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November 5th, 2018, 20:33 Posted By: wraggster
Super Mario Party has sold over 1.5 million units since launching in early October, Nintendo revealed this week.
Released worldwide on October 5, Super Mario Party reportedly had "an extremely strong start compared to other instalments in the series".
High sales of the game are also driving an increase in Joy-Con sell-through, and Nintendo says the accessibility of the game also has potential to drive hardware sales.
https://www.gamesindustry.biz/articl...-release-month
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November 5th, 2018, 20:36 Posted By: wraggster
Epic's Fortnite Battle Royale has been downloaded by around half of all Nintendo Switch owners, Nintendo president Shuntaro Furukawa told investors yesterday.
Nintendo has now sold more than 22 million units of its hybrid console, suggesting that Fortnite has been downloaded around 10 million times by Switch owners. Epic revealed the Switch version of Fortnite at E3 in June, and a branded console bundle that included 1,000 V-bucks was announced in Septmeber.
"Many people continue to play the game, boosting the overall utilization ratio of Nintendo Switch," Furukawa said. "Nintendo Switch is unique in that people can bring their consoles with them so they can communicate while playing at a friend's house or elsewhere."
Fortnite is almost certainly the most popular game on the Switch eShop in terms of downloads, but it is just one of a rapidly expanding catalogue of games. In a presentation for Nintendo's investors, Furukawa also revealed that more than 1,300 games from 500 publishers are available through the storefront across the world.
cles/2018-11-01-fortnite-has-been-downloaded-by-half-of-all-nintendo-switch-owners
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November 6th, 2018, 18:33 Posted By: wraggster
This new release by @JRoad called NSC_Buiilder takes the mantle of Nut Cleaner and serves as an implementation of his new modded hacbuild, check out the awesomeness this app does in ease in assembling all-in-one XCI packages you can enjoy on the Switch! NSC_Builder is based in the awesome function "REMOVE_TITLE_RIGHTS" from nut by blawar this function let's you erase the titlerights encryption from nsp files. Tinfoil and SX installer will install the ticket either way so for it to not stay in your system you need to erase the ticket and cert from the nsp, this batch will take care of that.
Current version of the program allow you to make multi-content xci or nsp files.
The batch has 2 modes: - auto mode: you drag nsp files individually or folders with several files over the batch to enter in auto mode.
- manual mode: you double click the batch and you can build a list of files to process.
Current version of the program allow you to make multi-content xci or nsp files.
The batch has 2 modes:
- auto mode: you drag nsp/xci files to enter in automode.
- manual mode: you double click the batch to enter in manual mode.
The behavior of these modes can be controlled by editing ztools\NSCB_options.cmd
Note: To edit the config file I recommend https://notepad-plus-plus.org/download/v7.5.9.html
Current limitation for "multi-game"-xci files is 8 games in the xci. It seems Horizon Based, probably because of the number of icons loading at the same time, I don't know if qlauncher mods can get rid of the limitation. Also content bigger than 32gb in the same file can fail. I don't have a flag set for 64gb in hacbuild yet, and didn't test yet with something that big. It's one of the things I need to test.
Click to expand...
For instructions go to github's page: https://github.com/julesontheroad/NSC_BUILDER
For my modded hacbuild go to: https://github.com/julesontheroad/hacbuild
via https://www.maxconsole.com/threads/n...builder.49460/
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November 6th, 2018, 18:36 Posted By: wraggster
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is @rsn8887 mod of this great Amiga emulator that was originally ported to the Vita by @Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version. Switch Installation- Download and unzip uae4all2_switch.zip
- Copy the resulting folder uae4all2 to /switch/ onto your SDCard, ensure none of the "archive" flags is set.
- You should now have the executable /switch/uae4all2/uae4all2.nro and a folder /switch/uae4all2/data/ with the keyboard icons and other data files on your SDCard.
- Obtain and copy BIOS files kick13.rom (size: 262,144 bytes), kick20.rom (size: 524,288 bytes) and kick31.rom (size: 524,288 bytes) to your SDCard into /switch/uae4all2/kickstarts/
- Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2
Vita/Switch-exclusive Features
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to "slow mouse" in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
Switch-exclusive Features
- On the Switch, there's no shader support yet. But the Switch resolution is high enough for perfect integer scaling with factor 3x if displayed lines is not larger than 240 and width is not larger than 426. Filtering can be set to "Bilinear" or "None". When "Bilinear" is selected, the screen is scaled to fill the Vita display, keeping aspect ratio. No black bars on top and bottom appear. The image can be quickly zoomed using "R+Start+left/right" and vertically adjusted using "R+Start+up/down" to center it. When "None" is selected, only a perfect integer scaling is applied. Depending on the chosen Amiga screenmode, the integer scaling will be a 1x, 2x, 3x, or in principle even 4x, depending on whether the scaled Amiga screen fits. In most cases, this results in black bars on top and bottom as well as left and right.
THANKS:
- Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.
- Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.
- Thanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.
- Thanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and Sean Ritzo.
Click to expand...
OFFICIAL SITE: --> https://github.com/rsn8887/uae4all2/...tag/1.72switch
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November 6th, 2018, 18:39 Posted By: wraggster
Never say Never, when it comes to finding great new undiscovered exploits/hacks/mods on the Nintendo DS handheld, after years and years of trying, the impossible has been done, mainly in part because well big 'N' ****-up a big way when it comes to SSL handling! Building on the work of many talented hackers in the Nintendo homebrew community. Kaeru Team are proud to bring an all-new way to play that's easier than ever. No hacks, patches, nor flashcards are required - simply register with our server and adjust your console's DNS settings, then you're good to go.
How it works
A recently-discovered fatal flaw in Nintendo's SSL implementation in the Nintendo DS and DSi SDKs, found by shutterbug2000 in October 2018 after years of attempts throughout the community to find holes in Nintendo's code, allows us to generate SSL server certificates that Nintendo SDK-based software will consider valid, invaluable for the operation of custom game servers as they have otherwise been impossible to use until now without patching ROM files of games and loading them onto a flashcard.
Click to expand...
OFFICIAL SITES: --> http://wfc.kaeru.world/ (and) https://github.com/KaeruTeam/nds-constraint
via https://www.maxconsole.com/threads/k...and-dsi.49374/
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November 6th, 2018, 18:44 Posted By: wraggster
During Nintendo's financial results briefing, president Shuntaro Furukawa stated both Classic consoles' success suggested there might be "even greater demand during the holiday season." Furukawa did not discuss either unit's future during the briefing, and did not remark whether this success might justify the creation of additional Classic consoles--for Nintendo 64 or GameCube, for example--or the addition of more NES games on Switch Online.
Nintendo has also released the updated list of the company's global game sales data for both Switch and 3DS. The biggest change in the Switch list is Mario Tennis Aces, which shot up to the number six spot with 2.16 million copies sold, after being number 10 during the last update. The big four--Super Mario Odyssey, Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, and Splatoon 2--remain in the top, while the rest of the list has shuffled around a bit. With Nintendo adopting a pay to play online model for the Switch, it will be interesting to see if Splatoon 2 can continue to remain in the top four, or if it will be knocked out by another game in the coming months.
The full list of the top 10 games on both Switch and 3DS are listed below.
Click to expand...
Nintendo Switch Global Game Sales Data- Super Mario Odyssey -- 12.17 million
- Mario Kart 8 Deluxe -- 11.71 million
- The Legend of Zelda: Breath of the Wild -- 10.28 million
- Splatoon 2 -- 7.47 million
- 1-2-Switch -- 2.64 million
- Mario Tennis Aces -- 2.16 million
- Arms -- 2.10 million
- Kirby Star Allies -- 2.10 million
- Donkey Kong: Tropical Freeze -- 1.67 million
- Xenoblade Chronicles 2 -- 1.53 million
Nintendo 3DS Global Game Sales Data- Mario Kart 7 -- 17.04 million
- Pokemon X/Y -- 16.29 million
- Pokemon Sun/Moon -- 16.10 million
- Pokemon Omega Ruby/Alpha Sapphire -- 14.06 million
- New Super Mario Bros. 2 -- 12.61 million
- Super Mario 3D Land -- 11.96 million
- Animal Crossing: New Leaf -- 11.69 million
- Super Smash Bros. for 3DS -- 9.24 million
- Pokemon Ultra Sun/Ultra Moon -- 7.51 million
- Tomodachi Life -- 6.20 million
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November 6th, 2018, 18:48 Posted By: wraggster
yellows8 is back with another great update to his 'Homebrew Menu' app for the Switch consoles. Extract this archive (attached below)to the root of the microSD card. See Switchbrew for details on the new features. Changelog since v2.0.0:
Features- Added message boxes. The envGetLastLoadResult() output is now displayed during startup if needed (error returned by the application which ran last).
- Added nxlink support (netloader).
- The Switch IP address can automatically be determined via UDP broadcast.
- Netloader is handled on a seperate thread with non-blocking sockets. UI drawing is not blocked during the transfer.
- The transfer can be aborted via 'Back' input.
- If the transfer stopped without finishing, the file is deleted.
- When returning to the main-menu from netloader, the menu is reloaded since the netloader NRO may have been deleted due to the transfer stopping.
