster
This is a player sprite hack of Adventure Island for the NES.
This hack changes Master Higgins’ player sprites into his girlfriend Tina.
There are 3 patches for each region release: US, JP, and EU.
Special Thanks to Nesrocks for helping with locating metatiles and palette offsets.
http://www.romhacking.net/hacks/4669/
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September 16th, 2019, 21:08 Posted By: wraggster
A new release of mGBA, version 0.7.3, is available. This version is a bugfix release, which contains many stability and accuracy fixes. Notably, sprites that are broken at the top of the screen are fixed. An extensive list of changes follows after the cut.
Emulation fixes:
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GB: Fix savedata initialization (fixes #1478, #1478)
GB: Fix SGB controller incrementing (fixes #1104)
GB Audio: Improve channel 4 supersampling
GB Printer: Reset printer buffer index after printing
GB Audio: Deschedule channel 3 when disabled (fixes #1463)
GB Audio: Deschedule channel 1 when disabled by sweep (fixes #1467)
GB Video: Increment BCPS/OCPS even in mode 3 (fixes #1462)
GBA Memory: Fix STM to VRAM (fixes #1430)
GBA Memory: Fix STM/LDM to invalid VRAM
GBA Video: Fix wrapped sprite mosaic clamping (fixes #1432)
GBA Audio: Fix channel 4 aliasing (fixes #1265)
Other fixes:
Core: Fix crashes if core directories aren’t set
Core: Fix crash when exiting game with cheats loaded
GBA: Set up GPIO mapping on null and ELF ROM regions (fixes #1481)
GBA Cheats: Fix PARv3 Thumb hooks
GBA Cheats: Fix value incrementing in CB slide codes (fixes #1501)
Qt: Fix FPS target maxing out at 59.727 (fixes #1421)
Qt: Cap audio buffer size to 8192 (fixes #1433)
Qt: Fix race conditions initializing GDB stub
Qt: Improve cheat view UX
Libretro: Fix crash changing allowing opposing directions (hhromic)
mGUI: Fix crash if last loaded ROM directory disappears (fixes #1466)
Switch: Fix threading-related crash on second launch
Misc:
Qt: Make mute menu option also toggle fast-forward mute (fixes #1424)
Qt: Show error message if file failed to load |
https://mgba.io/2019/09/15/mgba-0.7.3/
http://www.emulation64.com/view/3011/mGBA-073-released/
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September 16th, 2019, 21:08 Posted By: wraggster
SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS and Windows. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
Changes
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Version 0.12.2
This version is backwards compatible with save states from SameBoy 0.11.x and newer. |
https://sameboy.github.io/posts/release-0.12.2
http://www.emulation64.com/view/3010...0122-released/
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September 16th, 2019, 21:10 Posted By: wraggster
It's here! @SciresM and the rest of his team have just released a new version of Atmosphère, their popular free and open-source Switch CFW.
Version 0.9.4's main highlight is full OFW 9.0.0 support, both for SysMMC and EmuMMC. However, if you plan on updating, there are a few important things to keep in mind. First off, Nintendo's latest firmware changed how HID works, which breaks libnx button input detection. This has been addressed in newer versions of the library, but will require homebrew to be recompiled in order for it to be fixed properly. As such, a temporary measure has been put in place to make old homebrew detect input properly while developers recompile their apps, but this will be removed in later releases as it could introduce further issues with HID MITM. Be sure to update everything you use when new versions pop up!
Secondly, the game card ASIC has also been updated in 9.0.0, which will cause the GC slot to stop working if you downgrade or run an earlier firmware in EmuMMC until you update. To prevent this, Atmosphère will now apply the nogc patch automatically if you boot into 9.0.0 on consoles with a lower fuse count. You can force disable this if you wish by setting nogc = 0 in BCT.ini.
Finally, USB cannot be IPS patched or MITM'd correctly due to some initialization changes, but a solution is currently being looked into.
There are also some general fixes and improvements, including correct BIS key generation for newer unpatched units and hbl 2.2 + hbmenu 3.1.1. You can read the full changelog below:
Quoted from Changelog (Atmosphère v0.9.4): 0.9.4 is Atmosphère's twenty-second official release.
fusee-primary was last updated in: 0.9.3.
With thanks to the @switchbrew team, Atmosphère 0.9.4 is bundled with hbl 2.2, and hbmenu 3.1.1.
The following was changed since the last release:
- Support was added for 9.0.0.
- Please note: 9.0.0 made a number of changes that may cause some issues with homebrew. Details:
- 9.0.0 changed HID in a way that causes libnx to be unable to detect button input.
- Homebrew should be recompiled with newest libnx to fix this.
- Atmosphere now provides a temporary hid-mitm that will cause homebrew to continue to work as expected.
- This mitm will be removed in a future Atmosphere revision once homebrew has been updated, to allow users to use a custom hid mitm again if they desire.
- 9.0.0 introduced an dependency in FS on the USB system module in order to launch the SD card.
- This means the USB system module must now be launched before the SD card is initialized.
- Correspondingly, the USB system module can no longer be IPS patched, and its settings cannot be reliably mitm'd.
- We know this is frustrating, so we'll be looking into whether there is some way of addressing this in the future.
- Please note: 9.0.0 updated the switch's gamecart controller ("lotus") firmware.
- To prevent the burning of lotus fuses, Atmosphere now applies nogc patches when booting into 9.0.0 with fuses below 9.0.0.
- If you wish to play gamecarts on 9.0.0 (but forever prevent yourself from playing them on < 9.0.0), set nogc = 0 in BCT.ini.
- An off-by-one error was fixed in boot system module's pinmux initialization.
- This could theoretically have caused issues with HdmiCec communication.
- No users reported issues, so it's unclear if this was a problem in practice.
- A bug was fixed that could cause webapplet launching homebrew to improperly set the accessible url whitelist.
- BIS key generation has been fixed for newer hardware.
- Newer hardware uses new, per-firmware device key to generate BIS keys instead of the first device key, so previously the wrong keys were generated as backup.
- This only affects units manufactured after ~5.0.0.
- General system stability improvements to enhance the user's experience.
Click to expand...
