• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and for the first time Theme Park News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games - if you're interested in iGaming and casino sites, please visit newcasinosites2018.co.uk. They have all new casinos for 2018.
  • Headline News

    Check out the latest additions to the DCEmu Network, for Alcohol fans theirs Wraggys Beers Wines & Spirits Reviews, for fans of Theme Parks and News and Videos we have DCEmu Theme Park News, finally we have Gamer Wraggy 210 who plays games for the first time.
  • DCEmu Featured News Articles

    by Published on October 16th, 2018 20:35
    1. Categories:
    2. Nintendo Switch
    Article Preview

    team Libretro have released a new version of the multi system emulator for the Nintendo Switch:

    Thanks to the hard work of the RetroNX devs (natinusala and m4xw), we now have an official RetroArch release for Switch!

    You can download RetroArch for Switch here.
    Installation instructions

    You will need a Nintendo Switch capable of running homebrew for this to work.

    Download the RetroArch 7z file for Switch (download link above).
    Extract its contents and just drag and drop retroarch and the switch folder onto the root of the SD card.
    Open Hbmenu, and start RetroArch.

    IMPORTANT: Please start RetroArch Switch with a fresh install (in case you already had RetroNX installed before)
    and migrate savegames from /retroarch/cores/save{files, states} to the same folder on the new installation.
    Features

    OpenGL support
    Thanks to Mesa/Nouveau support, this Switch version comes with full-blown OpenGL support (thanks to fincsdev). This means that all of the advanced features available on the PC should be available on Switch as well! GLSL shaders should be supported, overlays are supported, and thanks to OpenGL support, we can use hardware-accelerated menus such as XMB/MaterialUI (with full thumbnail support, theming, etc). In addition to all this, it allows us to port libretro cores that require the use of OpenGL later in the future, such as Parallel N64, OpenLara, and potentially more like Reicast/PPSSPP/etc!
    Touchscreen support (for MaterialUI/etc)
    natinusala saw to it that this initial version received touchscreen support. Right now the DPI (Dots Per Inch) is kinda hardcoded for portable and not really meant for dock mode. This will be improved in the near future.
    Full networking support.
    Online multiplayer (with peer-to-peer and MITM matchmaking) should be available from Day One. Take note that performance of the core heavily matters in terms of the kind of quality you get out of your online experience, since the netplay implementation is rollback-based. Aside from multiplayer, you can also download cores, update assets, and all the features you would expect on the PC version.
    RetroAchievements support
    By registering an account at Retro Achievements and inputting your account details into RetroArch, you can obtain achievements for your games.
    Game scanning
    Scanning of your games should fully work, except for perhaps PS1 images right now.
    Split Joy-Con support
    If you go to Settings -> Input and enable Split Joy-Con (1 to , you can use a full Joy-Con as two separate controllers!
    Core downloader
    From Day One, it should be possible to download and update new cores as they arrive on a daily basis without even having to wait for the next RetroArch stable!
    Runahead support
    RetroArch Switch comes with runahead support from Day One! This is our game-changing feature that allows you to beat latency and even go beyond the fast response times of the original hardware. Performance of this feature is heavily dependent on the ‘performance’ level of the core and the Switch’s relative power. Try experimenting with cores, and don’t forget to turn it of for more demanding cores that balk under the pressure. Because RetroArch offers such a wide array of cores even for the same system, it’s entirely possible that one specific SNES or Genesis core is fast enough for the kind of runahead at x frames configuration that you are looking for.

    44 Cores at Launch!

    download https://www.libretro.com/index.php/r...witch-version/ ...
    by Published on October 16th, 2018 20:29
    1. Categories:
    2. Nintendo Switch

    vgmoose has released a new version of his app store for the Nintendo Switch:

    Changelog:

    New Features:

    Search functionality with on screen keyboard
    Allow sorting of app list by: most recently updated, download count, alphabetically, download size, and randomly
    Add new "Advanced" category including some system/hekate modules
    Redesigned "App Details" screen to show much more information about each app such as long scrollable description, download count, download size, and last updated date
    Added feedback reporting for any app to collect data about what works and doesn't work. This feedback will be passed along to the app's author if appropriate

    Enhancements:

    All touch and controller controls refactored and more responsive to input (highlights, buttons, etc)
    Add four-column "wide" view activated by pressing L or ZL in the app listing
    New offline screen when internet connection isn't detected instead of empty progress bar
    List other apps by the same author from the details page

    Bug fixes:

    Switched to curl instead of old hacky HTTP downloading curl
    Empty folders are now removed upon uninstallation of a package
    Corrupt cached icons should no longer freeze loading
    Uses romfs for storing images instead of an external folder
    Some settings for cleaning up any empty folders leftover by the old app and wiping the icon cache

    download https://github.com/vgmoose/appstorenx ...
    by Published on October 16th, 2018 20:27
    1. Categories:
    2. Nintendo Switch

    fgsdfgs has ported Doom 64 over to the Nintendo Switch:

    I ported Doom 64 EX to the Switch.
    Doom 64 EX is a reverse-engineering project aimed to recreate Doom64 as close as possible with additional modding features.