- Netloader status is displayed in a message-box while netloader is active. This include transfer progress and a progress-bar.
- Fixed buffer overflow vuln with netloader args introduced with the original netloader commit (nothing useful which could cause a crash can be overwritten with an unmodifed nxlink). Fixed unrelated bounds check in launchAddArg() which broke once nxlink_host support was added.
- Use system shared-font. Note that the system language is still not used.
- Added touch-controls.
- Added support for themes loaded from SD. If the system theme is not recognized, the used theme will default to the dark theme.
- Added Theme Menu for selecting the used theme, including the default theme.
- Enabled time display, which uses local-time.
- The battery/charging status is now displayed.
- Added support for file-associations.
Other
- Replaced nanojpeg with libjpeg-turbo. See README regarding this.
- The switch/ directory is created if it doesn't exist. Config dirs on SD are now automatically created during startup if needed.
- Display an error screen with print-console instead of using fatalSimple, for errors during startup. Display a message-box in launchFile() for app-launching when an error occurs instead of using fatalSimple.
- Use applet exit-locking.
- Assets are now loaded from a .zip in RomFS instead of embedding it in data/.
- Built with libnx stable v1.5.0.
- Further improvements to overall system stability and other minor adjustments to enhance the user experience.
Click to expand...
OFFICIAL SITE: --> https://github.com/switchbrew/nx-hbm...ses/tag/v3.0.0
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November 6th, 2018, 18:50 Posted By: wraggster
Not much is known about Switch-UP yet from 'Collective Minds', but the company has good track history of producing devices like 'DriveHub' and selling 'CronusMax' which allows for different controllers on different consoles, but now they are entering the new Nintendo Switch accessory world, but what makes this product unique is that they are claiming it has 'mods inside' it, not only allowing you to use your favorite gaming controller of choice on the Switch, but also 'enhancing' your game experience with Odyssey & Zelda. Rupee and Arrow Generation as well as enhanced weapon modes in Zelda take the grind away and devastate enemies. BEAT the Bosses in Super Mario Odyssey get you past any frustration and with Easy Mario Combos and the use of UNLIMITED Coin and Moon generation get the 100% you have been striving for. - Use your current controller on your Switch.
- XB1, PS4, even x360 and PS3 Controllers can be used.
- Operate your controller wired or wirelessly with built in Bluetooth.
- Built in Mods for Super Mario Odyssey™
- Auto Boss Battle
- Auto Coin/Moon Generation
- Easy Combos and more
- Built in Mods for Zelda: Breath of the Wild
- Rupee/Arrow Generation
- Enhanced Weapon Modes
- Horse Mods and more
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November 6th, 2018, 18:51 Posted By: wraggster
After exceeding 5 million sold units in Japan last month, the handheld-home console hybrid has achieved a new milestone with 22.86 million units sold, officially surpassing the GameCube's 21.74 million units during its lifetime and nearly doubling that of the WiiU.
The news come from the Big N's latest financial data on dedicated video game sales units. You can compare the data with other systems' lifetime sales with the image attached below.
Sitting on the throne is the Nintendo DS with a whooping 154.02 million units shipped while at the bottom of the ladder is the WiiU with a mere 13.56 million units sold. Given the current trend, the Switch is in line to overtake the Nintendo 64, which sold 32.93 million units.
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November 6th, 2018, 18:55 Posted By: wraggster
joel16 has released a new version of his Nintendo Switch app that tells you all about the system:
SwitchIdent 0.2 :
Built using the latest version of DKA64 toolchain and libnx.
Properly display system region.
Displays battery percentage and charging status.
Displays battery charger type.
Displays if battery charging is enabled.
Displays if ample power is supplied.
Displays Wireless RSSI signals and quality in percentage.
GUI:
Now uses SDL2 with GPU hardware acceleration.
Now uses shared font.
Minor UI changes. (Displays versions and icons for each field)
Console:
Values that change in real time are now properly refreshed. (Battery percentage, charging state, dock state, etc).
download https://github.com/joel16/SwitchIdent
via https://www.nintendomax.com/viewtopi...8aa07500bc3af0
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November 6th, 2018, 20:18 Posted By: wraggster
K3yn has released a new version of the Simple Simon game for the Nintendo Switch:
Simon is an electronic game of memory skill invented by Ralph H. Baer and Howard J. Morrison, with software programming by Lenny Cope. The device creates a series of tones and lights and requires a user to repeat the sequence. If the user succeeds, the series becomes progressively longer and more complex. Once the user fails or the time limit runs out, the game is over. The original version was manufactured and distributed by Milton Bradley and later by Hasbro after it took over Milton Bradley. Much of the assembly language was written by Charles Kapps[citation needed], who taught computer science at Temple University and also wrote one of the first books on the theory of computer programming. Simon was launched in 1978 at Studio 54 in New York City and was an immediate success, becoming a pop culture symbol of the 1970s and 1980s.
Features :
- U can use differents accounts for play.
- Highscores
- Tactil
Controls : - Double Touch or D-pad + A : Menu Selection - Short Touch or Short A : enable color - - : Back to menu - : Restart game - Plus : Exit game
Changelog :
simon-nx0.2
added 2 levels
playable touch and only with joy in dock mode
v0.1 - Initial Release
download https://github.com/K3yn/simon-nx
via https://www.nintendomax.com/viewtopi...8aa07500bc3af0
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November 6th, 2018, 20:23 Posted By: wraggster
LiquidFenrir has released a Connect 4 game for the Nintendo Switch:
Connect Four Dual Edition
Game
This is a normal game of Connect 4, for 2 players on Nintendo Switch (hold the joy-cons sideways!) but with a twist!
Start a game with L3/R3 or press L/R (depending on who starts) to toggle between normal and pop-out mode, where you remove the bottom piece of a column and make all the ones above fall one rank!
This should add another layer of strategy to the game, making it ten times more fun! No more ties, once the grid is full, carefully drop down columns and try to win!
Use the dpad/abxy buttons to select the column to drop your piece, and L3/R3 to validate your action, starting the other player's turn.
download https://github.com/LiquidFenrir/Connect-4-Dual-Edition
via https://www.nintendomax.com/viewtopi...8aa07500bc3af0
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November 6th, 2018, 20:27 Posted By: wraggster
Heres a new magazine release from Outofprint archive:
This week we jump back nearly 24 years in time to January of 1994 with issue 15 of Super Play.
We start of with the review of an all-time classic by Squaresoft: Secret of Mana. Then look at a brilliant little shoot em up that never got released outside of Japan: Macross Scrambled Valkyrie by Winkysoft. After this, we take a look at Capcom's version of Aladdin, and move on to one of the many classic Konami franchises with Legend of the Mystical Ninja. Finally, we finish our preview articles with a game known in Japan as Human Grand Prix: F1 Pole Position by Human Entertainment.
http://www.outofprintarchive.com/cat...perPlay15.html
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November 6th, 2018, 20:28 Posted By: wraggster
news via http://www.emulation64.com/view/2913/RxNES-3021/
RxNES has updated to v3.021. This release is an important update, and fixes the issue of generating gigs of data, due to constantly making new textures, where as now it now replaces existing textures, so should be reduced to a more manageable 500meg of ram.
This release also fixes issues to general emulation script RxEnhance.cs, which was getting confused in some rom emulation.
Also a call out to anyone who'd like to help with this project:
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As you should know the main Enhancement script RxEnhance.cs is editable in a text/c# editor, and hopefully a user can optimize / improve it further and share with everyone else.
The sprites are rendered on their own layers, 1 layer for each of 4 screen palettes.
they are then cropped out for dumping.
This is the wrong approach, and sprites should be read from the cartridge and not from the screen; (but I spent weeks coding it this way). Problems arise when 2 sprites overlap each other and they dump combined and overlapping (Only if they use the same of 4 palettes).
Some sprites dumped are duplicates yet have different file names, cropping is over-cropped.
I dunno, I did my best effort on everything but I was really hoping for help from the community.
Lots of good things! The emu has tons going for it!
I just wanted to mention the bugs I would like to see fixed by users as I don't have a current interest in fixing them ('cause it doesn't run full speed).
Important to remember is that replacement graphics can be bigger than their original screen space, so the over-cropping issue shouldn't even matter if ppl are replacing the graphics with new ones anyway. The issue that remains is the corrupt sprites, if a sprite dumps at the same time as the nes is rendering it, it will be half and half of a frame and the frame before. This would cause the replacement sprite not to be used and the corrupted / incomplete sprite to flicker on.
Also, a good point, is that any .png can be replaced with a .obj 3d model. (For sprites and BG Tiles) Just make the .png trasparent and name the .obj the same hash fliename as the .png. The exact way it works is in the code and i'm just still waking up this morning.
I guess this is a call out to Unity3d coders to have a look at the RxEnhance.cs script and see if they can improve it. If you could with the release of this version, write up a call to coders to have a look and fix up the main script. (It compiles at Runtime )
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You can download directly here.