@CTCaer's Hekate mod has also been updated, and full 9.0.0 support here is just the beginning! Version 5.0.2 adds a forced autoboot via ID key option, which will prove particularly useful with Android and Linux distros - and staying on topic, CPU/GPU warmboot reboot has been fixed for said OSes as well. A bug that made SaltyNX hang under 8.X.X EmuMMC has also been fixed, so apps and mods that depend on it (such as ReverseNX) will now work properly again. The nogc patch will be applied automatically when running pre-9.0.0 firmware in EmuMMC on a console with a higher fuse count: this is different than the previously described Atmosphère autonogc feature as this is an error prevention measure, while AMS' own tries to avoid game card slot ASIC updates.
Hekate Nyx has also some new goodies, such as archive bit support for EmuMMC folders and proper AutoRCM detection after restoring an eMMC backup. The version included in this release is 0.8.2.
Several other bugs and smaller issues have been fixed, all of which are listed in the changelog below:
Quoted from Changelog (Hekate CTCaer v5.0.2 & Nyx v0.8.2): This version supports booting ALL current OS/CS CFW, Linux chainloading and payload tools.
No more SD card removals
Latest HOS supported: 9.0.0
New in this version
- Full support for 9.0.0
- Fixed SaltyNX for emuMMC 8.x.x
There was an issue with fs mitm patches where it caused hangs for SaltyNX.
- Add support for forced AutoBoot via id key - Android reboot
You can now add id=max7char to your boot entries and hekate can be instructed to autoboot via only this.
This will be helpfull especially with many Linux distros and Android (id=SWRANDR).
- AutoNOGC protection for fatal errors in emuMMC
NOGC will now be applied automatically when fuses are >= 9.0.0 and emuMMC is less than that.
- Streamline power cycles for Sandisk U1 SDR104
No more hangs because of this.
- Fix CPU/GPU on warmboot reboot from Linux/Android
- Allow critical info to be shown when a fatal error occurs while AutoBooting HOS
Now, before booting Nyx right away, it will show the error message and wait for a button press.
- Add exosphere/kernel no user exceptions handler cfg
- And many other bugfixes
New in emuMMC
The binary is based on m4xw/emuMMC@4b5d9ae
Nyx v0.8.2
- 9.0.0 support for info and tools
- Fix AutoBoot list for inis (More configs)
You can now select a cfg from ini folder for autobooting
- Update AutoRCM status when a eMMC restore occurs
- Add Fix Archive bit support for emuMMC folders
- Fix eMMC split restore when < 10 parts
(FYI nyx supports splits that are 4MB aligned. Only last part is allowed to be unaligned.)
- Do not hide delay time option (for bootlogo) when AutoBoot is off
- And many other bugfixes
Check readme.md for more.
NOTE: You will need sept and a custom secmon and warmboot binary to boot 7.0.0-9.0.0 or stock emuMMC.
Click to expand...
If you are a homebrew developer and wish to fix the broken button input issue found in 9.0.0, you can use dkp-pacman to update libnx to its latest version.
UPDATE: A bug affecting games with vibration support has been found and a hotfix has been released. Please redownload Atmosphère if this affects you.
Atmosphère: Source / GBAtemp Thread
Hekate CTCaer: Source / GBAtemp Thread
https://gbatemp.net/threads/atmosphe...leased.548071/
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September 16th, 2019, 21:10 Posted By: wraggster
Your regularly scheduled Cemu update is here, and right on time too! Version 1.15.14 of the popular Wii U emulator is focused primarily on resolving bugs and crashes rather than adding new features or increasing in-game performance. For starters, some miscellaneous improvements were made to the Wii U message box system (ErrEula) and software keyboard implementations, both of which now also support controller input. A few GX2 emulation-related crashes and issues were fixed, which mainly affected games such as Fast Racing Neo and Monster Hunter 3 Ultimate. Last but not least, a regression in Cemu's ELF loader which caused homebrew applications to instantly crash on boot has also been addressed.
Here is the official changelog:
Quoted from Official changelog: # Cemu detailed changelog for 1.15.14
# Patreon release date: 2019-09-06
# Public release date: 2019-09-13
general: ErrEula (Wii U message box system) is now rendered as part of the TV output
general: Added an actual software keyboard to the software keyboard input form
general: Both ErrEula and the software keyboard now support controller input
general: Fixed ELF loader regression (#185)
GX2: Fixed streamout in combination with geometry shaders (#182)
GX2: Fixed uniform cache crash bug (#186)
GX2: Output point size in geometry shader only if output primitive is points
Note:
(#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
Click to expand...
Cemu v1.15.14 can be downloaded by going to its official website (linked below) or, if you are already running version 1.15.10 or later, by using its included auto-updater.
Source
https://gbatemp.net/threads/cemu-v1-...leased.548009/
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September 17th, 2019, 21:40 Posted By: wraggster
Super Smash Bros. Ultimate received top honours at the Japan Game Awards 2019.
Nintendo's hit game was given the Grand Award, distinguishing it from ten other titles on the Award for Excellence shortlist. The Smash Bros. development team was also given a special award by the Japanese Minister of Economy, Trade and Industry.
At the end of June this year, Smash Bros. Ultimate had sold 14.73 million units worldwide.
Other games that made the Award for Excellence shortlist included Insomniac's Spider-Man, Respawn Entertainment's Apex Legends, Quantic Dream's Detroit: Become Human, From Software's Sekiro: Shadows Die Twice, and Capcom's remake of Resident Evil 2.
Super Smash Bros. Ultimate was also given the Best Sales Award and the Global Award for a Japanese Product. Rockstar's Red Dead Redemption 2 was presented with the Global Award for a Foreign Product.
https://www.gamesindustry.biz/articl...an-game-awards
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September 17th, 2019, 21:50 Posted By: wraggster
masterfeizz offers version 1.1.0 of " ioQuake3DS ", porting of Quake 3 and OpenArena game engines for nintendo 2DS / 3DS.
Instructions for Quake 3:
Extract quake3_data.zip to the root of your SD card.
Install Quake3DS.cia and launch it.
Instructions for OpenArena:
Extract openarena_data.zip to the root of your SD card.
