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  • Nintendo Switch

    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 ...
    by Published on February 19th, 2019 18:55
    1. Categories:
    2. Playstation Vita News,
    3. Nintendo Switch

    New release from rsn887

    • This is my Switch and Vita port of the classic multiplayer-only MS-DOS game Jump'n'Bump by Brainchild Design, based on the SDL2 port by @felixhaedicke.

      Jump'n'Bump is a simple but addictive multiplayer game. The goal is to stomp as many other rabbits as possible to win the game.
      • Download: https://github.com/rsn8887/jumpnbump/releases/latest

        Thanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, Özgür Karter, Matthew Machnee, and RadicalR.

        Thanks to the many developers of the game, such as Mattias Brynervall, Andreas Brynervall, Anders Nilsson, and many more.

        Thanks to Felix Haedicke for porting the game to SDL2 and Cmake.

        Installation Instructions
        - Extract the contents of jumpnbump_switch.zip into the `switch` folder on your SD card, so that you have a folder `switch/jumpnbump` with `jumpnbump.nro` inside.

        - install the .vpk file using Vitashell

        Switch/Vita-exclusive features
        - Split Joycon support (Switch only): To toggle between split and combined Joycons, press L on joycon 1.
        - Physical keyboard support via Bluetooth (Vita) and USB (Switch)

        Left analog stick / Dpad = move the character, up to four controllers are supported
        B / Y / A / X = Jump
        Plus/Minus/Select/Start = ESC (restart game/advance through statistic screens)
        R (on controller 1) = toggle aspect ratio between original (default), 4:3, and 16:9
        L (on controller 1) = toggle split Joycon mode on/off (Switch only)

        Physical keyboard controls via Bluetooth (Vita) and USB (Switch):
        Cursor keys = white rabbit move and jump
        a d w = yellow rabbit move and jump
        i j l = gray rabbit move and jump
        Keypad 4 / 8 / 6 = brown rabbit move and jump

        Build Instructions
        cmake -DBUILD_NX=ON -DCMAKE_RELEASE_TYPE=Release
        make jumpnbump_switch.zip -j12

        cmake -DBUILD_PSP2=ON -DCMAKE_RELEASE_TYPE=Release
        make jumpnbump.vpk -j12


        - First release on Switch and Vita

        via https://gbatemp.net/threads/jumpnbum...d-vita.531420/

    by Published on February 19th, 2019 18:52
    1. Categories:
    2. Android News,
    3. Nintendo Switch

    New from ctrninja

    Hello there, I've been working on this for a few days and I thought I'd finally show it off!

    Please note that there is absolutely no graphics, only console output! Also, it's not very fast (only runs at 15fps on a SD625) and it only runs old homebrew (e.g. first libtransistor tests and such).

    Discord support: https://discord.gg/fn8VV9T
    Source code: https://github.com/Cyuubi/MonoNX

    Ryujinx Team - For the base of MonoNX, without them this would not be possible! Show them some love over at their GitHub (https://github.com/Ryujinx/Ryujinx).
    Xamarin - For allowing us C# developers to program on Android.
    Dr.Hacknik - Logo design.

    An ARM64 or 64-bit x86 processor

    Play Store download: https://play.google.com/store/apps/d...ubiapps.mononx
    Alternative APK downloads: https://github.com/Cyuubi/MonoNX/releases
    Test ROM download: https://drive.google.com/open?id=1cV...ch2m6k67t_q5c_

    via https://gbatemp.net/threads/mononx-a...ndroid.531427/ ...
    by Published on February 19th, 2019 18:49
    1. Categories:
    2. Nintendo Switch

    [*]By rsn8887[*]Overview:
    This is my Switch port of Julius, a Caesar III re-implementation, based on devnoname120's Vita port.

    Julius is an open source re-implementation of Caesar III.

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

    Support me on Patreon: https://www.patreon.com/rsn8887

    The aim of this project is to create an open-source version of Caesar 3, with the same logic as the original, but with some UI enhancements, that is able to be played on multiple platforms. The same logic means that the saved games are 100% compatible, and any gameplay bugs present in the original Caesar 3 game will also be present in Julius.
    • UI enhancements include:
      - Support for widescreen resolutions
      - Windowed mode support for 32-bit desktops

      Julius requires the original assets (graphics, sounds, etc) from Caesar 3 to run.

      Thanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, Özgür Karter, Matthew Machnee, and RadicalR.

      Thanks to the many developers of the game, such as Bianca van Schaik, crudelius, and all the others who were involved in creating this game.

      Thanks to @devnoname120 for porting the game to the Vita.

      Installation Instructions
      - Extract the contents of julius_switch.zip into the `switch` folder on your SD card, so that you have a folder `switch/julius` with `julius.nro` inside.

      - Copy all the files from a Caesar 3 install into the `switch/julius` folder on you SD card, so that you have the file `c3.eng` and more in your folder, in addition to `julius.nro`. Caesar 3 can be purchased from gog.com for example.

      Switch-exclusive Features
      - USB mouse and keyboard support
      - Left analog stick mouse control
      - Right analog stick map scrolling
      - Touchpad-style mouse controls with click gestures (short single tap for left click etc.)
      - On-Screen keyboard via plus-key, useful to enter player name

      Left analog stick = move the mouse pointer
      Right analog stick or dpad up/down/left/right = Move the map.
      R / A = left mouse button
      L / B = right mouse button
      X = Simulate `Pg. Up` keypress
      Y = Simulate `Pg. Down` keypress
      Plus = Bring up on-screen keyboard, useful to enter player name etc.

      Touch controls
      Note: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Switch will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.

      Single short tap = left mouse click
      Single short tap while holding a second finger down = right mouse click
      Single finger drag = move the mouse pointer, how far the pointer moves in response to finger motion depends on the Mouse Speed setting
      Dual finger drag = drag'n'drop (left mouse button is held down)
      Three finger drag = drag'n'drop (right mouse button is held down)

      Build Instructions
      make julius_switch.zip -j12


      - First release on Switch

      via https://gbatemp.net/threads/julius-c...switch.531651/
    by Published on February 19th, 2019 18:46
    1. Categories:
    2. Nintendo Switch
    Article Preview

    • As of today, Nintendo has pushed out a minor firmware update in the form of version 7.0.1. According to the patch notes, only one thing has been changed, which is a fix for Pokémon Let’s Go. Slight connection issues have been resolved when connecting Let’s Go to Pokemon Go, and of course, the expected general stability updates are included.
      • Resolved an issue where the Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee! games cannot reconnect to the Pokémon GO app if the game software was closed after pairing with the app.


      via https://gbatemp.net/threads/minor-sw...ut-now.531731/

    by Published on February 4th, 2019 16:42
    1. Categories:
    2. Nintendo Switch

    sacredbanana has ported Kens Labyrinth to the Nintendo Switch:


    Announcing my port of Ken's Labyrinth for 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:

    A couple of instruments are silent so I had to substitute them for similar sounding ones that work
    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:

    3.1.1: 2019-01-27
    NOTE: If updating from 3.0.0 you will need to delete Ken2.nro because the new
    executable has a different name.

    * Switch - Renamed executable so that it appears properly in the homebrew menu in SX OS
    * Switch - Swapped select and cancel buttons for menus
    * Switch - Use Switch account name if user is signed in, "Ken" otherwise
    * Switch - Improved use of depth buffer
    * Switch - Quitting game from main menu now quits gracefully


    https://www.nintendomax.com/viewtopic.php?f=168&t=16945 ...
    by Published on February 4th, 2019 16:34
    1. Categories:
    2. Nintendo Switch

    WerWolv98 offers version 2.1.0 of " EdiZon ", backup editor for the nintendo Switch.

    Full Changelog

    Added save file upload to https://transfer.sh ! Special thanks to @StevenMattera for his server side script
    Added button widget that executes a function in the script file
    Added message boxes when updating EdiZon / configs and uploading.
    Added more debug logs to help script creators


    https://www.nintendomax.com/viewtopic.php?f=168&t=16947 ...
    by Published on February 4th, 2019 16:31
    1. Categories:
    2. Nintendo Switch

    endrift also offers version 0.7.0 of " mGBA ", port of its Game Boy Advance emulator for nintendo 2DS / 3DS.