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November 6th, 2018, 20:32 Posted By: wraggster
News via http://www.emulation64.com/view/2909...140c-released/
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.14.0c Changelog:
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# New in 1.14.0c:
gfxPacks: Fixed accidental localization of preset variables in shaders
# New in 1.14.0b:
general: Minor UI tweaks
CPU/JIT: Added exports for Cemuhook to allow for more reliable JIT cache invalidation when toggling patches
GX2: Fixed potential softlock when 'Full sync at GX2DrawDone' is enabled
# New in 1.14.0:
GX2: A full reimplementation of the texture system from scratch
Main improvements:
- Better tracking and synchronization of textures which have overlapping data
- Better performance when a large number of textures are loaded
- Better garbage collection in texture cache (lowers VRAM usage and keeps it low)
- Lower chance of corrupted textures due to improved detection of texture invalidation
- Avoid rendering to GL texture views since they have bugs on AMD and Intel drivers (fixes 'light circles' and similar issues)
GX2: Fixed shader cache being ignored on Windows AMD drivers
GX2: Fixed 'Nvidia artifacts' (e.g. BotW lava and water surfaces would have distorted pixels)
GX2: Primitive RECT are now rendered as triangles
GX2: Added support for shader CALL instruction
GX2: Automatically scale texelFetch() coordinates to match resolution defined via texture rules
GX2: Added support for streamout in geometry shaders
GX2: Emulate color buffer GPU7 registers correctly
GX2: Fixed separate alpha blending
GX2: Correctly clamp out-of-bounds LOD values in GX2InitSamplerLOD()
GX2: Fixed a bug were tiling aperature always assumed a tilemode of 4
GX2: Added support for texture formats R16_SNORM and BC4_SNORM
GX2: Fixed a bug where the first depth clear on an previously unknown texture was being ignored
GX2: Fixed slowdown when rendering point primitives (Mainly affected Mario Kart 8 and Fatal Frame 5)
GX2: Fixed random crash that could occur shortly after shader cache finished loading
PPC/JIT: Small tweaks and improvements
gfxPacks: V2 graphic packs that are not compatible with 1.14.0 will be marked as outdated
coreinit: Context LR is now stored as big endian
coreinit: Added API OSContinueThread, MEMGetAllocatableSizeForBlockHeapEx, OSSwapAtomic
coreinit: Small tweaks to OSExitThread
input: Fixed touch input in separate pad window
input: Improved deadzone handling
vpad: Fixed directions of axis values in certain situations
snd_user: Added snd_user HLE implementation (VC titles and some other games should now have audio even without providing snd_user.rpl) |
http://cemu.info
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November 6th, 2018, 20:37 Posted By: wraggster
Family Picross by Second Dimension is a brand new puzzle game for the NES. It features more than 100 puzzles for hours of entertainment, and an easy password system to let you continue if you only have a few minutes to play.
The game is 100% FINISHED. and this campaign is to raise funds for a full production run of physical copies! The risk things go wrong is very little with this Kickstarter.
via https://pdroms.de/nintendoentertainm...arter-nes-game
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November 12th, 2018, 20:48 Posted By: wraggster
Nintendo appears to be removing support for Netflix on the Wii, potentially alongside whatever remains of the console's video streaming services, by early 2019.
In a post to Reddit yesterday, a user shared an email they received from Netflix regarding its discontinuation on the platform:
"Unfortunately, Nintendo will suspend all video streaming services on Wii-including the Netflix Channel-after January 31, 2019," the email reportedly read. "We hope you'll soon enjoy an even better Netflix experience with additional features on a supported device. Please visit netflix.com/wii for our device list."
https://www.gamesindustry.biz/articl...-wii-next-year
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November 12th, 2018, 21:43 Posted By: wraggster
fOmey is back with a nice new homebrew utility app for using on your exploitable Switch to package up firmware files for you, this can come in handy to use to grab a 'update' from one Switch to use on another Switch that been banned from getting updates, so check it out below, currently its only v0.4 but its one app that will come more handy as features are added. The tool is quite simple: rather then having to depend on outside sources for firmware NCA's you can now dump them yourself in a targeted efficient manner directly on your switch.. I wanted to cut out the middle man. A means to a end, a tool designed specifically for firmware dumps.
No longer are you forced to dump your entire nand to get my hands on the latest firmware, this was a huge waste of time.. or have to patiently wait for the files to become available online, which again is another waste of time - expect delays!
What you do with the files is entirely up to you, development purposes? downgrade snapshots? latest firmware upgrade? Analysis? etc..
Dumping process does take a while, but much less time than a full NAND backup that's for sure! Once the dump is complete, simply open ChoiDuJourNX and target the dumped firmware directory to install.. simple, easy & efficient.
CHANGELOG v0.4:- Fixed firmware version detection.
v0.3:
- Detect firmware version & append version to output directory names on SD card.
- Fixed a bug where you couldn't restart a dump after canceling in certain situations.
- Verify necessary partitions are mounted between operations.
download https://gbatemp.net/threads/firmware-dumper.522522/
via https://www.maxconsole.com/threads/s...y-fomey.49489/
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November 12th, 2018, 21:44 Posted By: wraggster
SciresM just tweeted "Checked my calendar, and it looks like it's June 15th again -- Atmosphere 0.7.5 has released: New in 0.7.5 are DRAM training in fusee, which results in a ~200%-400% faster boot time (thanks, @hexkyz!), and creport output improvements. "0.7.5 is Atmosphère's sixth official release.
fusee-primary was last updated in: 0.7.0.
The following was changed since the last release: - DRAM training was added to fusee-secondary, courtesy @hexkyz.
- This greatly improves the speed of memory accesses during boot, resulting in a boot time that is ~200-400% faster.
- creport has had its code region detection improved.
- Instead of only checking one of the crashing thread's PC/LR for code region presence, creport now checks both + every address in the stacktrace. This is also now done for every thread.
- This matches the improvement Nintendo added to official creport in 6.1.0.
- The code region detection heuristic was further improved by checking whether an address points to .rodata or .rwdata, instead of just .text.
- This means that a crash appears in a loaded NRO (or otherwise discontiguous) code region, creport will be able to detect all active code regions, and not just that one.
- General system stability improvements to enhance the user's experience.
For information on the featureset supported by 0.7.0, please see the official release notes.
Click to expand...
OFFICIAL GITHub Project Page: --> https://github.com/Atmosphere-NX/Atmosphere/releases
via https://www.maxconsole.com/threads/a...eleased.48878/
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November 12th, 2018, 21:46 Posted By: wraggster
This 'patched' app, linked below works on all CFW's including SX OS and older 5.1 firmwares, and is handy not only for 'banned' users, but also users that wish to enjoy YouTube on their Switch consoles, without any tracking by big 'N' or having an 'linked profile'. - No need to have linked account
- Works on Banned consoles
- HDCP is disabled
- Video capture is enabled
- Screenshot is enabled
- Crash Reported and PlayLog Policy are disabled
- Age restrictions are removed
- Standard Crypto, no title key
- No need to update to 6.1.0, works on 5.1.0+
Click to expand...
DOWNLOAD: --> https://scmods.com/sxos/Youtube_patched.zip (57.35mb)
via https://www.maxconsole.com/threads/p...witches.49600/
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November 12th, 2018, 21:49 Posted By: wraggster
VelocityRa is busy porting over KODI branch on GITHub to the Switch, it not released yet, but its one project to follow for sure! Kodi is an award-winning free and open source software media player and entertainment hub for digital media. Available as a native application for Android, Linux, BSD, macOS, iOS, and Windows operating systems, Kodi runs on most common processor architectures.
Created in 2003 by a group of like minded programmers, Kodi is a non-profit project run by the XBMC Foundation and developed by volunteers located around the world. More than 500 software developers have contributed to Kodi to date, and 100-plus translators have worked to expand its reach, making it available in more than 70 languages.
While Kodi functions very well as a standard media player application for your computer, it has been designed to be the perfect companion for your HTPC. With its beautiful interface and powerful skinning engine, Kodi feels very natural to use from the couch with a remote control and is the ideal solution for your home theater.
Click to expand...
OFFICIAL SITE: --> https://github.com/VelocityRa/xbmc/tree/switch
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November 12th, 2018, 21:53 Posted By: wraggster
GBATemp Homebrew bounty program is coming along with the 'first month' closing soon and one of the biggest entries in the contest is Gen 7 Engine by @iyenal it allows you to quickly develop 'homebrew' games & apps for Switch and other platforms. Gen7 Engine is an engine which I developed now for many months, at first to facilitate me the development of various homebrews. But after some point, Gen7 Engine was enough mature and developed... to make it a full engine, so I decided to make it a full software development kit. And since that, everything have been designed with novices in mind, so everyone can make his own homebrew with very little requirement, and I hope make quality ones. - A multiplatform engine
Gen7 Engine uses wrappers (SDL is planned) which makes its code versatile on any platform where the wrapper is supported. You can use Gen7 Engine to compile for the Wii (I already done so), Wii U, 3DS, even the Dreamcast or mobile, as SDL are ported on these platforms. As I didn't had enough time to test Gen7 Engine on other platforms than the Switch, I disabled Wii support for security reasons.
- Visual Programming
Yes, you can make your own homebrew without programming knowledge requirement! With blocks, compose the code of your application using the smart system of visual programming providen by Gen7 Engine. And in the future, node programming will be supported to be able to make FSM states (Finish-State System) and global view hierarchy to empower your programmation.