Install OpenArena.cia and launch it.
Changelog:
OpenArena support!
Added CirclePad input. CirclePad aiming can be toggled by disabling joystick input in the menu settings.
Fix ghost audio bug
WARNING: original 3ds support is very buggy and is not supported on the .3dsx version. Downloads:
(3DSX / CIA): ioQuake3DS v1.1.0.zip
(Q3 + OA DATA): data.zip
https://github.com/masterfeizz/ioQuake3DS
https://www.nintendomax.com/viewtopi...30389fb761f95d
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September 20th, 2019, 22:16 Posted By: wraggster
Nintendo's newest Zelda title isn't terribly new at all, as The Legend of Zelda: Link's Awakening for the Switch is a remake of the 1993 Game Boy title. While reviewers of the new remake have differing degrees of familiarity with the original release, they are overwhelmingly in agreement that it is an enjoyable and charming game.
GameSpot's Peter Brown said "the renewed presentation is easily the star of the show" in his 8 out of 10 review for GameSpot, praising the visual overhaul that gives all the game's denizens a glossy, rounded look.
https://www.gamesindustry.biz/articl...ical-consensus
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September 20th, 2019, 22:55 Posted By: wraggster
Heres a new version of Retroarch for the Nintendo Wii:
Changelog 1.7.8
3DS: Fix C-Stick y-axis inversion
3DS: Update all icon/banner images
AI: Add AI Service functionality (enabled for Windows/Mac/Linux/Android/iOS).
APPLE (MAC/IOS/TVOS): Fix autodetect for mFI controllers: properly call autodetect add on the connect notification, and add call to disconnect on GameController disconnect notification.
ANDROID: Implemented multi-touch touchscreen support
ANDROID: Now can be built with Gradle/Android Studio
AUDIO/WINDOWS: You can now select between audio devices for XAudio2/DirectSound/XAudio2 by pressing left/right on the Audio Device option.
AUDIO/WINDOWS: Setting the device by either index number or name string should work.
BLISS-BOX: Add 4 new pad types from firmware 3.0
BPS/UPS: Re-allocation target_data variable for target patch size (can now apply bigger patches without extra-bytes on memory)
CDROM: Added real CD-ROM functionality for Windows and Linux.
CDROM: Added disc dumping.
COMMON: Add separate frontend logging
COMMON: Ability to set FPS update interval (used in the window titlebar/FPS widget)
COMMON: Add 'Reset Frame Time Counter' functionality, enable it by default for resizing the window, loading/saving shader presets, fastforwarding, etc.
COMMON: Add optional 'on demand' thumbnail downloads
COMMON: Add new playlist-based thumbnail downloader. Hide the legacy thumbnail pack version by default
COMMON: Show license per core (if available) inside 'Load Core'
COMMON: Add option to load content from (and dump) CD-ROM discs
COMMON: Re-enable '--log-file' command line option
COMMON: Default playlist core association is now stored as metadata inside each playlist
COMMON: Fix playlist format detection
COMMON: Favorites playlist size can now be set independently of content history size. Values can be set from 0-999, or '-1' for unlimited (99999)
COMMON: Prevent adding new items to favorites when playlist is full (old entries are no longer overwritten)
COMMON: Prevent loading content with cores that require an incompatible graphics API version from the current one
COMMON: Saved shader presets are now portable across platforms and use relative paths
COMMON: Add '--set-shader' command line option which works like an override for automatic shader presets
COMMON: Add global shader presets
COMMON: Remove 'video_shader' setting, shaders are not saved automatically anymore
CORE OPTIONS: When saving core option overrides, only include settings for the current core
CORE OPTIONS: Add option to save core options per-core
CPU FILTERS: Add Scanline2x filter
DINPUT: Cleanup magic numbers mess surrounding hat code
GAMECUBE: Add default video/audio filter directories
GL/MALI400: Fix menu issues on Mali 400 series GPUs, should also fix 'RetroArch flickers black on ARM Mali GPUs (Android/ARM Linux)
GL/GLCORE: Use highest supported OpenGL Core version on Windows and X11
GL1: Ignore alpha in core video, fixes XRGB8888 rendering in some cores
GLCORE: Don't hardcode shader cross compilation target version but poll it. glcore would always only use the minimum target shader version, i.e. GLSL ES 3.00 for OpenGL ES 3.0+ or GLSL 1.50 for OpenGL 3.2+
D3D10/11/12/SLANG: Added "FrameDirection" slang semantic. Works fine with braid-rewind shader, not entirely perfect with D3D12 though
D3D10/11/12: Add option to select which GPU to render with
D3D10/11: Fix maintaining aspect ratio when resizing window
GLCORE/SLANG: Added "FrameDirection" slang semantic
HID: Add Retrode support. Should work on Wii/WiiU.
INPUT: Menu toggle hotkey can now be bound to another keyboard key and it will toggle properly
IOS: Correctly centers screen on iPhone X landscape
IOS: Implemented multi-touch touchscreen support
IOS: Add in more Apple Model numbers for RetroRating Added in all current Apple Model numbers and set a base rating of 19
IOS: Remove pause indicator; show the native UI menu using 4-finger swipe down gesture
IOS: Support L3/R3 in iOS 12.1, Options buttons in MFi/PS4/XBox One controllers in iOS 13
LIBRETRO: Add new core options interface, allows for localization, sublabels and more
LIBRETRO: Add new bitmask input codepath, for RETRO_DEVICE_ID_JOYPAD only for now
LOCALIZATION: Update Korean translation
LOCALIZATION: Update Japanese translation
LOCALIZATION: Update Portuguese Brazilian Translation
LOCALIZATION: Update Polish translation
LOCALIZATION: Update Turkish translation
MENU: Add smooth ticker text
MENU: Ability to hide every settings submenu (User Interface -> Views -> Settings)
MENU: Ability to hide nearly every quick menu entry (User Interface -> Views -> Quick Menu)
MENU: Fix longstanding menu display issues on Mali400 GPUs (on ARM hardware, SBCs and mobile phones/tablets)
MENU: Fix Record -> Streaming Quality, and Record -> Recording Threads settings
MENU: Fix history playlist navigation after running content
NENU: Menu entry performance optimisations
MENU: Add option to show 'remove playlist entry' only on history/favourites
MENU: Overhaul content 'Information' menu display
MENU: Add new 'Playlist Management' submenu. Allows default core associations to be set (via dropdown list), and all existing associations to be reset
MENU: Add 'Set Core Association' option to Quick Menu
MENU: Add option to remain in menu after saving/loading states
MENU: Pressing the Start button on 'Load Core' will unload the core.