    Changes from 0.7 beta 1 Libretro

    : Add Gameboy cheat support
    Qt: Separate Fast Forward Volume Control (Fixed # 846, # 1143)
    Switch: Rumble Support
    Switch: Rotate Support
    Switch: Screen Stretching Options
    Qt: State File Load / Save Menu Options
    Windows install
    Tile viewer now has adjustable width
    Python: Experimental audio


    3DS API : Fix unused screens not clearing (fixed # 1184)
    Core: Remember to deinit proxy FIFO
    Core: Reroot timing list when (de) scheduling
    GB, GBA: Fix broken
    MBC: Fix MBC30 SRAM (Fix # 1191)
    GB, GBA Savedata: Fix leaks when loading masked save (fixed # 1197)
    GB Video: Fix SGB border hole size
    GB Video: Changing LYC while LCDC off does not affect STAT (fixed # 1224)
    GBA: Fix GB Player features
    GBA I / O: SOUNDCNT_HI is readable when sound is off
    GBA Savedata: Fix EEPROM writing codepath when savetype is not
    GBA EEPROM Video: Fix caching with background toggling (fixed # 1118)
    Libretro: Fix adding codes with hooks
    PSP2: Fix audio crackling after fast forward
    PSP2: Fix audio crackling when the buffer is full
    Qt: Fix the problem with the
    Qt: Fix FPS counter on Windows
    Qt: Fix focus issues with the load / save state overlay
    Switch: Fix incorrect
    caching for fast forward cap Wii: Fix drawing caching regression (fixed # 1185)
    PSP2: Fix tearing issues (fixed # 1211)
    Qt: Fix analog mapping triggers (fixed # 495)
    Qt: Grab focus when game starts (fixed # 804)
    Qt: Ensure FATAL logs reach log view
    SDL: Fix handling of invalid gamepads (fixed # 1239)


    CMake: Fix libswresample version dependencies (fixed # 1229)
    Debugger: Minor text fixes
    Debugger: Readability improvements (fixed # 1238)
    GB : Improved SGB2 support
    GB Audio: Skip frame if enabled when clock is high
    Libretro: Reduce rumble callbacks
    mGUI: Add SGB border configuration option
    mGUI: Add Support for different types of settings
    Python API Minor improvements
    Qt: Ensure camera picture is valid
    Qt: Debugger console history


    https://www.nintendomax.com/viewtopic.php?f=132&t=16949 ...
    by Published on February 4th, 2019 16:22
    1. Categories:
    2. Nintendo Switch

    Mats posted this:

    This is a port of Xash3D to the Nintendo Switch. It is an open-source re-implementation of Valve's Goldsrc engine. To put it simply, this allows you to play Half-Life on your Nintendo Switch. The Opposing Force and Blue Shift expansions are also supported.


    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.


    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. For Opposing Force and Blue Shift, also copy the /gearbox/ and /bshift/ folders for Opposing Force and Blue Shift respectively. From 1.0.0, you can also copy the 'decay' and 'dmc' folders for Decay and Deathmatch Classic.
    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.

    Latest Release 1.0.0


    Make sure the /valve/ folder you copy across is a clean folder as existing config files may cause graphical issues.


    nwindow is used now instead of the deprecated gfx api
    the touchscreen should work now
    moved over to filesystem times for savefiles thanks to libnx
    implemented the console and various UI requiring text input using swkbd
    added options for overclocking, for the really care cases where you might benefit from it
    made cl_showfps default to 0 (you can always change it using the console)
    a dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing


    Support for Opposing Force and Blue Shift expansions added in version 0.3.0, Decay and dmc branch in 1.0.0
    This port does currently suffer from long pauses during level loading, saving and loading due to slow file operations
    It is recommended to keep all .nro files together in the same folder


    https://www.nintendomax.com/viewtopic.php?f=168&t=16955 ...
    by Published on February 4th, 2019 16:18
    1. Categories:
    2. Nintendo Switch

    rsn8887 has released a port of "Enigma", a puzzle game for the nintendo Switch.

