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  • Nintendo Switch

    by Published on May 8th, 2019 16:27
    1. Categories:
    2. Nintendo Switch

    Hydr8gon offers version 1.2 of NoiES , Nintendo NES emulator for the nintendo Switch.


    -Fixed incorrect cycle timings on CPU instructions
    -Implemented mappers 7 and 15
    -Implemented all-illegal CPU instructions
    -Added crop overscan setting
    -Added 3DS build (too slow to be worth releasing)

    -Improved the UI do
    -Added new UI selector, UI
    -Added complete UI touch control, including scrolling and button presses when touching the labels in the corner
    -Added support for multiple-key mapping controls, and more clearing mappings
    -Added support for player 2 input using a second controller
    -Added aspect ratio setting


    https://www.nintendomax.com/viewtopic.php?f=168&t=17007 ...
    by Published on May 8th, 2019 16:24
    1. Categories:
    2. Nintendo 3DS News,
    3. Nintendo Wii News,
    4. Nintendo Gamecube News,
    5. Nintendo Switch

    team Libretro have released a new version of Retroarch for the 3DS, Nintendo Switch, Gamecube and Wii:

    – 3DS: Add unique IDs to prevent cores overwriting each other.
    – 3DS: Fix screen tearing when running 50Hz content.
    – ANDROID: We now target API level 26 (minimum is still API level 9).
    – ANDROID: Add option to vibrate on touch (works in menu or overlay).
    – ANDROID: Add device vibration option for cores that support rumble.
    – ANDROID: Add gamepad vibration support for cores that support rumble.
    – ANDROID: Allow stylus/pen to move mouse without pressing down.
    – AUDIO: Avoid deadlocks in certain audio drivers when toggling menu sounds on.
    – BLISS-BOX: Support PSX Jogcon (requires firmware 3.0).
    – CHEEVOS: Fix crash when reading memory that is out of range.
    – CHEEVOS: New Cheevos implementation enabled by default.
    – CHEEVOS: Pop-up badges when an achievement is triggered.
    – CRT: Dynamic super resolution support.
    – DISCORD: Fix potential crash when username is empty and discord is disabled.
    – DISCORD: Ask to join support for Linux.
    – INPUT/ANDROID: Add “Input Block Timeout” option.
    – COMMON: For platforms without HAVE_THREADS, don’t automatically resume content when saving/loading states
    – COMMON: Make playlist sorting optional and consistent.
    – COMMON: Fix sorting of playlists with blank labels.
    – COMMON: Fix content scanner creating false positive playlist entries that also have wrong label and crc32.
    – COMMON: Add some MMX-optimized pixel conversion routines.
    – COMMON: Fix typo preventing some SSE2-optimized pixel conversions from being used.
    – COMMON: Add option to track how long content has been running over time.
    – COMMON: Fix buffer overflows in system information.
    – COMMON: Add option to change screen orientation via the windowing system (Android, Windows, X11).
    – COMMON: Show CPU model name in log.
    – COMMON: Add “Help -> Send Debug Info” option (and F10 hotkey) to send diagnostic info to the RetroArch team for help with problems.
    – COMMON: Show GPU device name/version in log.
    – COMMON: Add menu option to write log info to a file.
    – COMMON: Add subsystem support for playlists. Subsystem info is automatically saved to the history playlist for easy relaunching.
    – GL: Add new “gl1” OpenGL 1.1 compliant video driver for legacy GPUs and software renderers
    – GL: Add a new “glcore” driver with slang support (requires GL 3.2+ or GLES3).
    – GL: Draw OSD on top of overlay.
    – GONG: Add savestate support.
    – GONG: Add video refresh rate core options.
    – GONG: Two player support via core option.
    – GUI: Fix text alignment when using stb_unicode.
    – GUI: Fix text display issues when using Japanese (and other unicode-dependent language) text with stb_unicode.
    – GUI: Set language on first startup to the user’s preferred OS language (Windows, *nix and Android).
    – INPUT: Add (scaled radial) analog deadzone and sensitivity options.
    – LIBRETRO: Add Turkish language support.
    – LIBRETRO: Allow non-accelerated video to rotate the display.
    – LOCALIZATION: Update Chinese (Simplified) translation.