MENU: After a core is running, Load Core will be hidden from view until you select 'Close Content' from the Quick Menu.
MENU/WIDGETS: All widgets are now properly cleaned up, fixing the frozen widgets bug when loading / closing content
MENU/WIDGETS: Fix crash with tasks
MENU/WIDGETS: Widgets are now drawn above the overlay with OpenGL and Vulkan
MENU/WIDGETS: Fine tune progress bar colors
MENU/WIDGETS: Have the progression widget always resize
MENU/THUMBNAILS: Ensure that displayed thumbnails are always refreshed correctly after selecting 'Download Thumbnails' from Quick Menu
MENU/THUMBNAILS: Make PNG image loading/processing non-blocking on non-threaded systems
MENU/OZONE: Add it for PS3
MENU/OZONE: Fix regression in 1.7.7 - OSX/macOS - was unable to start it
MENU/OZONE: Fix sublabel spacing
MENU/OZONE: Add toggle to enable/disable playlist name truncation in Ozone
MENU/OZONE: (Ozone) Fix display of (semi-)transparent thumbnails
MENU/XMB: Add menu animation settings
MENU/XMB: Add optional thumbnail scaling
MENU/XMB: Fix display of long sublabels. Text that would exceed the display area now scrolls line-by-line
MENU/XMB/OZONE: Add optional thumbnail upscaling
MENU/QT/WIMP: Add core option sublabels as tooltips, add buttons to reset one/all core options
MENU/QT/WIMP: Word-wrap core option tooltips
MENU/QT/WIMP: Path selector fixes
MENU/RGUI: Enable playlist display on platforms without database support
MENU/RGUI: Make particle effects framerate independent + add animation speed setting
MIDI: correct pitch bend in ALSA driver - MIDI standard pitch bend center position is 0x2000 but ALSA's is 0
MIDI: Fix SysEx handling. We need to clear the event status after each message. Otherwise, after a SysEx message the first byte of the next event will incorrectly inherit its delta_time. This causes a delay of several seconds in nearly every MT-32 games which uses a lot of long SysEx.
METAL/SLANG: Added "FrameDirection" slang semantic
NETBSD: Audioio is now the default audio driver
NETBSD: Fix a segfault when starting RetroArch with an empty configuration file and LANG unset in the environment
OSD: OSD is now drawn above the overlay with Vulkan
OSX: Fix regression with Cocoa GL - shader / preset loading was getting stuck in an infinite loop
OSX: Add improved menu resizing for window resizing
PLAYLISTS: Add history/favourites to 'Playlist Management' menu
RECORD: Fix Twitch streaming
REMOTE RETROPAD: Fix for Remote RetroPad input - fixes processing of Remote RetroPad input. None of the remote inputs are being executed both in menu and in game. This is due to the way current key binds are being detected which block processing of any remote input. It's been tested using Remote RetroPad core on Android including digital dpad and analog control input.
RUNAHEAD/MSVC2010: Build in runahead support for MSVC2010 and up
RUNAHEAD/VITA: Build in runahead support for Vita version
SAVESTATES: Allow auto save states also in cores that support no content as long as some content is loaded
SCALER: Fix SSE2 path for ARGB/BGRA -> BGR24 - should fix screenshots being taken for XRGB888 (viewport)
SCANNER: Skip all databases with incompatible file extensions, whether content is inside an archive or not
SCANNER: Fix hang on empty files inside archives
SHADERS: Add proper shader compatibility checks
SHADERS: Enable Cg shaders for D3D9
SHADERS: Remove 'video_shader' setting, replace it with global presets that make more sense
SHADERS: #reference directive for shaders. Presets can point to other existing presets if they are unchanged
SHADERS: Will attempt to cache the shader/preset into memory before loading to avoid costly getline/gets/getc operations
SHADERS: New --set-shader commandline option
SHADERS/MENU: Prevent undefined behaviour when failing to load shaders
SHADERS/MENU: Pressing the Start button on 'Load Shader Preset' will reset all shader passes and apply changes, effectively disabling the shaders
SHADERS/MENU: New menu options for removing shader presets (global/core/parent/etc).
SWITCH :Add Audren audio driver.
SWITCH: Fix splitting and joining of joycon controllers. Before this fix, splitting and joining of joycons only ever worked sporadically
SWITCH: Proper x/y scaling for pointer devices, fixes touch lightgun
THUMBNAILS: Add optional On-Demand Thumbnails.
UDEV: Fix wrong udev devices order
UDEV/X11: Mouse pointer should work now in X11 environment with no Display
VITA: Update Vita2D
VULKAN/SLANG: Added "FrameDirection" slang semantic
VULKAN: Add option to select which GPU to render with
VULKAN: Validate non-causal filter chain for texture inputs. We only validated for UBO inputs apparently.
WINDOWS: Menubar should no longer be disabled when threaded video is enabled
WINDOWS: Add improved menu resizing for window resizing
WINDOWS: Properly set initial directory for menubar 'Load Core' option
WII: Add default video/audio filter directories
WII: Fix RGUI display corruption
WII: Fix HID joypad drivers
WII: Add optional overscan correction
WII: Fix recursive path_mkdir() operations
WII: Add widescreen RGUI support
WIIU: Scale menu to viewport size; respect filtering settings for menu
WIIU/RGUI: RGUI does its own transparency effects in the texture, so we don't have to add another 50% on that
WIIU/RGUI: Use correct pixelformat ordering for menu texture
WIIU/SLANG: Added "FrameDirection" slang semantic
X11: Add improved menu resizing for window resizing
X11: Add non-evdev keycodes to fix keyboard input on non-Linux systems with X11
https://www.nintendomax.com/viewtopi...0cab802d0cdb0d
https://www.libretro.com/index.php/r...-7-8-released/
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September 20th, 2019, 22:56 Posted By: wraggster
Heres a new version of Retroarch for the Nintendo 3DS and Switch:
Changelog 1.7.8
3DS: Fix C-Stick y-axis inversion
3DS: Update all icon/banner images
AI: Add AI Service functionality (enabled for Windows/Mac/Linux/Android/iOS).