    Features:

    hardware accelerated rendering;
    sound and music;
    analog controls;
    all other features of Doom 64 EX probably work (except network games).


    To install and run the game, follow these steps:

    Obtain a Doom 64 ROM in either n64, z64 or v64 format. I think region and version do not matter, as long as the ROM is unmodified.
    Extract the wadgen folder from doom64ex_nx_v010.zip to somewhere on your PC.
    Run wadgen/WadGen.exe and point it to your Doom 64 ROM. This should generate two files inside the wadgen folder: DOOM64.WAD and DOOMSND.SF2.
    Extract the switch folder from doom64ex_nx_v010.zip to the root of your SD card.
    Copy DOOM64.WAD and DOOMSND.SF2 you got in step 3 to /switch/doom64ex/ on your SD card.

    If you already have Doom 64 EX installed on your PC or something, you can just do steps 4 and 5 right away, using the files from your existing installation.

    download https://github.com/fgsfdsfgs/Doom64EX

    via https://www.nintendomax.com/viewtopi...097b76c#p40352 ...
    by Published on October 16th, 2018 17:30
    1. Categories:
    2. Snes News

    Nearly 25 years ago, Donkey Kong Country was released to the world, and it quickly won over gamers with its pre-rendered CGI graphics, became one of the best-selling Super NES games of all time, and spawned numerous sequels. And while its graphics might not have the wow factor they had in 1994, Donkey Kong Country’s gameplay holds up to this day.
    While Donkey Kong Country is known for being difficult, many people have mastered it. Are you one of them? Donkey Kong Country - Expert Edition will put your platforming skills to the test. It removes the DK Barrels (which give you your characters back if you lose them) and Star Barrels (which act as checkpoints), so you can only take two hits in each stage before losing a life and being forced to start over from the beginning.
    Additionally, all the Warp Barrels have been removed. If you think you’re just going to skip over Mine Cart Carnage, Stop & Go Station, or any other stage in the game, think again.

    https://www.romhacking.net/hacks/4152/ ...
    by Published on October 15th, 2018 16:59
    1. Categories:
    2. Nintendo 3DS News

    • Nintendo Scene Developer @zoogie has done some amazing new DSiWare magic, by now designing 'Frogminer' removing the need to have an purchased 'DSiWare' title on your Nintendo handheld to do the 'mining' operation, read all about this new magic trick below:
      In the past, installing B9S using DSiWare always required buying a game: either on a second, already hacked 3DS which would install the hacked save, then do a system transfer to the console you wished to hack (buying the game was necessary or it wouldn't transfer to the other console). Or, through seedminer, where you would bruteforce your moveable.sed so that you could buy the game on the console you wished to hack, and be able to inject the hacked save without need of a second, already hacked console. Now, it is possible to inject a copy of the vulnerable Japanese version of Flipnote Studio into a DSiWare title that is already present on every console: DS Download Play. This means CFW can now be installed for free, even on the latest firmware!
      Click to expand...
      Why a 'frog', you are asking now, well that is because the logo of 'Flipnote Studio' is well basically a pixelated frog, and to learn how to use him follow this wonderful guide.

      NEWS SOURCE: Frogminer (Discussion & Support) (via) GBATemp

      via
      https://www.maxconsole.com/threads/f...irmware.48698/
    ...
    by Published on October 15th, 2018 16:47
    1. Categories:
    2. PS3 News
    Article Preview

    Those with hacked consoles keep away:


    • Even tho, PlayStation 3 console is basically 'end-of-line', Sony is still rolling out 'support' for it, and in this case, their new v4.83 firmware is well an 'stability patch' as usual which to us Scene Ponies it really means, watch out Sony is pulling us free horses back into the stables to be retrained to be good consumers and not greedy pirates or free-range homebrew'ers, in other words: DO NOT UPDATE!
      After a look at the update files & preliminary tests, I am afraid I am bearing some bad news for HAN users playing online.
      1. It would appear that s@ny patched one of the 2 webkit exploits we currently use to trigger ROP chains.
        It means that we need to replace this exploit in order to get any ps3xploit tool working on 4.83. Work is already under way, obviously no ETA at this stage. Please don't ask.
      2. The kernel is completely untouched. No changes to either lv1 or lv2 which means CFWs will be easier to make. That's also good news for devs with any promising kernel vulnerability under investigation.
      3. Changes were made to vsh as usual & they seem extensive enough to suspect that they may have patched the HAN vulnerability as well. We have not yet had time to look into the matter at all but if they did, HAN might be gone for good past 4.82, leaving only CFW2OFW conversions installable & runnable on 4.83 whenever the patched webkit exploit gets replaced.