- Multiplatform itself
What better to be able to program anywhere? Gen7 Engine interface system is designed using OpenGL and hybrid Javascript which is supported on a wide range of devices, like mobile or tablets! And maybe even consoles in some cases! To compile you code in these devices, a cloud compilation system will be realized to set your own server or Gen7 Engine services so you can test your productions without the need of your computer.
- Extend your Gen7 Engine Installation
Customize Gen7 Engine for your needs and even use your own C code and librairies to not be limited by the engine, or use G3E files to extend the available events for your application and to share them.
Click to expand...
This is not for average Switch user, its for true 'homebrew' that wants to make some cool projects available on the Switch, for all the info on installation (it takes a while, an hour or more), author support & documention, downloads (large 2gigs), check out the source:
NEWS SOURCE: Gen7 Engine - Visual Programming Engine for Switch (via) GBATemp
via https://www.maxconsole.com/threads/g...-switch.49517/
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November 12th, 2018, 21:57 Posted By: wraggster
Dontwait00, @midstor @LordApple and the rest of the NX++ Team have released v1.5 of their NXToolkit++ for all to enjoy! Changelog: v1.5 - Added a touch based menu
- Fixed nand dumping crashing the switch
Click to expand...
You can grab the latest .NRO from their GIT page, which is linked below, in the meantime here is their original news announcement for the first version released last month: We at the NX++ team are happy to announce our new software dubbed the NXToolkit++!
We are working to improve this software every week with a new update to add more features! We currently have AutoRcm, Shutdown, Restart, Dump nand!
What we are working on:
- TITLE MANAGER
- Install NSP
- Install Gamecart
To install the software please visit the appstorenx to download the latest build of NXToolkit++ if you would like to download offline download it from our Releases page and drag it to the "Switch" folder and enjoy the great features of NXToolkit++!
Click to expand...
OFFICIAL SOURCE: --> https://github.com/LordApple/NXToolkitPlusPlus/releases
via https://www.maxconsole.com/threads/s...nx-team.48749/
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November 14th, 2018, 21:21 Posted By: wraggster
Nintendo of America has reached an agreement with the owners of LoveROMS.com and LoveRETRO.com in a copyright infringement lawsuit against the emulator sites. Both parties have agreed to a final judgment in Nintendo's favor to the tune of over $12 million.
The lawsuit, which was filed back in July, was brought by Nintendo against the owners of the sites, Jacob and Cristian Mathias. In it, Nintendo alleged that the "vast library of unauthorized copies of video games" contained on the sites "infringes and threatens irreparable injury to Nintendo's intellectual property rights."
TorrentFreak reports that the suit did not go to trial, but that both parties agreed upon a consent judgment and a permanent injunction after the couple admitted to both direct and indirect copyright infringement. The judgment prohibits them from using, sharing, or distributing Nintendo ROMs or other materials again in the future, and requires them to both provide Nintendo with all games, game files, and emulators in their custody and hand both domain names over to the company. In addition, they must pay Nintendo $12.23 million.
However, as TorrentFreak points out, it is unlikely that Nintendo will come for the full amount from a married couple running a ROM site. Rather, the high figure may be to act as a deterrent to others, while an actual, smaller amount has been agreed upon in private.
https://www.gamesindustry.biz/articl...om-site-owners
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November 14th, 2018, 21:24 Posted By: wraggster
Team-Xectuer has released a new custom homebrew app for usage on their SX OS, this one allows the Switch user to legally make his own game cartridge backups in .XCI format dumped out to microSD or USB HDD, complete with 'cert id' for safer online usage (if you so wish to risk it), and many other useful dumping options as you can see detailed below in TX's latest news announcement: Today, we are back with the help of our friends [WAIN] who developed a very useful app for SX OS: the SX Dumper!
As the name indicates it, this app will allow you to dump an original game to your microSD card or USB HDD and then play directly with your backup without the need of the original game anymore. This version 1.0.0 is already packed with features, and we are already working on the next update(s) to bring you an even smoother experience.
SX Dumper v1.0.0- Dump to .XCI
- Automatically filenaming (full gamename.xci)
- USB HDD & microSD Card support
- Trimmed dumping (removed unused space from backup)
- Certificate wiping
- Splitting files for FAT32 filesystem
- CRC checking dumped image
https://team-xecuter.com/where-to-buy/
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November 14th, 2018, 21:25 Posted By: wraggster
Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.
Installation - Drop the nro downloaded from releases file in your /switch folder
- Get a copy of half life that contains the valve folder.
- Make a xash3d on the root of your SD card and copy the valve game folder into there.
- Download the extras.pak files from https://github.com/FWGS/xash-extras/releases and put it in the valve folder for all the menu assets.
Make sure the /valve/ folder you copy across is a clean folder as existing config files may cause graphical issues.
NOTE
- While Blue Shift and Opposing Force should start, they are unlikely to be completable at this point due custom entities unique to those games being missing.
- This port does currently suffer from long pauses during level loading, saving and loading due to slow file operations. You can reduce the instances of long pauses by disabling auto-saving. Open config.cfg and add 'sv_autosave 0'. You will have to remember to save manually, but this will result in no pauses when auto-saving and thus a smoother experiences.
https://github.com/switchports/xash3d-switch/releases
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November 14th, 2018, 21:31 Posted By: wraggster
rsn8887 has released a new version of the port of the Amiga Emulator for the Nintendo Switch:
This is the Amiga emulator UAE4All2 v1.73. I ported this emulator to the Switch, based on my latest Vita version. I had to adjust the code from 32bit to 64bit. The Switch is faster than the Vita, for example Jim Power plays without slow-down.
Changes in this Version
======
1.74 (Switch only)
Allow remapping of ZR/ZL on Switch
Map ZR/ZL to "slow-down mouse" on Switch if custom controls are off
Add option to misc menu to choose either A or B as OK button on Switch
Add sharp-bilinear-simple scaling routine, and make it the new default
Add point filtering scaling routine
1.73 (Switch only)
- Fix savestates on Switch
Description
=====
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is my mod of this great Amiga emulator that was originally ported to the Vita by Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.
![Screenshot of UAE4All2 Vita/Switch_mod](https://s14.postimg.cc/lzgf1988h/uae4all_b.jpg)
Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.
Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.
Thanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.
Thanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and Sean Ritzo.
Installation
======
* Vita:
* Install .vpk
* Obtain and copy BIOS files "kick13.rom", "kick20.rom" and "kick31.rom" to "ux0:/data/uae4all/kickstarts"
* Switch:
* Download and unzip `uae4all2_switch.zip`
* Copy the resulting folder `uae4all2` to `/switch/` onto your SDCard, ensure none of the "archive" flags is set.
* You should now have the executable `/switch/uae4all2/uae4all2.nro` and a folder `/switch/uae4all2/data/` with the keyboard icons and other data files on your SDCard.
* Obtain and copy BIOS files `kick13.rom` (size: 262,144 bytes), `kick20.rom` (size: 524,288 bytes) and `kick31.rom` (size: 524,288 bytes) to your SDCard into `/switch/uae4all2/kickstarts/`
* Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2
Vita/Switch-exclusive Features
======
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to "slow mouse" in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
Vita-exclusive Features
======
- Shader support: default "sharp_bilinear_simple" uses integer pre-scale for sharp, undistorted pixels with minimum blur, even if game is zoomed to fill the full Vita screen.
- Bluetooth keyboard and mouse support
- Supports loading files from ux0: or uma0: partition
- Rear touch panel can be enabled for mouse pointer control
Switch-exclusive Features
======
- On the Switch, there's no shader support yet. But the Switch resolution is high enough for perfect integer scaling with factor 3x if displayed lines is not larger than 240 and width is not larger than 426. Filtering can be set to "Bilinear" or "None". When "Bilinear" is selected, the screen is scaled to fill the Vita display, keeping aspect ratio. No black bars on top and bottom appear. The image can be quickly zoomed using "R+Start+left/right" and vertically adjusted using "R+Start+up/down" to center it. When "None" is selected, only a perfect integer scaling is applied. Depending on the chosen Amiga screenmode, the integer scaling will be a 1x, 2x, 3x, or in principle even 4x, depending on whether the scaled Amiga screen fits. In most cases, this results in black bars on top and bottom as well as left and right.
Notes
======
- *Bios:* Please put kickstart files in `ux0:/data/uae4all/kickstarts` on Vita and in `/switch/uae4all2/kickstarts` directory on Switch. Files must be named as kick13.rom, kick20.rom, kick31.rom
- *Speed:* Most games run full speed. Some slow Amiga 1200 and WHDLoad games actually run faster if the CPU speed is reduced from 14 MHz to 7 MHz, because they rely more on custom chips than CPU. Some graphics glitches in Lionheart WHDLoad inside the caves are fixed by this.
- *Config File:* If you have problems with settings not saving etc, please delete or rename your config file in the folder `ux0:/data/uae4all` (Vita) or `/switch/uae4all2/conf/` and restart the emu. I heard this can fix many problems when you are replacing an older version of this emulator with a newer version. Lots of things are changing in the config file between releases.
- *Display on Vita:* On the Vita, the sharp_bilinear_simple shader, on by default, creates a sharp pixel image with minimal blurring. It applies a maximum integer pre-scale first. Then it scales only the small remainder using the builtin bilinear filter, keeping the aspect ratio intact.