APPLE (MAC/IOS/TVOS): Fix autodetect for mFI controllers: properly call autodetect add on the connect notification, and add call to disconnect on GameController disconnect notification.
ANDROID: Implemented multi-touch touchscreen support
ANDROID: Now can be built with Gradle/Android Studio
AUDIO/WINDOWS: You can now select between audio devices for XAudio2/DirectSound/XAudio2 by pressing left/right on the Audio Device option.
AUDIO/WINDOWS: Setting the device by either index number or name string should work.
BLISS-BOX: Add 4 new pad types from firmware 3.0
BPS/UPS: Re-allocation target_data variable for target patch size (can now apply bigger patches without extra-bytes on memory)
CDROM: Added real CD-ROM functionality for Windows and Linux.
CDROM: Added disc dumping.
COMMON: Add separate frontend logging
COMMON: Ability to set FPS update interval (used in the window titlebar/FPS widget)
COMMON: Add 'Reset Frame Time Counter' functionality, enable it by default for resizing the window, loading/saving shader presets, fastforwarding, etc.
COMMON: Add optional 'on demand' thumbnail downloads
COMMON: Add new playlist-based thumbnail downloader. Hide the legacy thumbnail pack version by default
COMMON: Show license per core (if available) inside 'Load Core'
COMMON: Add option to load content from (and dump) CD-ROM discs
COMMON: Re-enable '--log-file' command line option
COMMON: Default playlist core association is now stored as metadata inside each playlist
COMMON: Fix playlist format detection
COMMON: Favorites playlist size can now be set independently of content history size. Values can be set from 0-999, or '-1' for unlimited (99999)
COMMON: Prevent adding new items to favorites when playlist is full (old entries are no longer overwritten)
COMMON: Prevent loading content with cores that require an incompatible graphics API version from the current one
COMMON: Saved shader presets are now portable across platforms and use relative paths
COMMON: Add '--set-shader' command line option which works like an override for automatic shader presets
COMMON: Add global shader presets
COMMON: Remove 'video_shader' setting, shaders are not saved automatically anymore
CORE OPTIONS: When saving core option overrides, only include settings for the current core
CORE OPTIONS: Add option to save core options per-core
CPU FILTERS: Add Scanline2x filter
DINPUT: Cleanup magic numbers mess surrounding hat code
GAMECUBE: Add default video/audio filter directories
GL/MALI400: Fix menu issues on Mali 400 series GPUs, should also fix 'RetroArch flickers black on ARM Mali GPUs (Android/ARM Linux)
GL/GLCORE: Use highest supported OpenGL Core version on Windows and X11
GL1: Ignore alpha in core video, fixes XRGB8888 rendering in some cores
GLCORE: Don't hardcode shader cross compilation target version but poll it. glcore would always only use the minimum target shader version, i.e. GLSL ES 3.00 for OpenGL ES 3.0+ or GLSL 1.50 for OpenGL 3.2+
D3D10/11/12/SLANG: Added "FrameDirection" slang semantic. Works fine with braid-rewind shader, not entirely perfect with D3D12 though
D3D10/11/12: Add option to select which GPU to render with
D3D10/11: Fix maintaining aspect ratio when resizing window
GLCORE/SLANG: Added "FrameDirection" slang semantic
HID: Add Retrode support. Should work on Wii/WiiU.
INPUT: Menu toggle hotkey can now be bound to another keyboard key and it will toggle properly
IOS: Correctly centers screen on iPhone X landscape
IOS: Implemented multi-touch touchscreen support
IOS: Add in more Apple Model numbers for RetroRating Added in all current Apple Model numbers and set a base rating of 19
IOS: Remove pause indicator; show the native UI menu using 4-finger swipe down gesture
IOS: Support L3/R3 in iOS 12.1, Options buttons in MFi/PS4/XBox One controllers in iOS 13
LIBRETRO: Add new core options interface, allows for localization, sublabels and more
LIBRETRO: Add new bitmask input codepath, for RETRO_DEVICE_ID_JOYPAD only for now
LOCALIZATION: Update Korean translation
LOCALIZATION: Update Japanese translation
LOCALIZATION: Update Portuguese Brazilian Translation
LOCALIZATION: Update Polish translation
LOCALIZATION: Update Turkish translation
MENU: Add smooth ticker text
MENU: Ability to hide every settings submenu (User Interface -> Views -> Settings)
MENU: Ability to hide nearly every quick menu entry (User Interface -> Views -> Quick Menu)
MENU: Fix longstanding menu display issues on Mali400 GPUs (on ARM hardware, SBCs and mobile phones/tablets)
MENU: Fix Record -> Streaming Quality, and Record -> Recording Threads settings
MENU: Fix history playlist navigation after running content
NENU: Menu entry performance optimisations
MENU: Add option to show 'remove playlist entry' only on history/favourites
MENU: Overhaul content 'Information' menu display
MENU: Add new 'Playlist Management' submenu. Allows default core associations to be set (via dropdown list), and all existing associations to be reset
MENU: Add 'Set Core Association' option to Quick Menu
MENU: Add option to remain in menu after saving/loading states
MENU: Pressing the Start button on 'Load Core' will unload the core.
MENU: After a core is running, Load Core will be hidden from view until you select 'Close Content' from the Quick Menu.