    – LOCALIZATION: Update Chinese (Traditional) translation.
    – LOCALIZATION: Update Dutch translation.
    – LOCALIZATION: Update French translation.
    – LOCALIZATION: Update German translation.
    – LOCALIZATION: Update Japanese translation.
    – LOCALIZATION: Update Polish translation.
    – LOCALIZATION: Update Russian translation.
    – LOCALIZATION: Update Spanish translation.
    – LOCALIZATION: Add new Turkish translation.
    – MIDI: Fix startup crash in midi driver.
    – MENU: Bugfix – you can no longer get stuck in Online Updater -> Update Core screen when toggling between ingame and menu.
    – MENU: Selectively hide ‘Take Screenshot’ for video drivers that don’t support taking screenshots.
    – MENU: Framerate independent menu rendering. MaterialUI/Ozone/XMB/RGUI can now run at higher framerates.
    – MENU: Thumbnails work in history list.
    – MENU: Menu widgets.
    – MENU: Add memory statistics support to more context drivers.
    – MENU: Enable ozone driver for UWP builds.
    – MENU: Add optional “looping” menu text ticker with configurable speed.
    – MENU: Fix core video rendering when using ozone with GL cores that implement the scissor test.
    – MENU: Add optional playlist sublabels (associated core + play time, where available).
    – MENU: Dropdown list settings now apply immediately.
    – MENU: Add setting to require pressing the “Exit RetroArch” hotkey twice to confirm.
    – MENU: Now able to run at higher refresh rates than 60Hz.
    – MENU: Enable “Add to Favorites” without loading a core.
    – MENU: Allow core name to be hidden on history/favorites playlists.
    – MENU: Populate crc32 and db_name fields when adding history/favourites playlist entries.
    – MENU: Fix TTF files not showing in OSD/menu font selection screen.
    – MENU: Fix audio/video filters not showing in file browser.
    – MENU/MaterialUI: Add subsystem support.
    – MENU/MaterialUI: Add currently selected entry in dropdown menus.
    – MENU/OZONE: Add mouse support on entries (no sidebar yet).
    – MENU/OZONE: Allow collapsing the sidebar.
    – MENU/OZONE: Add thumbnail support.
    – MENU/OZONE: Battery notifications.
    – MENU/OZONE: Add wifi icon for network entries.
    – MENU/QT/WIMP: Add git version and build date to Help->About window.
    – MENU/QT/WIMP: Fix content loading via the file browser.
    – MENU/QT/WIMP: Add new settings window to control all RetroArch settings.
    – MENU/RGUI: ...
    by Published on May 7th, 2019 17:03
    1. Categories:
    2. Nintendo Switch

    Port by @rsn8887.

    This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.

    Data files from the original game are required to play this game.

    Download: https://github.com/rsn8887/openrct2/releases/latest

    Note: I made a very minor update to v1.02. The mouse pointer did not change into the hand when hovering over hotspots in the park, such as the visitors or signs. I also slightly reduced the joystick pointer speed to make it easier to control with the stick.

    To update from 1.01 to 1.02, it is enough to just replace the .nro.

    # OpenRCT2 (RollerCoaster Tycoon 2) port for Switch

    https://gbatemp.net/threads/release-...switch.537952/ ...
    by Published on April 29th, 2019 20:11
    1. Categories:
    2. Nintendo Switch

    • L4T Ubuntu is a version of linux based on nvidia's linux for tegra project. It uses a different kernel compared to previous releases which allows it to use features not yet in mainline. Such as audio, docking support and vulkan.Features
      • Dock support with USB
      • Bluetooth (both controllers and audio)
      • Nvidia GPU drivers - Vulkan and OpenGl
      • Audio - Headphones, speakers and over HDMI when docked.
      • Joycons and pro controllers are supported fully when not attached to the the console
      • Touchscreen
      • Display
      • WiFi
      • CPU frequency scaling - The CPU scales from 200mhz to 1.7ghz (what switch is binned for) depending on the load its under. Fans are adjusted to account for this
      • Full sdcard speed
      • Hardware video acceleration when using the built in videos app (means you can watch videos without battery draining massively)


      • A dedicated 16GB+ sdcard

      Click to expand...