- *Display on Switch:* On Switch, there is no shader support yet. But the 720p resolution on Switch allows 3* integer scaling as long as the displayed lines are <=240 and width is <426. This can be selected in the display menu under `shader`. There are two settings: `None (perfect integer scaling)` with black bars on top and bottom, or `bilinear (a little blurry)`, without black bars on top and bottom.
- *Screen settings:* Many Amiga games fit the screen very nicely. For example, take Chaos Engine with a screen setting of 320*200 and sharp_bilinear_simple shader enabled (or bilinear on Switch). The picture can be zoomed using R+Start+Dpad left/right, and moved vertically using R+Start+Dpad up/down to center it on the screen. Once this is done, the picture fills almost the whole screen and looks amazing with no artifacts and, on Vita, almost no blurriness. The game runs smooth with zero frameskip.
Selecting a 'Preset Width' of 320, 352 or 384 (max overscan) results in lo-res screen emulation, good for most games, while 640, 704, or 768 results in hi-res screen emulation, good for use with Workbench or some text-based games.
- *Blitter:* The blitter settings can help with graphics glitches in some games. Since it seems to work best, "immediate" is the default. But some games require setting blitter to "normal" and re-booting to remove graphics glitches, for example PP Hammer, Spindizzy Worlds, and Shufflepuck Cafe.
- *WHDLoad:* If you have problems with a WHDLoad .hdf game, maybe try an .adf version of the same game. Rock'n Roll is one of a few games that work on UAE4All2 only using .adf files. It has graphics glitches and runs too fast in WHDLoad with .hdf. To make it work correctly, I loaded the "Rock'n Roll.adf" from Gamebase Amiga, chose the preset A500 config, and changed the Blitter setting to Normal.
- *Sprite Collisions:* Some games require sprite-to-sprite collisions. Sprite collisions can be turned on in the "more options" menu. The only game I know of that requires this is SpaceTaxi 3.
- *Savestates:* Four regular savestates can be saved per game. There's also a slot for an automatic savestate, labeled "auto". If it exists, this will be loaded immediately when the .adf is inserted. To prevent this, delete the auto savestate by selecting it and choosing "delete savestate".
- *Multiplayer:* Up to four controllers on Vita TV are supported and can be fully mapped. The mouse can be switched off because it interferes with the other joystick that controls player 2 in most games. If you pair new controllers and they do not seem to work, scan for them in the "custom controls" menu by pressing L. At the bottom it will say how many controllers have been found. By default, parallel port Amiga joysticks 3 and 4 are controlled by VitaTV gamepads 3 and 4. They can also be mapped to other inputs using the custom controls screen.
- *Sound:* For use with headphones, a stereo separation setting of 50 sounds better than the default setting of 100. The original Amiga had completely disjoint left/right channels. This can sound quite jarring on headphones. Concerning sound frequency, on the Vita, the default of 44.1 kHz gives by far the best results. On the Switch, the best sound is obtained with 48 kHz, which is the only frequency supported on Switch.
download https://github.com/rsn8887/uae4all2
via https://www.nintendomax.com/viewtopi...3917e9e7076298
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November 14th, 2018, 21:33 Posted By: wraggster
Joel16 has updated his shell for the Nintendo Switch:
NX-Shell v1.05 - Initial Stable Release
This is a pretty important release. If you're updating this from an older version, it is recommended to delete your /switch/NX-Shell/ folder before you install this update. This is the last version where you'll have to do this. Future updates will automatically handle this.
Features:
Make use of the GPU hardware acceleration.
Switch to internal FS functions to display directory list.
Added config version to config files - If a new version is found where the config file needs to be changed, it will automatically be deleted and regenerated.
Replaced the executable icon with something more dark theme friendly.
Local time is now supported.
Displays file permissions in properties.
Display storage bar for current mounted device. (some devices/mount points don't have this)
Allow user to browse other user partitions from menu bar. (Very little can be done at this time, since it seems FS functions are locked out of using them).
Lock applet during write/cut/copy/delete processes.
Added a "More..." button in file options.
Added a "Refresh" button refresh directory list.
Added a "New file" button to create an empty file.
Added a button to set archive bit on checked directories or currently highlighted/selected directories. - This
feature is a work in progress. Don't use this with any important directories unless you know what you're
doing. This feature can only be accessed if "Developer options" is enabled.
Added a new options in Settings called "Developer options". If this toggle is set, any FS function that fails to execute properly will be logged in a file called debug.log, which can be found in /switch/NX-Shell/debug.log.
Wrap CWD display if it gets too long.
Improve book reader controls in landscape mode (Right stick right/left should zoom in/out in landscape mode)
Fixes:
Fix last saved directories not properly being read due to having spaces in their names.
Fix automatic scroll when selecting a checkbox.
Fix exit key (PLUS) in music player, image viewer and settings.
Book reader no longer displays status bar after every page. Only displayed during zooming or if screen is touched in the middle or outside touch area depending on the orientation.
Many under the hood changes.
If you'd like to support me, then feel free to buy me a coffee, I'd really appreciate it! https://www.paypal.me/Joel16IA
download https://github.com/joel16/NX-Shell
via https://www.nintendomax.com/viewtopi...3917e9e7076298
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November 14th, 2018, 21:37 Posted By: wraggster
Jayenkai has released a new version of the rather awesome looking retro type platform game, heres the release news:
Platdude's great adventure continues.
Welcome to the wonderful world of Platdude.
We join our adventurer as he roams around a series of dungeons and caverns and puzzling areas for absolutely no reason other than to gather up as many blue spheres as he can.
Why does he do it? Nobody's sure.
But gathering up all the spheres seems to unlock a door to yet another dungeon, cavern or otherwise puzzling area.
-=-=-
Editor
-=-=-
The editor is as fully formed as it's going to get.
If you'd like me to add a few more tile types, be sure to suggest them in the thread! I have space for another 16 or so tiles before I need to rework some of the game's formatting.
Once you've made a set of 4 levels in a single pack, head back to the menu and play through all 4 to earn the "All 4" icon for that level pack, to ensure the levels are completable.
If you'd then like to upload your levels, take the MyLevels.lev file from your SD card and upload it via this page.
-=-=-
Puzzle Platformer
-=-=-
Please be aware that JNKPlat is more Puzzle game than Platform game. There will be a few occasions when you consider things in the game to be "wrong", because you're expecting them to behave in the style of a Platform game.
JNKPlat is a Puzzle game first and foremost.
-=-=-
Two Button Jump
-=-=-
You can turn this off in the main menu. The toggle is on the top-left.
It is recommended to play JNKPlat with two jump buttons.
The game is .. Harder.. with only one jump button, and I haven't implemented everything properly due to it requiring more than a little guess-work as to what the player's actually trying to do.
Hopefully when you start playing the game, you'll understand that a little better.
download https://agameaweek.com/?ShowJust=435
via https://www.nintendomax.com/viewtopi...3917e9e7076298
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November 14th, 2018, 21:40 Posted By: wraggster
PypeBros have released a new version of their game for the Nintendo DS:
it has been almost one year since the last release of Bilou : School Rush. Through unpractical ideas, oversophistication and deep engine refactories, I finally get something to share with you. Here is maybe the penultimate release bringing 1-UPs and hi-score tables to School Rush.
Voici enfin une nouvelle release de School Rush. Je laisse donc tomber les options trop complexes pour me concentrer sur ce qui compte vraiment pour le jeu: les 1-UPs, le calcul du score (distance parcourue si on ne finit pas le jeu ou temps écoulé si on le termine).
So, compared to the previous builds,
you can get 1-UPs by collecting letters. Everytime you get one, the next one will be more "expensive", though.
every loading screen show how long it took you to get there and how far was that "there".
there is a "congratulations" level at the end of the 'secret, good ending'
there is a "game over" screen
in both case, a hiscore table will show up. You'll compete for the shortest time if you found the good exist, and for going as far as possible (in pixels) if you're game over.
no new levels this time. Core gameplay unchanged.
I do not have yet the code to let you enter your own name at the end of it though (that will likely be for the latest release). The purpose of this one is to ensure that the arbitrary scores mentioned as "special thanks" can be beaten. So you'll always be "Player One" and the pointing hand will not yet help you to see where you are.
J'ai un début de table des scores, aussi, mais pas encore la possibilité d'y enregistrer son nom. ça, ce sera pour la dernière release.
The times are shown as MINUTES:SECONDS:FRAMES, btw. I managed to get to the end in about 10'50", while losing 2 lives (which took me about 2 minutes). So beating KirbyKid will ask you at least deathless play through and beating Wintermute will almost certainly require to pull off some emergent gameplay and speedrunner skills... which isn't necessarily bad.
gameplay
You're controlling Bilou, a blue, ball-shaped explorer. You make him JUMP with the (A) button and grab things (or throw them) with (B). Your goal is to reach the right of each level before you're caught by the ever-raising ink.
You'll need to be quick, too. Use (R) or double-tap in left/right directions as if you were a pink, living vacuum cleaner.
You can stomp some monsters, you can throw sharpeners at others. Remember: the pencil soldats are the only real threat here, and they must be stopped from pouring even more ink for their autoritarist plans. Everything else that looks dangerous is mostly acting on fear and may prove very useful if you keep your head cold. Think about how useful a bobbing sponge could be if you could ride it (B). or how high an inkwell could shoot you ...
