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  • Nintendo Switch

    by Published on October 16th, 2018 19:29
    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 19:27
    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 15th, 2018 15:45
    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 19:44
    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 19:38
    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 ...
    by Published on September 21st, 2018 20:51
    1. Categories:
    2. Nintendo Switch

    fgsfdsfgs has released a port of Quake 3 for the Nintendo Switch:

    Installation

    Extract ioquake3nx_v010.zip onto the root of your SD card.
    Copy the baseq3 folder from your Quake 3 installation to /switch/ioquake3/. DO NOT replace any files if prompted. Make sure the baseq3 folder contains files pak0.pk3 through pak8.pk3, i.e. you have installed the 1.32 Point Release patch onto your Quake 3 installation.
    Run ioquake3-nx from Homebrew Launcher. The NSP version of hbmenu is recommended, as some actions require additional memory (e.g. connecting to almost any online server).

    WARNING: This port is still very glitchy. Expect crashes and below average performance.

    If it crashes, check /switch/ioquake3/crashlog.txt for information.

    download https://github.com/fgsfdsfgs/ioq3

    via https://www.nintendomax.com/viewtopi...fc96bc9dd562b3 ...
    by Published on September 21st, 2018 20:49
    1. Categories:
    2. Nintendo Switch

    cpasjuste has released a port of ScummVM to the Nintendo Switch:

    Hi,

    Just uploaded a new release (2.12), which, unfortunately, doesn't fix anything but add OpenGL ES rendering, which is faster : https://github.com/Cpasjuste/scummvm/releases/tag/2.12

    update for SDL2 OpenGL ES2 renderer (faster).
    update to latest ScummVM git (2018-09-20)

    download https://github.com/Cpasjuste/scummvm/releases

    via https://www.nintendomax.com/viewtopi...fc96bc9dd562b3 ...
    by Published on September 21st, 2018 20:47
    1. Categories:
    2. Nintendo Switch

    Cpasjuste has released a new version of the arcade emulator Portable Final Burn Alpha for the Nintendo Switch:

    pFBA 2.0:

    use OpenGL for rendering, which allow some nicer ui effects, and of course, more power (thanks armada, fincs, subv... for theire work on mesa/nouveau)
    point filtering can now be used in any rendering size
    add a few libretro shaders (retro-v2, scanlines, pixellate, crt easymode, crt geom, sharp bilinear, sharp bilinear scanlines, sabr v3, xbrz, supereagle). Note that some shader will work better in integer scaling (2x, 3x), and some will have a better effect with linear filtering (sharp bilinear). Also, some are very intensive (crt geom, sabr, xbrz) and may not work fullspeed in some emulators (pSNES).
    add fps counter option

    download https://github.com/Cpasjuste/pfba/tree/new

    via https://www.nintendomax.com/viewtopi...fc96bc9dd562b3 ...
    by Published on September 17th, 2018 19:54
    1. Categories:
    2. Nintendo Switch

    fgsfds has released a new version of NXQuake for the Nintendo Switch:

    Changelog

    added OpenGL renderer;
    added icon.

    How to play

    Unzip nxquake_v020.zip into the root of your SD card.
    Copy pak0.pak from the id1 folder of your Quake installation (shareware or full) to /switch/nxquake/id1/.
    2.1. (optional) Copy pak1.pak from the id1 folder of the full version of Quake to /switch/nxquake/id1/ if you want to be able to play the full version of Quake.
    2.2. (optional) Copy pak0.pak from the hipnotic folder of Scourge of Armagon to /switch/nxquake/hipnotic/ if you want to be able to play Scourge of Armagon.
    2.3. (optional) Copy pak0.pak from the rogue folder of Dissolution of Eternity to /switch/nxquake/rogue/ if you want to be able to play Dissolution of Eternity.
    Run NXQuake using Homebrew Launcher.

    If it crashes, check error.log in /switch/nxquake/ to find out the reason.

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

    via https://www.nintendomax.com/viewtopi...286ec496266a8e ...
    by Published on September 17th, 2018 19:51
    1. Categories:
    2. Nintendo Switch

    fgsfdsfgs has ported Quakespasm to the Nintendo Switch:

    I ported Quakespasm to the Switch. Why? Because it's better than NXQuake/TyrQuake and I'm too lazy to backport features from it into NXQuake.

    Some of the features of the port:

    hardware-accelerated OpenGL 2.x-based rendering in 1280x720;
    sound, including support for OGG and MP3 music tracks;
    supports the Mission Packs and other mods compatible with Quakespasm (Quoth, Arcane Dimensions), with a simple mod selector menu;
    analog controls and shit;
    most other features of Quakespasm, such as:
    advanced renderer with cool stuff, such as colored lighting, fog, translucent water, high-res textures, model interpolation, etc;
    scalable, optionally translucent HUD and menus;
    music support, as mentioned earlier;
    raised engine limits;
    built-in controller support, which means I had to do basically nothing to make it work on the Switch.


    To install it, just unzip quakespasmnx_v010.zip to the root of your SD card, then copy pak0.pak and (optionally, if you have the full version of Quake) pak1.pak from your Quake installation to /switch/quakespasm/id1/. You can then run the game using the Homebrew Launcher. You can get pak0.pak from the Shareware Quake data files in this archive.
    If you want to play Mission Pack 1, copy hipnotic/pak0.pak to /switch/quakespasm/hipnotic/ from your installation.
    If you want to play Mission Pack 2, copy rogue/pak0.pak to /switch/quakespasm/rogue/ from your installation.
    For any other mod, just copy its folder to /switch/quakespasm/.

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

    via https://www.nintendomax.com/viewtopi...286ec496266a8e ...
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