      Downloads: Sdcard image: https://download.switchroot.org/swit...9-04-28.img.gzHow to install

      1. Download the image from the downloads section and extract.
      2. Write it to your sdcard using a program such as etcher or dd.
      3. Boot hekate and select L4T from the configs menu.
      4. Wait for around 2-4 minutes while it initially loads
      5. Go through the setup process - make sure not to dock the console in this period.
      6. Once the initial setup is finished and you are on the login screen it is advisable to reboot:
      7. Hold the power button for 10 seconds.
      8. Load hekate again and select L4T as a payload.
      9. Log in and open the "Disks" app
      10. Select the second partition of your sdcard and click the gears icon
      11. Choose resize and change the size to the full amount of available space.
      12. Enjoy, you now have fully featured Ubuntu on your switch!


      • Wired joycons do not work (connected to console)
      • Docking while having a ssh session open can cause the display to not turn off correctly
      • No sleep mode
      • USB OTG - works fine in dock though
      • Vulkan is buggy in dolphin

      Misc Info

      • Pair (joy/pro)cons by opening the bluetooth menu in settings and pressing the + button in the bottom left corner. Then press the sync button on the controller and select its name in the pairing window. Once both joycons are paired press each of their shoulder buttons to use as one controller
      • To use dolphin add the "dolphin-emu/ppa" ppa and install the dolphin-emu-master package.
      • To update the system run "sudo apt update", "sudo apt upgrade". This will apply all switch and ubuntu updates aside from kernel updates, they will be posted here if ever needed.
      • To limit cpu freq, run cat /sys/devices/system/cpu/cpufreq/policy0/scaling_available_frequencies.Ffind the one you want, then run: echo | sudo tee /sys/devices/system/cpu/cpufreq/policy0/scaling_max_freq
      • To force max freq run echo performance | sudo tee /sys/devices/system/cpu/cpufreq/policy0/scaling_governor
      • A gui to configure overclocks and fan profiles is coming soon, along with support for using 2.0 ghz cpu

      Credits: Langerhans, Ave, Natinusala, CTCaer, NVIDIA, Everyone else in switchroot - more info on that in the future.
      Click to expand...

      Sources: They can all be found at https://gitlab.com/switchroot with the other kernel repos on http://nv-tegra.nvidia.com