There are rumours of magical artifacts that could help you. The Fist of Justice, that noone can stand against (double-B) and the Floating Twister (hold A), that let you reach far away places. It's unlikely the pendats will let you recover them without a fight, though.
Story
At the far east of this school-like country, there is a gauge that will stop the ink. Rush for it! The books city is close to be destroyed once for all, and the elders' knowledge will be lost. This must be another plot from Square Root, who decided that mathematics are the only thing worth of being written down.
Everyone here seems to believe that Bilou is a sort of legendary hero...
download https://sylvainhb.blogspot.com/2018/...our-score.html
via https://www.nintendomax.com/viewtopi...3917e9e7076298
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November 14th, 2018, 21:47 Posted By: wraggster
Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
Snes9x changelog:
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- Various seta010 emulation fixes. (kps501)
- Pass blargg OAM tests with proper write behavior. (BearOso)
- Prevent interlacing in BG modes 1-4. (BearOso)
- Corrected IRQ and NMI emulation to allow more games to
work properly. (BearOso, OV2)
- Use 1 instead of 0 for initial PPU left window coordinate,
fixing garbage in left column of pixels in some games. (turhope)
- Added interpolation option hack for DSP. (kps501, mudlord,
BearOso)
- Added sprite-tile limit disabling hack. (Tatsuya79)
- Added libretro's fast snapshot support. (OV2)
- Add overclocking hack that increases IPC (retrotalker)
- Fix controller initialization issues preventing some games
from using multitap. (retrotalker)
- Proper write behavior for register $2122. (BearOso)
- Fix transparency issue with Star Fox asteroids. (redguy, BearOso)
- Increase SuperFX speed to more accurately represent
hardware, and fix bugs with Stunt Race FX and Yoshi's
Island. (BearOso)
- Resize viewport on state load. (retrotalker)
- Many fixes to variables not saved or saved incorrectly in
save states. (Dwedit)
- Pass decimal tests in blargg's math test ROMs. (BearOso)
- Remove memory leak in loadzip.cpp. (bonimy)
- Fix screen size not reverting when overscan is turned on
then off mid-frame. (BearOso)
Win32:
- Include DirectDraw libraries and compile with DirectDraw
support by default. (OV2)
- Add a link to DirectX installer in error message displayed
when the needed DirectX libraries can't be found. (OV2)
- Save window position when exiting via menu (OV2)
- Make custom ROM dialog resizable. (OV2)
- Fix various cheat dialog issues. (OV2)
- Remove d3d9x DLL dependency by using DirectXMath. (OV2)
- Remove rarely-used HLSL shader option. (OV2)
- Add InitialSnapshotFilename support. (BearOso)
- Disable BG toggle keys by default. (BearOso)
- Proper centering and cropping for overscanned and
regular height modes. (OV2)
- Remove ability to disable the SNES's hires modes. (OV2)
- Added a Super Famicom-style icon resource to the EXE. (BearOso)
MacOS:
- Partial support for new cheats format. (OV2)
- Fix MacOS build. (marconett)
- Set default for new config options. (tmkk)
- Fix compilation on Mac OS Mojave (meepingsnesroms)
libretro:
- Massive update of libretro code to latest downstream. (fr500, kps501,
OV2, twinaphex,
BearOso,
hiddenasbestos,
m4xw, kxyxz,
claudiuslollarius)
GTK+:
- Use datarootdir instead of datadir on install. (orbea)
- Fix --with-system-zip configure flag. (BearOso)
- Draw interlaced fields when ready. (BearOso)
- Initial Wayland support. (remicalixte)
- Allow XV only in X11. (BearOso)
- Add Wayland support via EGL. (BearOso)
- Significant rewrite of OpenGL driver to support newer
standards. This won't work on cards < OpenGL ~1.5. (BearOso) - Changed frameskip option to speed throttling option with simpler, but more relevant methods of speed control. (BearOso) - Add support for relative-style save slots. (ichigo-0, BearOso) - Remove XML config file format in favor of one more like Win32. Make joystick bindings and more options human- readable and editable. (BearOso) - Try more device nodes when initializing OSS. (BearOso) |
http://www.s9x-w32.de/dl/
via http://www.emulation64.com/view/2916...v157-released/
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November 15th, 2018, 18:33 Posted By: wraggster
Heres some Virtual Boy News:
Jorge and me are delighted to finally be able to announce that we have teamed up with Rubén Garcerá Soto earlier this year to revive his beautiful Virtual Boy homebrew game "Capitan Sevilla 2", which won 2nd prize in PVB Coding Competition 2010.
Under the new name "Capitan Sevilla 3D", we have been rebuilding the game from the ground up in VUEngine, based on the foundation of our Platformer Demo. Since the original game demo was 2D-only, we are remastering all the environments in 3D. So far, the first three (out of four) areas are done and fully playable from start to finish, as is everything else from Splash Screens to Introduction to Credits Screen, etc.
We'll release a demo once we converted all of the original content, probably early 2019, before moving on to extend it with new areas, improving animations, etc. However, a playable demo of the current state (as seen in the video below) will be made available for "Beta Tester" (and above) tier backers of our Patreon campaign today, in a separate post. You select few, please play the demo on a real Virtual Boy to experience it in all its stereoscopic glory! :-)
https://www.planetvb.com/modules/new...hp?storyid=455
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November 15th, 2018, 18:38 Posted By: wraggster
devkitPPC release 33 and libogc 1.8.21 are now available via pacman. Use sudo (dkp-)pacman -Syu to update or sudo (dkp-)pacman -S devkitPPC libogc to install.
devkitPPC release 33
- Updated binutils to 2.31.1
- Updated gcc to 8.2.0
- Updated gdb to 8.2
Some of you will also be very glad to learn that we found a clean way to get newlib to use int based types for (u)int32_t rather than long types.
libogc 1.8.21
- Fix gettod_r tv_usec
- Fix time functions on wii
- Use newlib sleep functions with hook
- fix GX_ReadClksPerVtx() shift
- fix warnings with devkitPPC r33
As always
- Further improvements to overall system stability and other minor adjustments to enhance the user experience.
With thanks to Extrems, endrift and Tilka for their contributions to these releases.
https://devkitpro.org/viewtopic.php?f=13&t=8805
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November 26th, 2018, 16:08 Posted By: wraggster
The selling power of Pikachu and pals continues unabated as the launch of Pokémon Let's Go on Switch sets new records.
Combining the Pikachu and Eevee editions, more than three million copies of the latest monster-catching outing have been sold worldwide, according to the official Twitter feed.
The tweet also reported this is the best-selling first week for any Switch title since the console launched last year, placing Pokémon Let's Go ahead of best-sellers such as Super Mario Odyssey and launch title The Legend of Zelda: Breath of the Wild.
https://www.gamesindustry.biz/articl...nits-worldwide
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November 26th, 2018, 16:48 Posted By: wraggster
@SciresM has been a busy beaver documenting all the changes big 'N' made to their v6.2.0 TSEC Firmware, that is now in control of decryption, which basically has put a 'stop to the current-generation' of Custom Firmwares out there for your exploitable Switch console, but if you are one of lucky few that have been given the new set of 'master keys' and 'pk11' keys for v6.2.0 which were found with new undisclosed exploit, then you can place them in the 'atmosphere/prod.keys' file, and enjoy having the first v6.2.0 CFW! Pushed some 6.2.0 support code to atmosphere-master -- for now stuff requires you to bring your own keys externally, but if you do...
Click to expand...
Now with this update out on the official GITHub Project Page linked below, it means the battle is on, with whom will leak the 'keys' and whom will copy the work by @SciresM to produce a complete CFW package that does not need any external dumping tools or secrets!
NEWS SOURCE: @SciresM (via) Twitter
via https://www.maxconsole.com/threads/w...support.49932/
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November 26th, 2018, 17:39 Posted By: wraggster
Currently, to transfer files back and forth to your Nintendo Switch, you either have to remove/insert your MicroSD between your console and PC, or you have to enable WiFi and use an FTP server to transfer files, but now scene developer @ischeinkman has started working on NX-USB which allows to you access your Switch on your PC with just a simple handy-dandy USB cable connected between your Switch and PC, and bang you can start transferring files back & forth. NX-USB is composed of 2 parts: a "server" component that runs on the switch, called nxusb_server.nro, and a "client" component that runs each command on the computer.
Setup- Grab a copy of nxusb_server.nro. This can either be done by building it yourself, or just by downloading it from the Releases page.
- Make sure that you have gotten nxusb_server.nro on to your Switch somewhere where it can be ran from.
- Find a valid client, which at this point is only possible by downloading Rust and building it yourself via cargo build -p client. At the moment, the client executable is just called client, so that is what we will be using to refer to it here, but this may change in the future.
Running
- Connect the Switch to the computer via USB.
- Run nxusb_server.nro on the Switch.
- Use the client to transfer files between the computer and the switch:
- To "push" a file TO the Switch FROM the computer, use ./client --push [NEW PATH ON SWITCH] [EXISTING FILE ON COMPUTER].