      In conclusion, the changes brought by the 4.83 update mean that anyone updating will lose usage of HAN, and possibly permanently until a kernel exploit comes out. Cfw2ofw conversions will be the only installed games that will still be working after updating.

      The nature of this update is upsetting our 4.0 release plans somewhat
      Click to expand...
      The above notes are from the famous PS3XPLOIT team that was able to last 'xmas make softmod'ing our newer PS3's finally possible, but it looks like evil big crab is slowly catching up and now basically blocked all known loopholes, but never fear, they are hard at work digging around looking for new HAN entry points, in the meantime it can't be stressed enough: DO NOT UPDATE!

      NEWS SOURCE: PS3 4.83 OFW Now Live (via) PSX-Place

      via
      https://www.maxconsole.com/threads/p...ow-live.48777/
    ...
    by Published on October 15th, 2018 16:45
    1. Categories:
    2. Nintendo Switch

    Hackers have again been prodding at the Nintendo Switch:


    • Thanks to the hard work of scene developer @bodyXY you can now easy 'inject' whatever NES backup dumps of 'retro games' you want to play using the NES Online Classic Library interface that Nintendo so nicely added with v6.0.0 and make it so simple to mod, and now with v3.5 just released recently by @bodyXY it is even simpler and easier to get all the NES retro games you enjoy playing added.
      NES ONLINE Game Autoinjector
      • You need the NvnTexpkg.package (attached below)
      • Extract NvnTexpkg.package into the same folder like NES-Online-Game-Autoinjector (v3.5, attached below)
      • You have to create two TGA images in 32bit, once witch a size of 400x300 and another in the size of 355x512 (use Photoshop or whatever you want)
      • Also, you need your "lclassics.titlesdb" file

      Legend:

      • Sort Title = "Sort of the game"
      • Publisher = "Publisher of the game"
      • Game Code = "unique 5 letters combination between AAAAA and ZZZZZ (like "ABCDE")
      • Copyright = "Copyright holder of the game"
      • Game Title = "Title of the Game"
      • Overscan = "only 1 number between 0 and 9 per box"
      • Simultanus ="true or false"
      • Fade In = "only 1 number between 0 and 9 per box"
      • Volume = "a number between 0 and 99"

      Output folder: (NES-Online-Game-Autoinjector).path/NES_ONLINE_MOD
      Click to expand...
      OFFICIAL SITE: --> https://github.com/bodyXY/NES-ONLINE...ector/releases
      Update 3.5

      • Add PNG / JPG Support (auto-convert PNG/JPG to TGA)
      • Bug fixes

      Update 3.0


      Update 2.8.1

      • Bug fixes

      Update 2.8.0

      • Add Details-Picture to EU/US Version
      • Add false/true radio-button
      • Add new Game Code outset
      • Textbox jump is fixed
      • Input methods revised for error minimization
      • More background checks for error minimization
      • Bug fixes

      Update 2.5.0

      • Add FAMICOM-Support (NES ONLINE JP Version)

      Update 2.0.1

      • Bug fixes

      Update 2.0

      • Add ToolTip
      • Add Game code verification
      • Bug fixes
      • and more background stuff


      Click to expand...
      NEWS SOURCE: NES ONLINE Game Injector (via) GBATemp

      via
      https://www.maxconsole.com/threads/s...-bodyxy.48662/
    ...
    by Published on October 1st, 2018 20:50
    1. Categories:
    2. Nintendo 3DS News,
    3. GBA News

    endrift has updated the Game Boy Advance Emulator for the Nintendo 2DS/3DS:

    0.7.0: (Future)
    Features:
    - ELF support
    - Game Boy Camera support
    - Qt: Set default Game Boy colors
    - Game Boy Printer support
    - Super Game Boy support
    - Customizable autofire speed
    - Ability to set default Game Boy model
    - Map viewer
    - Automatic cheat loading and saving
    - GameShark and Action Replay button support
    - AGBPrint support
    - Debugger: Conditional breakpoints and watchpoints
    - Ability to select GB/GBC/SGB BIOS on console ports
    - Optional automatic state saving/loading
    - Access to ur0 and uma0 partitions on the Vita
    - Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
    - GBA: ARMIPS/A22i-style and ELF symbol table support
    - Initial Switch port
    Bugfixes:
    - GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
    - GB Serialize: Fix audio state loading
    - GB Video: Fix dot clock timing being slightly wrong
    - Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
    - ARM: Fix MSR when T bit is set
    - GB Serialize: Fix game title check
    - GB: Revamp IRQ handling based on new information
    - GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
    - GB Video: Fix loading states while in mode 3
    - GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
    - GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
    - GB Timer: Minor accuracy improvements
    - GB Audio: Clock frame events on DIV
    - GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
    - GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
    - GBA Savedata: Fix savedata modified time updating when read-only
    - GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
    - GBA Video: Start timing mid-scanline when skipping BIOS
    - Core: Fix audio sync breaking when interrupted
    - Qt: Improve FPS timer stability
    - GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
    - GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
    - GBA BIOS: Fix BitUnPack final byte
    - GB I/O: DMA register is R/W
    - GB Video: Fix SCX timing
    - GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
    - GB, GBA Savedata: Fix savestate loading overwriting saves on reset
    - GBA Video: Make layer disabling work consistently
    - GB: Fix IRQ disabling on the same T-cycle as an assert
    - Core: Fix ordering events when scheduling during events
    - GBA: Reset WAITCNT properly
    - GBA Serialize: Fix loading states in Hblank
    - PSP2: Fix more issues causing poor audio
    - GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
    - GB, GBA Savedata: Fix unmasking savedata crash
    - GBA DMA: Fix temporal sorting of DMAs of different priorities
    - FFmpeg: Fix encoding audio/video queue issues
    - GB Serialize: Fix IRQ pending/EI pending confusion
    - GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
    - GB Audio: Fix channel 3 reset value
    - GB Audio: Fix channel 4 initial LFSR
    - GB, GBA Video: Don't call finishFrame twice in thread proxy
    - GB Audio: Fix channel 1, 2 and 4 reset timing
    - Util: Fix wrapping edge cases in RingFIFO
    Misc:
    - GBA Timer: Use global cycles for timers
    - GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
    - All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
    - Qt: Redo GameController into multiple classes
    - Test: Restructure test suite into multiple executables
    - Python: Integrate tests from cinema test suite
    - Util: Don't build crc32 if the function already exists
    - GBA: Implement display start DMAs
    - Qt: Prevent window from being created off-screen
    - Qt: Add option to disable FPS display
    - GBA: Improve multiboot image detection
    - GB MBC: Remove erroneous bank 0 wrapping
    - GBA Cheats: Allow multiple ROM patches in the same slot
    - GB: Skip BIOS option now works
    - Libretro: Add frameskip option
    - GBA Memory: 64 MiB GBA Video cartridge support
    - PSP2: Use system enter key by default
    - 3DS: Remove deprecated CSND interface
    - Qt: Options to mess around with layer placement
    - GBA Savedata: Remove ability to disable realistic timing
    - Qt: Add load alternate save option
    - GB Audio: Improved audio quality
    - GB, GBA Audio: Increase max audio volume
    - GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
    - GB Video: Darken colors in GBA mode
    - FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
    - FFmpeg: Support lossless h.264 encoding
    - Feature: Added loading savestates from command line
    - Qt: Allow pausing game at load (fixes mgba.io/i/1129)
    - Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
    - Qt: Clean up FPS target UI (fixes mgba.io/i/436)
    - Core: Remove broken option for whether rewinding restores save games
    - FFmpeg: Support lossless VP9 encoding
    - mGUI: Add fast forward toggle

    download https://mgba.io/downloads.html

    via https://www.nintendomax.com/viewtopic.php?f=132&t=16823 ...
    by Published on October 1st, 2018 20:44
    1. Categories:
    2. GBA News,
    3. Nintendo Switch

    endrift has released a new version a new version of the Gameboy Advance Emulator for the Nintendo Switch:

    0.7.0: (Future)
    Features:
    - ELF support
    - Game Boy Camera support
    - Qt: Set default Game Boy colors
    - Game Boy Printer support
    - Super Game Boy support
    - Customizable autofire speed
    - Ability to set default Game Boy model
    - Map viewer
    - Automatic cheat loading and saving
    - GameShark and Action Replay button support
    - AGBPrint support
    - Debugger: Conditional breakpoints and watchpoints
    - Ability to select GB/GBC/SGB BIOS on console ports
    - Optional automatic state saving/loading
    - Access to ur0 and uma0 partitions on the Vita
    - Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
    - GBA: ARMIPS/A22i-style and ELF symbol table support
    - Initial Switch port
    Bugfixes:
    - GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
    - GB Serialize: Fix audio state loading
    - GB Video: Fix dot clock timing being slightly wrong
    - Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
    - ARM: Fix MSR when T bit is set
    - GB Serialize: Fix game title check
    - GB: Revamp IRQ handling based on new information
    - GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
    - GB Video: Fix loading states while in mode 3
    - GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
    - GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
    - GB Timer: Minor accuracy improvements
    - GB Audio: Clock frame events on DIV
    - GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
    - GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
    - GBA Savedata: Fix savedata modified time updating when read-only
    - GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
    - GBA Video: Start timing mid-scanline when skipping BIOS
    - Core: Fix audio sync breaking when interrupted
    - Qt: Improve FPS timer stability
    - GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
    - GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
    - GBA BIOS: Fix BitUnPack final byte
    - GB I/O: DMA register is R/W
    - GB Video: Fix SCX timing
    - GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
    - GB, GBA Savedata: Fix savestate loading overwriting saves on reset
    - GBA Video: Make layer disabling work consistently
    - GB: Fix IRQ disabling on the same T-cycle as an assert
    - Core: Fix ordering events when scheduling during events
    - GBA: Reset WAITCNT properly
    - GBA Serialize: Fix loading states in Hblank
    - PSP2: Fix more issues causing poor audio
    - GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
    - GB, GBA Savedata: Fix unmasking savedata crash
    - GBA DMA: Fix temporal sorting of DMAs of different priorities
    - FFmpeg: Fix encoding audio/video queue issues
    - GB Serialize: Fix IRQ pending/EI pending confusion
    - GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
    - GB Audio: Fix channel 3 reset value
    - GB Audio: Fix channel 4 initial LFSR
    - GB, GBA Video: Don't call finishFrame twice in thread proxy
    - GB Audio: Fix channel 1, 2 and 4 reset timing
    - Util: Fix wrapping edge cases in RingFIFO
    Misc:
    - GBA Timer: Use global cycles for timers
    - GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
    - All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
    - Qt: Redo GameController into multiple classes
    - Test: Restructure test suite into multiple executables
    - Python: Integrate tests from cinema test suite
    - Util: Don't build crc32 if the function already exists
    - GBA: Implement display start DMAs
    - Qt: Prevent window from being created off-screen
    - Qt: Add option to disable FPS display
    - GBA: Improve multiboot image detection
    - GB MBC: Remove erroneous bank 0 wrapping
    - GBA Cheats: Allow multiple ROM patches in the same slot
    - GB: Skip BIOS option now works
    - Libretro: Add frameskip option
    - GBA Memory: 64 MiB GBA Video cartridge support
    - PSP2: Use system enter key by default
    - 3DS: Remove deprecated CSND interface
    - Qt: Options to mess around with layer placement
    - GBA Savedata: Remove ability to disable realistic timing
    - Qt: Add load alternate save option
    - GB Audio: Improved audio quality
    - GB, GBA Audio: Increase max audio volume
    - GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
    - GB Video: Darken colors in GBA mode
    - FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
    - FFmpeg: Support lossless h.264 encoding
    - Feature: Added loading savestates from command line
    - Qt: Allow pausing game at load (fixes mgba.io/i/1129)
    - Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
    - Qt: Clean up FPS target UI (fixes mgba.io/i/436)
    - Core: Remove broken option for whether rewinding restores save games
    - FFmpeg: Support lossless VP9 encoding
    - mGUI: Add fast forward toggle

    download https://mgba.io/

    via https://www.nintendomax.com/viewtopi...611f1c921900ff ...
    by Published on October 1st, 2018 20:38
    1. Categories:
    2. Nintendo Switch

    Doom 3 has been ported to the Nintendo Switch by fgsfdsfgs

    Initial Switch release. More of a PoC than an actual playable port.

    Default graphics settings in the supplied dhewm.cfg are: shadows disabled, detail level set to "Medium".
    Installation

    Unzip dhewm3nx_v010.zip to the root of your SD card.
    Copy over pak000.pk4 through pak008.pk4 from your PC Doom 3 installation's base folder to /switch/dhewm3/base/. Make sure the game is patched to the latest version (1.3.1). The Steam version is already patched. Doom 3 BFG files won't work.
    You can now run the game using the NSP version of Homebrew Menu. It will run in applet mode using the Album HBMenu, but loading any map except the test box will make it run out of memory and crash.

    download https://github.com/fgsfdsfgs/dhewm3

    via https://www.nintendomax.com/viewtopi...611f1c921900ff ...

    Page 3 of 12 1 2 3 4 5 6 7 8 9