    by Published on April 29th, 2019 17:12
    1. Categories:
    2. Nintendo Switch

    Software sales drove revenue and profit growth for Nintendo in the last fiscal year, with 23 Switch games selling more than one million units.
    The two biggest sellers were Nintendo's major launches for the year: Super Smash Bros Ultimate with 13.81 million units, and Pokémon Let's Go, Pikachu! and Pokémon Let's Go, Eevee! With 10.63 million units -- the third and fifth best-selling Switch games to date.
    Nintendo's other big first-party release, Super Mario Party, sold 6.4 million units, but it was beaten by Mario Kart 8 Deluxe, which sold 7.47 million units despite having launched in April 2017.
    In total, 23 Switch games became million-sellers during the fiscal year ended March 31, 2019, and 118.55 million units of software were sold overall -- an 86.7% increase over the prior year.
    Nintendo's digital software business also increased, with full-game downloads on Switch almost doubling year-on-year to reach ¥118.8 billion ($1.1 billion).
    In terms of hardware, Nintendo fell just short of its forecast with 16.95 million units of the Switch sold. That is an increase of 12.7% year-on-year, but it is shy of the 17 million units it expected to sell, which was itself cut from an earlier projection of 20 million units.
    As of March 31, Nintendo Switch had sold 34.74 million units worldwide.
    Nintendo earned ¥1.2 trillion ($10.7 billion) in revenue in the fiscal year, a 13.7% increase. It earned ¥194 billion ($1.7 billion) in profit, up 39% year-on-year.
    Rumours of two new versions of the Switch continue to swirl, with the cheaper and more portable of the two expected to launch in the summer. However, Nintendo has yet to reveal plans for anything other than software.
    In that sense, though, Nintendo has a busy year ahead, with Nintendo Labo Toy-Con 04: VR Kit this month, Super Mario Maker 2 in June, and Fire Emblem: Three Houses in July. Pokémon Sword and Pokémon Shield, a new Animal Crossing, and The Legend of Zelda: Link's Awakening are scheduled to launch in 2019, though firm dates have not been set.
    It will also launch Dr. Mario World and Mario Kart Tour for mobile devices, the latter of which is about to start a closed beta test.
    Update: Bloomberg reports that speaking to reporters in Osaka, Japan, Nintendo president Shuntaro Furukawa said that new Nintendo Switch hardware would not be announced at E3. He did not specifically squash reports that a smaller, cheaper Switch console would launch this fall.

    https://www.gamesindustry.biz/articl...st-fiscal-year ...
    by Published on April 12th, 2019 17:39
    1. Categories:
    2. Nintendo Switch

    New from Hydr8gon

    NoiES for Switch

    I present to you my own original NES emulator for the Switch, NoiES! This entire emulator was written from scratch by me. I started this project just to teach myself about how emulators are made so that I can work on larger projects in the future, but it went farther than I originally expected and is now pretty much a full-fledged emulator, apart from some minor inaccuracies and some missing mappers.

    But there are already other NES emulators for the Switch, why use this one?
    Well, no reason in particular. As I said before, this was more a learning experience for me, but I ported it to the Switch for the homebrew bounty and I might as well release it. I suppose the biggest advantage I can offer is that since I developed the entire emulator core myself I am very familiar with it and can easily dive in to fix bugs and add new features.

    Minor inaccuracies?
    Yes, well, I've yet to test my CPU timing for cycle accuracy so no promises there. There are also some minor timing issues with the PPU, particularly with the MMC3 IRQ counter, which can be seen in the slight vibration of the status bar in Kirby's Adventure. Another odd bug I found is that I can't seem to navigate the items menu in The Legend of Zelda. Oh, and the audio system is still kind of a work in progress, so you might notice crackles (especially in docked mode!), missing sounds, or things that sound slightly off. (Wow, doing a great job selling it here)

    Right. Every ROM has a mapper; it's basically what loads different portions of the ROM memory into the CPU memory for execution. I've implemented mappers 1 through 4, which should cover a large portion of the NES library. If you have any particular games you want to play that aren't supported, tell me the mapper number (the emulator will tell you which one it is if it isn't supported) so I can place higher priority on implementing it.


    https://www.nintendomax.com/viewtopi...7fc9f76224c13c ...
    by Published on April 12th, 2019 17:36
    1. Categories:
    2. Nintendo Switch

    New from romain337

    Here is a quick and dirty port of GrafX2 the famous paint editor that we all love.
    I just created a Makefile and put all the needs inside, then added a bunch of defined(__SWITCH__) here and here. Just diff the source (included) against the original to see what changed if you ever want to add things on it.

    I do not plan to support this project so feel free to take the source and maintain it on github yourself. Maybe in 6 month or more I'll add proper mouse support or something.

    Things that don't work:
    - on screen keyboard (it appear but nothing can be typed with it)
    - no lua scripting
    - no tiff support
    - 1280*720 resolution. It seem like a bug in SDL2, but really, I don't know.

    Things that work:
    - drawing \o/
    - loading/saving (if you can type into the textbox).
    - ...

    All credits to the original authors of this program.