- To "pull" a file FROM the Switch TO the computer, use ./client --pull [EXISTING FILE ON SWITCH] [NEW PATH ON COMPUTER]`
Click to expand...
OFFICIAL GITHub Project Page: --> https://github.com/ischeinkman/Nx-Usb/releases
via https://www.maxconsole.com/threads/w...einkman.49733/
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November 26th, 2018, 17:41 Posted By: wraggster
Nintendo recently updated their old original Wii firmware, and they also more recently announced they shutting-down the 'Internet' on the old outdated Wii's, as such some of current exploits will stop working so there is need for new easy 'entry point' @Fullmetal5 has detailed out his idea of attack plan using the fact that with the recent firmware update Nintendo added a nice 'spot' for us. Alright, so with Nintendo shutting down the E-Shop there won't be a way of getting the Internet Channel anymore which means no more FlashHax. So we need another exploit that works without sd cards and now only works with whatever default channels are installed on the Wii. So what's the attack surface for the default channels?
Well luckily for us Nintendo decided to have their EULA for the Wii be updatable, and they decided to do this by making the EULA view actually just be Opera pointed at the page " http://cfh.wapp.wii.com/eula/XXX/YY.html". Where XXX is the country code and YY is the language. And since they get the page over http that means if we change the dns servers then we can switch the page out for whatever we want.
The actual vulnerability being exploited here will be posted soon when the write up for it is done but the name of this exploit should give you a pretty good idea. (For anyone looking for a fun exercise try figuring this exploit out yourself.)
How to setup str2hax:- Go to the Wii's settings the under Internet select Connection Settings and choose your currently active connection.
- Select Change settings and scroll to the right until you get to Auto-Obtain DNS
- Select No then select Advanced Settings.
- Change the Primary DNS to 216.69.185.14 and the Secondary DNS to 173.201.71.14.
- Select Confirm and then Save, you will be told you must run a connection test. (Select No to the system update prompt)
If the connection test doesn't work try running it one more time and if it still fails leave a post about it. (Please make sure you have a working internet connection in the first place.)
- Back out to the Internet panel and choose User Agreements. Select Yes to the question about the Wii Shop Channel/WiiConnect24.
- You will be taken to a screen telling you to review the User Agreements for the Wii. Select Next.
If you see a pony on screen telling you to wait then you have done everything correctly. The exploit takes 1-2 minutes (1:25 is usually how long mine takes), if it takes longer than 2 minutes then it probably failed. Just turn off your Wii and start again from step 6.
After a minute or two you should be booted into the HackMii Installer. If the Wii freezes on a with a bunch of white text on it please take a LEGIBLE picture of the screen. I can't help you if I can't read it.
Click to expand...
If you got some use out of this and want to throw @Fullmetal5 some money you can do so here. (His College is expensive, so is IDA)
NEWS SOURCE: A channel-less, sd-less entry point: str2hax (via) GBATemp
via https://www.maxconsole.com/threads/w...str2hax.49732/
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November 26th, 2018, 17:44 Posted By: wraggster
Heres some nice Virtual Boy News:
Superstar VB homebrewer Martin Kujaczynski has just launched an indiegogo crowdfunding campaign in order to be able to spend the rest of the year finishing up his VB Music Tracker, the respective sound player code, as well as new game called "Bombenleger", that bears a striking resemblence to Bomberman.
Most homebrew games and demos for the Virtual Boy have inferior sound and music due to the lack of proper sound tools. To change that fact I started the development of a music tracker that will allow developers and composers to create high quality music for the Virtual Boy. At the moment the tool is half-finished. If the funding campaign is successful, I will spend the next few weeks working full time on the project to complete it till the end of December.
To raise interest in the campaign I decided to pair it with the development of a small but fun game for the VB. It's similar to a well know game, where you have to make your way through a labyrinth by placing bombs to destroy walls and defeat enemies.
The campaign will run for a week only two weeks and requires €1,200 to be raised. Let's make is a success!
See all the info here.
via https://www.planetvb.com/modules/new...hp?storyid=456
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November 27th, 2018, 16:34 Posted By: wraggster
As with any Nintendo major update, we need some time to complete this process.
We can't confirm any date yet, but be sure we are doing our best to bring this update as soon as possible.
Meanwhile, do NOT update to 6.2 until we have released our own update that supports it.
–< Team-Xecuter – Rocking the Switch in 2018 and beyond! >–
https://team-xecuter.com/
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November 27th, 2018, 16:35 Posted By: wraggster
A short while ago, word spread that some Pokemon Let’s Go Pikachu dump managed to mess up your Nintendo Switch’s NAND and this resulted in a brick. However, this was only a soft brick because you could revive your Nintendo Switch IF you had previously done a NAND backup which is something that all people hacking their Switch should do!
Now, yet another dump that soft bricks your console is out in the wild and this time, it’s for Super Smash Bros Ultimate which is a game that’s been leaked ahead of its December 7 release date. As a result, it is important to avoid downloading a SSBU dump from unverified sources even if you can’t resist the urge of getting it legally when it’s publicly released (even though you shouldn’t pirate it to begin with).
[h=3]Conclusion[/h]Hopefully, this news article brings to light two important things which some people still need to learn. The first is that of not installing firmware updates before word is released on whether they’re hackable or not EVEN if your console is hacked at the hardware level. The other is that of NOT getting dumps from unconfirmed sources if you go down the illegitimate gaming route because similar things also happened in the PSVita scene.
via http://wololo.net/2018/11/25/nintend...e-precautions/
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November 27th, 2018, 17:00 Posted By: wraggster
Budford v1.0.118 is released. Cemu is a great emulator. But it currently only has limited support for per game settings. How many times have you turned on multi-core support for Breath of the Wild then forgotten to set it back to single core before playing Mario Kart with your friends. And we all know how frustring it can be when a new release arrives and your favorite game no longer works. Budford is a configuration management tool for Cemu with a familiar interface for those who have used the Dophin emulator. Budford is not a game launcher, it is designed to work with your favorite game launcher.
Budford Features:
* Simple user interface for configuring per game settings.
* Budford can support multiple users each with their own save file for each game.
* Supports multiple concurrent versions of Cemu. Budford will create a symbolic link to your mlc01\usr\title folder.
* Can download the latest version of Cemu , Cemu hook and performs all the required setup for you.
* Can automatically download the latest graphic packs.
* Budford can integrate with your favorite game launcher such as launch box or emulation station, it can even launch straight into the game pad view so you'll never need your keyboard again.
* Global settings for audio volume and your preferred graphic pack resolution. (You can override these in your per game settings)
* Game ratings and view filters to help you find your favorite games.
* Track statistics such as the number of times you have played each game or how long since you last played it.
* Easy access short cuts to important Cemu folders such as Shader Cache, Save Folders and Game files. No more searching through log files to find folder names.
https://github.com/SteveLeafo/Budford
via http://www.emucr.com/2018/11/budford-v10118.html
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November 28th, 2018, 16:09 Posted By: wraggster
Nintendo's share price continues to slide as the Switch looks likely to miss its two-year sales projections.
According to an analysis report from Bloomberg, the Switch is likely to fall short of Nintendo's 38 million sales target set for March by nearly three million units.
Nintendo enjoyed a resoundingly successful first year with the Switch, which became the fastest-selling Nintendo console of all time.
However, concerns that the platform holder would be unable to maintain such momentum after front-loading the console's launch with flagship titles may not have been unfounded.
Nintendo's share price has fallen 33% from roughly $435 to just under $300 since January, as it slides closer and closer to Switch pre-release levels.
Much like the Wii, Nintendo hoped that the Switch would be able to connect with consumers in the wider public, but products like Nintendo Labo have failed to deliver on that front.
Launched in April the Labo saw a brief rise in share price, preceding an accelerated decline.
Speaking with Bloomberg, William O'Neil & Co Inc. analyst Cornelio Ash said: "All great consoles need a great second year, and Nintendo hasn't delivered one for the Switch.
"Investors thought over five years they could sell maybe 90 million units. But after this year, that's looking pretty much impossible."
The strength of Nintendo has always come from its first party line-up, and the platform holder has announced a new Animal Crossing game, new Metroid, and a new core Pokémon RPG.
Additionally, Super Smash Bros. Ultimate has become the best pre-selling game on Switch.
However, none of these titles are likely to appeal to the wider non-gaming audience that Nintendo needs to capture in order to replicate the long-term success of the Wii.
Wedbush Securities analyst Michael Pachter suggested that a 33% price cut would be necessary to spur sales growth.
"I don't see sales growing unless the price is reduced to below $200," he said.
Nintendo has also failed to improve the situation following mixed results from its mobile efforts, with Super Mario Run failing to meet expectations, and Miitomo shutting down after two years.
https://www.gamesindustry.biz/articl...ets-for-switch
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November 28th, 2018, 16:09 Posted By: wraggster
The Thanksgiving weekend marks a frenzied beginning to the holiday sales season in the US, and Nintendo wasted no time in getting into a festive spirit. Nintendo of America today reported that its total revenues for the five-day stretch including Thanksgiving, Black Friday, and Cyber Monday were more than $250 million.