    I finally got it to work also on the Switch!

    Changes in this version
    1.13 (Switch only)

    - Fix crash on Switch when loading a level that contains rubberbands

    This is my Switch port of Enigma, a skill/puzzle game inspired by Oxyd on the Atari ST and Rock'n'Roll on the Amiga.

    The object of the game is to uncover pairs of identically colored Oxyd stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and, most of all, countless hairy puzzles usually block your direct way to the Oxyd stones … If you are new to Enigma, you may want to take a look at a few [screenshots](http://www.nongnu.org/enigma/screenshots.html) or peek at the [user manual](http://www.nongnu.org/enigma/manual_1.2 ... nigma.html).

    Detailed information about the game can be found here:

    Thanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, Özgür Karter, Matthew Machnee, and RadicalR.

    Thanks to @usineur for his libkbd-vita code for easy use of touch keyboard text entry.

    Thanks to the developers of VitaSDK and other developers on the Vita for making this possible, in no particular order: @devnoname120, @TheOfficialFlow, @yifanlu, @Rinnegatamante, @cpasjuste, @xyzz, @xerpi, and many others.

    Thanks to the many developers of the original game, such as the main developers Thomas Bernhardt, Raoul Bourquin, Siegfried Fennig, Martin Hawlisch, Daniel Heck, Ronald Lamprecht, Andreas Lochmann, Petr Machata, Nobby, Nat Pryce, Jacob Scott, Sven Siggelkow, Ralf Westram, and many many others.

    The full credits are at http://www.nongnu.org/enigma/credits.html .

    Special thanks to Meinolf Schneider / Amekudzi for the original Oxyd games on Atari ST and PC which inspired Enigma.

    Installation Instructions
    - Install the .vpk
    - Extract the contents of data.zip into ux0:data/

    NOTE: I recommend using FTP transfer to copy the files over (~10,000 small files in data.zip). There is one report (thanks @ji11x38) that using the Vitashell "SELECT Button: USB" option to copy files directly from a MacOS computer to the Vita via USB caused the files to not transfer correctly, causing Enigma to crash on startup.

    - Extract the contents of Enigma_Switch.zip into the `switch` folder on your SD card, so that you have a folder `switch/enigma` with `enigma.nro` and more folders and files inside.

    Vita/Switch-exclusive features
    - game controller support: analog joystick mouse controls and button mappings
    - front and rear touch controls with left/right mouse click gestures
    - complete level packages with >3,000 levels and pre-calculated preview screenshots
    - Bluetooth/USB keyboard and mouse support. The Vita supports only a limited number of BT devices, tested working with Jelly Bean BT keyboard and mouse combo ASIN:B06Y56BBYP and with the standalone Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF. The Switch supports only a limited number of USB mice. Tested working with Logitech M187.

    Controls (controls updated with version 1.08)
    Left analog stick = analog control of the marble and mouse pointer
    Square / Y / L-trigger = select menu items, use object in game (left mouse button)
    Triangle / X / R-trigger = cycle through inventory items (right mouse button)
    Cross / A = ok in menu (return)
    Circle / B = back / in-game menu (escape key)
    Start / Plus = help screen (F1)
    Select / Minus = destroy marble and remove one life (F3)
    R-trigger + Select / R-trigger + Minus = restart level (shift-F3)

    Dpad in menu = quick-select menu items (arrow keys)
    Dpad left/right in game = quick-change mouse speed
    Dpad up/down in game = cycle through previous messages

    Front touch = analog control of the marble and mouse pointer
    Rear touch = analog control of the marble and mouse pointer (Vita only)
    Single finger tap = select menu items, use object in game (left mouse button)
    Dual finger tap = cycle through inventory items (right mouse button)

    Dual finger tap works by holding one finger down and quickly tapping with a second finger somewhere else.

    Mouse sensitivity can be adjusted in options or in-game via dpad left/right. The setting affects analog joystick, touch, and real bluetooth/USB mice.


    https://www.nintendomax.com/viewtopic.php?f=168&t=16957 ...
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