    The original project is on gitlab:

    https://www.nintendomax.com/viewtopi...7fc9f76224c13c ...
    by Published on April 12th, 2019 17:34
    1. Categories:
    2. Nintendo Switch

    The classic MS-DOS shooter by Ken Silverman finally running native on a portable platform! This is based off the enhanced SDL port for Windows and Linux with enhanced textures and 60fps rendering.
    Includes the complete game and uses Adlib emulation for the music. If there are any bugs or feedback then please let me know. The game is also in the Homebrew AppStore.

    Known bugs:

    Highscore and game saves can't get a keyboard input for name entry so they default to the name Ken or use the Switch account name if you are signed in. If there's an available on-screen keyboard for this part then let me know!
    Replacing the data files with the files from Ken's Labyrinth 1.0, the game loads fine but none of the controls work

    Change log:

    3.2.2: 2019-04-02
    * USB keyboard and mouse support for Nintendo Switch

    3.2.1: 2019-03-03
    * Anisotropic filtering now supported on Switch

    3.2.0: 2019-12-18
    * New audio device selectable in the setup menu: Adlib random instruments. This will play
    the music tracks with randomly selected instruments. If you don't like the instrument settings
    you can select it again and it will load a different random set.
    * Changing audio settings now no longer requires you to quit the game. All changes are immediate
    * Switch - Now dynamically switches to 1080p from 720p when connecting to the dock and vice versa.
    The setup menu will also reflect the current mode.


    https://www.nintendomax.com/viewtopi...7fc9f76224c13c ...
    by Published on March 14th, 2019 16:20
    1. Categories:
    2. Apple News,
    3. Android News,
    4. Apple iPad,
    5. Apple iPhone,
    6. PS4,
    7. Xbox One,
    8. Nintendo Switch

    In its patch notes for Fortnite today, Epic Games announced it was adjusting how cross-platform play pools are set up by default in the game.
    Before, the game's cross-platform capabilities put Xbox One, PS4, Nintendo Switch, iOS, and Android players all in the same matchmaking pools for games. Now, it seems Epic has opted to divvy them up to improve the game experience for those on Switch and mobile.
    Now, Xbox One and PS4 players will be grouped together by default, while Switch users will be grouped with mobile. This does not apply if players are in cross-platform parties already. Fortnite will still allow cross-platform play across all platforms for those already in parties or who accept an invite to one. So, if a Nintendo Switch user is in a party with a friend on Xbox One, they can still play together.

    https://www.gamesindustry.biz/articl...d-mobile-users ...
    by Published on March 14th, 2019 16:17
    1. Categories:
    2. Apple News,
    3. Android News,
    4. Apple iPad,
    5. Apple iPhone,
    6. Xbox One,
    7. Nintendo Switch

    Ahead of GDC, Microsoft has announced that Xbox Live services will be coming to iOS and Android.
    That includes features such as achievements, gamerscore, friend lists, family settings and Xbox Live security measures. Developers are now able to implement these into their smartphone titles.
    "If you watch what we've done, especially with Minecraft, over the past few years, we've taken Xbox Live to as many platforms as Minecraft is on as possible," says Kareem Choudhry, Microsoft CVP of Gaming Cloud. "We're uniting those communities together with a consistent, singular experience for all of those gamers.
    "We're now making that available to developers with our new mobile SDK for developers, which is available for iOS and Android. With one sign-in, iOS and Android games will have a consistent experience with fan favourite Xbox Live features such as achievements, gamerscore, hero stats, friends lists, club memberships, and even family settings -- no matter what device you're playing on.
    "All of those features will be made available to mobile game developers, whether they're looking for the entire experience that we offer in Minecraft, or Solitaire, but also standalone features like achievements or gamerscore. Xbox Trusted Identity Network supports log-in, privacy, online safety, and child accounts. All things around safety, security, and privacy that we hold near and dear."
    However, the company has nothing to report in terms of these services coming to Nintendo Switch. Microsoft was expected to announce a similar tie-up with Nintendo's machine, as detailed in a GDC talk description.

    https://www.gamesindustry.biz/articl...not-switch-yet ...
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