Naturally, the Switch was a main driver of that, as Nintendo's latest console saw hardware sales more than double for the holiday weekend, up 115% year-over-year. That made for the Switch's best-selling week to date, and the strongest performance any Nintendo console has posted over the five-day Thanksgiving-to-Cyber-Monday period, surpassing even the high mark of the Wii. The company said the Switch now has an installed base of more than 8.2 million units in the US.
On the software side, Nintendo reported selling 1 million first-party Switch games over the holiday weekend (physical and digital combined), a 78% jump year-over-year. At the same time, the Pikachu and Eevee versions of Pokémon: Let's Go have combined for total sales of 1.5 million since their debut the week prior, while Super Mario Party passed the 1 million sold milestone in the US. It became the fifth first-party Switch game to hit 1 million sold in the US, joining Zelda: Breath of the Wild, Mario Kart 8 Deluxe, Super Mario Odyssey, and Splatoon 2.
Nintendo's business outside the Switch was not as vibrant, as Nintendo reported total US hardware sales for the holiday weekend up 45% year-over-year. While the company didn't give concrete indicators of their performance over the weekend, the 3DS family of systems reached lifetime US sales of 22 million, while the NES Classic hit 2 million sold overall and the Super NES Classic topped lifetime US sales of 2.5 million.
https://www.gamesindustry.biz/articl...friday-weekend
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November 28th, 2018, 16:10 Posted By: wraggster
For Nintendo to meet its fiscal year goal to sell 20 million Nintendo Switch units in 2018-2019, it has some serious work to do. But Nintendo of America president Reggie Fils-Aime's anticipations for the holiday season are far from pessimistic.
In an interview with Yahoo Finance, Fils-Aime said that the gift-giving season in the Americas (where Nintendo sees the most revenue) is especially important to Nintendo. "The holiday selling season - October, November and December - critically important to our company," he said.
https://www.gamesindustry.biz/articl...g-the-holidays
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November 28th, 2018, 16:13 Posted By: wraggster
During a recent Legend of Zelda concert that took place in Japan, Zelda series producer Eiji Aonuma made a comment on stage that drove fans to think that Nintendo was possibly planning to port the Wii's The Legend of Zelda: Skyward Sword to the Switch. He taunted the audience when questioned about Breath of the Wild, replying with "are you sure you don't want to ask about a Switch version of Skyward Sword?" which a reference to an earlier moment where the concert's host had expressed how much they enjoyed the music of Skyward Sword. This set sites into a frenzy, wondering if Aonuma's comment meant something more. However, an official statement from Nintendo today has grounded such ideas. According to the company, they, "have no plans to release The Legend of Zelda: Skyward Sword on Nintendo Switch" at this time.
https://gbatemp.net/threads/nintendo...a-port.524627/
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November 29th, 2018, 17:00 Posted By: wraggster
Nintendo has dropped its insistence on getting a share of advertising revenues generated by people who post videos about its games on YouTube. The company today announced that it will end the Nintendo Creators Program, which saw YouTube content creators give over as much as 40% of a video's income if it featured Nintendo games.
"We are ending the Nintendo Creators Program (NCP) to make it easier for content creators to make and monetize videos that contain Nintendo game content," the company said. "We will no longer ask creators to submit their videos to the NCP, and creators can continue showing their passion for Nintendo by following Nintendo's guidelines..."
Those guidelines give people permission to monetize videos with gameplay footage and screenshots of Nintendo games, so long as the content creator adds something to the process. "Videos and images that contain mere copies of Nintendo Game Content without creative input or commentary are not permitted," the guidelines state. Additionally, the content must be from something officially released, and monetization must occur through an approved channel, such as the YouTube Partner Program or the Twitch Affiliate Program.
While this brings Nintendo closer in line with industry standard attitudes toward content creators, it is a significant change from its previous stances. In 2013, Nintendo claimed all monetization rights to videos using images or music from its games. Two years later, it introduced the Nintendo Creators Program as something of a compromise, letting people sign up to give the company a 40% share of advertising revenue from videos featuring its products. Content creators could also register their entire channel for the program, in which case Nintendo would take 30% of advertising revenue.
https://www.gamesindustry.biz/articl...eators-program
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November 29th, 2018, 21:32 Posted By: wraggster
biskeydump continues to be updated by scene developer @rajkosto, which is a custom 'payload' designed to dump all your Switch BIS keys for usage with later on with eMMC contents decryption on your desktop or laptop, and his latest version 7 build has been updated to handle all the new TSEC changes made recently by big 'N' with their v6.20 firmware release!
rajkosto said: biskeydump v7 is out for those who need to get their tsec/bis keys while on 6.2.0, also adds option to save keys to a file on microsd
Click to expand...
PLEASE NOTE: This only helps in backing up your NAND that been updated to v6.2.0 and making changes to it like downgrading, etc., it does NOT help in getting the new special keys needed for CFW on v6.2.0!
OFFICIAL SITE: --> https://github.com/rajkosto/biskeydump (and) https://switchtools.sshnuke.net/
via https://www.maxconsole.com/threads/s...ajkosto.46893/
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November 30th, 2018, 17:27 Posted By: wraggster
There's been a slightly surprising amount of consternation over Nintendo of America president Reggie Fils-Aime's assertion this week that Nintendo does around 60% of its business in the holiday quarter. In some quarters this seems to have raised eyebrows simply because it seems improbably high. In others it's ignited yet another tiresome round of the endless argument over whether Nintendo is "for kids", with the heavy holiday quarter loading being taken as evidence that the firm's hardware and software are largely purchased by parents as gifts for children.
The very existence of this argument is bewildering, given that Nintendo is perfectly open about seeing itself as a toy company first and foremost. It also ignores the enduring popularity of things "for kids" among adult audiences and the fact that adults, too, tend to receive gifts from one another around the holiday season - although perhaps not the kind of adults who spend too much time ranting on the Internet about other people's gaming preferences."To hit its targets, a holiday quarter that racks up an enormously disproportionate amount of the year's sales will be essential"
Perhaps Fils-Aime's goofy onstage persona at Nintendo events has lulled people into a misconception that he is not to be taken seriously in his corporate pronouncements, but it really shouldn't surprise anyone that these figures were not pulled from thin air. However, the numbers may reflect more about Nintendo's aspirations for this year than they do about its historical performance. While the granularity of the financial figures in Nintendo's annual reports leave a little to be desired, one thing we can say is that at no point since the launch of the Wii has the holiday quarter (the three months ended December 31st) ever accounted for 60% of the company's annual sales. The figure is high, for sure - in many years it hovers around 50% - but it's not quite at the level Fils-Aime suggested.
That doesn't mean he's wrong. The figures in the annual report are global figures, meaning that they encompass territories where holiday gift-giving is far less of a major retail boom than it is in North America. If half of Nintendo's global sales are accounted for in the holiday quarter, it wouldn't be at all surprising if that number hits 60% in the United States on occasion, especially given that both Thanksgiving and Christmas offer major sales spikes during that quarter in the US. Hence I don't think Fils-Aime misspoke or pulled out an unsupported figure. Rather, I suspect he was speaking as Nintendo of America boss, rather than as a representative of Nintendo globally.
The thing is, though, that Fils-Aime's statements will naturally be taken in the context of Nintendo's incredibly high aspirations for Switch sales this financial year. The company maintains that it's going to sell 20 million units of the console by the end of March 2019, a goal which it's still a fair way from accomplishing as of its most recent global installed base announcements. To hit its targets, a holiday quarter that racks up an enormously disproportionate amount of the year's sales - say, oh, around 60% of them - will be absolutely essential. "Where are the holiday system-sellers for Sony and Microsoft, especially given that the holiday season does indeed skew young?"
In fact, a little back-of-envelope (or hastily-compiled-Excel-sheet in this case) calculation suggests that on the basis of the performance of the June and September quarters, the December and January quarters will need to account for about 75% of that sales target between them - and historical performance suggests that 60% in a bumper holiday season followed by eking out the last 15% in the New Year is about the only way to reach that lofty goal.
Regardless of whether Nintendo's actual holiday season numbers account for 60% or something shy of 50%, these are remarkably high figures for holiday weighting. The obfuscation of unit sales figures by platform holders over the years (with Microsoft being the current guilty party) makes it a little tricky to make a direct comparison, but it seems unlikely that any platform holder other than Nintendo has approached this kind of holiday-heavy weighting in their quarterly figures in recent years. Sony's holiday quarters typically account for somewhere just shy of 40% of annual revenue - more than other quarters, but not that much more. Microsoft's figures are likely broadly in line.
https://www.gamesindustry.biz/articl...n-the-holidays
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November 30th, 2018, 17:27 Posted By: wraggster
With Sony seemingly preparing for a quiet 2019 and Microsoft rumored to also be on the cusp of an end to its hardware cycle, next year may prove an opportune time for Nintendo to take back control of the hardware market. At least, research and analytics group Strategy Analytics seems to think so.
In its Global Game Console Market Forecast, Strategy Analytics predicts that Nintendo will sell 17.3 million Nintendo Switch units worldwide in 2019, outstripping a predicted 17.1 million PS4 and PS4 Pro units from Sony and 10 million Xbox One and Xbox One X units from Microsoft. That said, overall 2019 console revenue is predicted to drop by 10%.
https://www.gamesindustry.biz/articl...ership-in-2019
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