MENU/WIDGETS: All widgets are now properly cleaned up, fixing the frozen widgets bug when loading / closing content
MENU/WIDGETS: Fix crash with tasks
MENU/WIDGETS: Widgets are now drawn above the overlay with OpenGL and Vulkan
MENU/WIDGETS: Fine tune progress bar colors
MENU/WIDGETS: Have the progression widget always resize
MENU/THUMBNAILS: Ensure that displayed thumbnails are always refreshed correctly after selecting 'Download Thumbnails' from Quick Menu
MENU/THUMBNAILS: Make PNG image loading/processing non-blocking on non-threaded systems
MENU/OZONE: Add it for PS3
MENU/OZONE: Fix regression in 1.7.7 - OSX/macOS - was unable to start it
MENU/OZONE: Fix sublabel spacing
MENU/OZONE: Add toggle to enable/disable playlist name truncation in Ozone
MENU/OZONE: (Ozone) Fix display of (semi-)transparent thumbnails
MENU/XMB: Add menu animation settings
MENU/XMB: Add optional thumbnail scaling
MENU/XMB: Fix display of long sublabels. Text that would exceed the display area now scrolls line-by-line
MENU/XMB/OZONE: Add optional thumbnail upscaling
MENU/QT/WIMP: Add core option sublabels as tooltips, add buttons to reset one/all core options
MENU/QT/WIMP: Word-wrap core option tooltips
MENU/QT/WIMP: Path selector fixes
MENU/RGUI: Enable playlist display on platforms without database support
MENU/RGUI: Make particle effects framerate independent + add animation speed setting
MIDI: correct pitch bend in ALSA driver - MIDI standard pitch bend center position is 0x2000 but ALSA's is 0
MIDI: Fix SysEx handling. We need to clear the event status after each message. Otherwise, after a SysEx message the first byte of the next event will incorrectly inherit its delta_time. This causes a delay of several seconds in nearly every MT-32 games which uses a lot of long SysEx.
METAL/SLANG: Added "FrameDirection" slang semantic
NETBSD: Audioio is now the default audio driver
NETBSD: Fix a segfault when starting RetroArch with an empty configuration file and LANG unset in the environment
OSD: OSD is now drawn above the overlay with Vulkan
OSX: Fix regression with Cocoa GL - shader / preset loading was getting stuck in an infinite loop
OSX: Add improved menu resizing for window resizing
PLAYLISTS: Add history/favourites to 'Playlist Management' menu
RECORD: Fix Twitch streaming
REMOTE RETROPAD: Fix for Remote RetroPad input - fixes processing of Remote RetroPad input. None of the remote inputs are being executed both in menu and in game. This is due to the way current key binds are being detected which block processing of any remote input. It's been tested using Remote RetroPad core on Android including digital dpad and analog control input.
RUNAHEAD/MSVC2010: Build in runahead support for MSVC2010 and up
RUNAHEAD/VITA: Build in runahead support for Vita version
SAVESTATES: Allow auto save states also in cores that support no content as long as some content is loaded
SCALER: Fix SSE2 path for ARGB/BGRA -> BGR24 - should fix screenshots being taken for XRGB888 (viewport)
SCANNER: Skip all databases with incompatible file extensions, whether content is inside an archive or not
SCANNER: Fix hang on empty files inside archives
SHADERS: Add proper shader compatibility checks
SHADERS: Enable Cg shaders for D3D9
SHADERS: Remove 'video_shader' setting, replace it with global presets that make more sense
SHADERS: #reference directive for shaders. Presets can point to other existing presets if they are unchanged
SHADERS: Will attempt to cache the shader/preset into memory before loading to avoid costly getline/gets/getc operations
SHADERS: New --set-shader commandline option
SHADERS/MENU: Prevent undefined behaviour when failing to load shaders
SHADERS/MENU: Pressing the Start button on 'Load Shader Preset' will reset all shader passes and apply changes, effectively disabling the shaders
SHADERS/MENU: New menu options for removing shader presets (global/core/parent/etc).
SWITCH :Add Audren audio driver.
SWITCH: Fix splitting and joining of joycon controllers. Before this fix, splitting and joining of joycons only ever worked sporadically
SWITCH: Proper x/y scaling for pointer devices, fixes touch lightgun
THUMBNAILS: Add optional On-Demand Thumbnails.
UDEV: Fix wrong udev devices order
UDEV/X11: Mouse pointer should work now in X11 environment with no Display
VITA: Update Vita2D
VULKAN/SLANG: Added "FrameDirection" slang semantic
VULKAN: Add option to select which GPU to render with
VULKAN: Validate non-causal filter chain for texture inputs. We only validated for UBO inputs apparently.
WINDOWS: Menubar should no longer be disabled when threaded video is enabled
WINDOWS: Add improved menu resizing for window resizing
WINDOWS: Properly set initial directory for menubar 'Load Core' option
WII: Add default video/audio filter directories
WII: Fix RGUI display corruption
WII: Fix HID joypad drivers
WII: Add optional overscan correction
WII: Fix recursive path_mkdir() operations
WII: Add widescreen RGUI support
WIIU: Scale menu to viewport size; respect filtering settings for menu
WIIU/RGUI: RGUI does its own transparency effects in the texture, so we don't have to add another 50% on that
WIIU/RGUI: Use correct pixelformat ordering for menu texture
WIIU/SLANG: Added "FrameDirection" slang semantic
X11: Add improved menu resizing for window resizing
X11: Add non-evdev keycodes to fix keyboard input on non-Linux systems with X11
https://www.nintendomax.com/viewtopi...0cab802d0cdb0d
https://www.libretro.com/index.php/r...-7-8-released/
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September 20th, 2019, 22:58 Posted By: wraggster
masterfeizz offers version 1.1.0 of " ioQuake3DS ", porting of Quake 3 and OpenArena game engines for nintendo 2DS / 3DS.
Instructions for Quake 3:
Extract quake3_data.zip to the root of your SD card.
Install Quake3DS.cia and launch it.
Instructions for OpenArena:
Extract openarena_data.zip to the root of your SD card.
Install OpenArena.cia and launch it.
Changelog:
OpenArena support!
Added CirclePad input. CirclePad aiming can be toggled by disabling joystick input in the menu settings.
Fix ghost audio bug
WARNING: original 3ds support is very buggy and is not supported on the .3dsx version.
https://github.com/masterfeizz/ioQuake3DS
https://www.nintendomax.com/viewtopi...0cab802d0cdb0d
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September 23rd, 2019, 20:13 Posted By: wraggster
On September 17th, 2019 Filler, MrRichard999, Proveaux, Dr.Floppy, and Cccmar released an English language translation patch for Gunhed: The New Battle (a.k.a. Gunhed: Aratanaru Tatakai ガンヘッド 新たなる戦い) a game originally released for the Nintendo Famicom in 1990.
Gunhed: The New Battle is a strategy game based on the manga by Kia Asamiya and the live-action film of the same name. The game is set on an island which has been taken over by a fully autonomous super-computer called “Kyron”. Lured by the prospect of an energy resource located on the island you race against competing forces to defeat the computer and secure this “super-energy”.
A previous war zone, the island is littered with the wreckage of past battles. You’re able to search the island for parts to upgrade your forces, and usable items which can give you an advantage. According to the readme you “assemble about 30 mechs in order to be able to assault Kyron’s hideout” once you have a mech of a high enough level.
The patch translates the game into English and is fully playable. Further details are available in the readme.
https://projects.mattsmessyroom.com/
http://www.romhacking.net/forum/index.php?topic=29285
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September 23rd, 2019, 20:17 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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September 23rd, 2019, 20:22 Posted By: wraggster
As its name suggests, Atmosphere Updater is a homebrew utility by ‘TotalJustice’ that allows you to update Atmosphere and now Hekate directly from your hacked Nintendo Switch meaning that you needn’t have access to a PC in order to get the latest release of the CFW up and running.
Who needs a PC to update Atmosphere when you can do it on-device?
(Image Source)
Furthermore, it doesn’t mess with existing configuration files unlike Kosmos which has earned it good reputation in the Switch community. Over the past few days, it received two updates with the latest version being 0.4.1 and these brought about:
- Support for updating Hekate (0.4)
- When updating Hekate, an option to overwrite Atmosphere’s INI files has been added (0.4.1)
- The hekate payload is now copied to “/bootloader/update.bin” for better compatibility with modchips and RCM injectors (0.4.1)
- fusee-primary.bin is copied to “/bootloader/payloads” when selecting to update both Hekate and Atmosphere (0.4.1)
- A better looking UI and Switch font buttons are loaded from memory (0.4 & 0.4.1)
- Code cleanups and error messages for when things go wrong (0.4 with further improvements in 0.4.1)
To grab Atmosphere Updater 0.4.1, check out this link and download the NRO file to install on your Switch. TotalJustice can be donated to on Patreon
Finally, 4 new 60FPS mods for commercial Switch games have been released during this week thanks to work by Kirby567fan and Masagrator. The titles that received 60FPS mods include:
http://wololo.net/2019/09/22/psvita-...out-for-the-s/
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September 24th, 2019, 18:08 Posted By: wraggster
Nintendo is receiving all manner of compliments for its latest hardware, but special praise must be reserved for its name -- a near perfect paradox. The Switch Lite is, after all, light on pretty much everything that gave the original Switch its name.
No Joy-Cons for out-of-the-box multiplayer, no kickstand to turn the diminutive screen into something around which friends can gather, and, crucially, no option to hook connect the hardware to a television and move the experience from your hands into the front room. The Switch Lite may be priced at $200 rather than $300, but it loses a lot in the name of reducing costs.
This is the underlying argument in Kotaku's review, in which Mike Fahey simultaneously lamented what is missing from the Switch Lite while also proclaiming it "one of the finest handheld gaming devices I've ever used." Fahey is not alone in praising the Switch Lite in those terms, but few critics articulate its shortcomings so clearly."'Switch Lacking' would be more accurate, if far less marketable"
Kotaku
"It still supports near-field communication for Amiibo support, and has a built-in accelerometer and gyroscope for motion control, so not all of the Switch's extra features have been stripped away. But most of them have," Fahey wrote. "As has been pointed out time and time again since the hardware was announced in July, there's not much 'Switch' in the Switch Lite. 'Switch Lacking' would be more accurate, if far less marketable.
"If my only desire was to play Switch games in handheld mode, I would choose the Switch Lite over the regular Switch, hands down... But the original does a whole lot of cool stuff the Switch Lite does not do -- stuff I've grown used to, and now feel awkward going without. Removing Joy-Cons to play multiplayer games is a Switch feature I hardly ever use, but when I have, it's led to some pretty magical moments. My gaming is normally a personal thing, but the ability to make it social with the click of my Switch means it doesn't have to be."
https://www.gamesindustry.biz/articl...ical-consensus
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September 24th, 2019, 18:24 Posted By: wraggster
A full English translation patch for the Nintendo DS game Chou Soujuu Mecha MG (Super Control Mecha MG) has been released!
In a world where giant robots known as Marionation Gear, or “Puppets”, are artisanally handcrafted in workshops, a certain boy serves as an apprentice at the Galouye Workshop, dreaming of becoming a “Puppeteer” (mecha pilot) and opening his own workshop with fellow apprentice Kay. But their peaceful daily life is shattered when the autonomous Puppets known as the Automen begin going on berserk rampages around the world. Together with new apprentice Anne-Marie, the hero and Kay are pulled into a conflict that could change the course of Puppet history…
Chou Soujuu Mecha MG is a 2006 mecha action game developed by Sandlot, the studio behind the Earth Defense Force series, and published by Nintendo. It combines the developer’s aptitude for larger-than-life spectacle with one of the most innovative and fun uses of the touch screen in the DS library: in addition to standard movement with the D-Pad, each of the game’s 100+ playable mecha has its own unique “cockpit” controlled with the touch screen. Players can pull levers to swing their robot’s arms and hurl buildings at the enemy, flip a switch to transform into a car, punch in launch codes to fire missiles, and countless other imaginative setups. With well over 100 missions, ranging from battle to racing to destroying burger joints, every mecha has a use.
Footage of the translation in action can be viewed .
In addition to the patch, the game’s translator has scanslated several chapters of its tie-in manga adaptation, which can be viewed on the patch’s release website here.
This patch was the work of Supper (hacking), Phantom (translation and additional art), and cccmar (testing and editing). The authors hope you’ll enjoy this revival of one of the DS’s best-kept secrets.
http://stargood.org/
http://www.romhacking.net/forum/index.php?topic=29306
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September 24th, 2019, 18:26 Posted By: wraggster
The Nintendo Switch has been a success in many ways, but where most can agree that the console has fallen short, is in regards to the Joy-Cons; ever since the launch of the Switch, Joy-Con drift has become a rampant issue. Such problems were assumed to be done away with the Switch Lite, the smaller, more portable oriented variation of the Switch, which lacked the detachable Joy-Cons. However, once a teardown of the new hardware had taken place, it was revealed that the joysticks used within the Switch Lite were almost identical to the problematic ones from the drift-ridden Joy-Cons, meaning that it was entirely possible for users to still experience drift.
Such a problem could be much worse for the Lite revision, as the control sticks are connected to the entire system, and cannot be removed and replaced as easily as they can be with the original Switch. In a video posted by Alexis Javier, he shows off his brand new Switch Lite playing Breath of the Wild, and you can quickly notice that input is being registered on the right joystick, despite the user not pressing any buttons. Now, the video in question could just stem from an unlikely rare, faulty unit. Or, it could have been done in order to raise outrage during the launch week of the Switch Lite. As of the time of writing, this video appears to be the only popular source showing off possible drift with the console, but only time will tell if drift will begin to impact owners of the Switch Lite.
https://gbatemp.net/threads/video-sh...h-lite.548781/
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September 24th, 2019, 18:28 Posted By: wraggster
bsnes v110 is released. 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.
bsnes v110 Changelog:
improved ExLoROM support (fixes Fire Emblem: Thracia 776 fan translation)
several improvements to the libretro target, including macOS and Android platform support
fixed an issue where the Alt key wasn't activating the menu on the Windows port
removed 2160p HD mode 7 setting, due to Direct3D 9.0 texture size limits of 2048x2048
reverted fresh configuration files to using the safer hardware drivers
disabled the ASIO driver due to lack of support
fixed a crashing issue when idling with the snow effect enabled
added IOKit joypad support for macOS [Sintendo]
added fast PPU render cycle position override for Firepower 2000's title screen
ported higan's accurate PPU renderer back to bsnes to add sprite caching for Wolfenstein 3D
http://byuu.org/
http://www.emucr.com/2019/09/bsnes-v110.html
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September 24th, 2019, 18:31 Posted By: wraggster
My Nes v7.5.7202 is released. My Nes is a portable open source NES/FAMICOM emulator written in C#. It's EXACT nes cycle emulator, very accurate and uses exact ppu scanline timing. My Nes compatibility is very high, and most of the games that supported run perfectly.
My Nes Features:
- Roms browser with bility to disblay additional information of each rom like snapshot and info.
- Save/Load state in defferent 9 slots or in file using save/load state as feature.
- Sound recorder which record sound of current playing rom in wav format (Mono, 44100 Hz, pcm 16-bit).
- Developer console with full access emulation commands.
- Support INES (*.nes) file format.
- Can read from archive (*.zip, *.7z and *.rar)
- Profiles for control mapping.
- CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
- PPU :8x8 and 8x16 sprites with transparency and priority, background tiles and sprites evulation, internal ntsc palette generator, default PAL palette, Cycle based ppu, real scanline and scancycle timing, Emphasis and monochrome effects.
- Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
- Systems : PAL , NTSC
- Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140, 142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!
My Nes v7.5.7202 Changelog:
- Added: new audio mixer instead of the default lookup table.
- Fixed: audio sound filters (wrong high-pass equation and alpha calculation).
http://www.emucr.com/2019/09/my-nes-v757202.html
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September 25th, 2019, 18:37 Posted By: wraggster
Nintendo Switch Lite has sold around 13,500 units during its first week on sale in the UK, retailers have told GamesIndustry.biz.
It's a relatively slow start for the new portable-only Switch, although the console is targeting a more casual user and was not expected to deliver huge week one numbers. By comparison, the 2DS -- a similar stripped back Nintendo handheld released in October 2013 -- sold 200,000 units in just under two months (IHS data), but its sales didn't pick up until the October half-term holiday.
Retailers speaking to GamesIndustry.biz said it was far too early to draw any conclusions. One senior buyer told us: "Switch Lite was always going to come into its own come Pokémon. It's ideal as a Christmas present, and we expect sales to ratchet up during November and December. Pre-orders for the special Pokémon Switch Lite have been strong."
Another retail executive added: "Launch week really isn't the point of Switch Lite."
https://www.gamesindustry.biz/articl...week-in-the-uk
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September 25th, 2019, 18:40 Posted By: wraggster
The Nintendo Switch Lite has sold over 160,000 units during its first week of sales in Japan.
Additionally, sales of the original Nintendo Switch were up to 64,000 compared to 52,000 the week prior.
The figures come from Media Create (via Niko Partners analyst Daniel Ahmad), and were originally reported as 114,000.
However, these figures fall well below the 300,000 forecast by Citibank, and Nintendo stock has fallen to its lowest point in eight months, down 4.37%.
https://www.gamesindustry.biz/articl...-week-in-japan
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September 30th, 2019, 17:52 Posted By: wraggster
Over the past couple of decades we've become very accustomed to the notion of consoles getting their hardware redesigned mid-lifespan -- so much so that it's now almost taken for granted that these milestones will punctuate the life of any moderately successful piece of hardware.
The earliest example that really stuck in people's minds is probably Sony's "PSone", a diminutive re-imagining of the groundbreaking PlayStation that came late in that device's life. But both the PlayStation 2 and PlayStation S3 benefited hugely from being slimmed down in their mid-life (honestly, who among us wouldn't?), and the Xbox 360's coveted Elite redesign helped to establish the design language for Xbox that persists to this day.
Microsoft and Sony seem to have this down pat, in other words. Nintendo's track record is more... patchy. The Wii Mini, launched back in 2012, is largely a footnote in gaming history; the industrial design was lovely, but the system hacked out vast amounts of the Wii's functionality and came far too late in its lifespan to really make a mark, despite an incredibly ambitious $100 price that was designed to open up the console to an even broader demographic.
https://www.gamesindustry.biz/articl...raphic-opinion
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