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August 12th, 2019, 21:31 Posted By: wraggster
Nintendo has a presence at this year's ChinaJoy 2019 event thanks to its partnership with Tencent, revealing a few new details about the companies' plan to bring the Switch to China.
No release date for about the eventual Chinese hardware release was offered, and it may take some time yet as the partnership was just announced back in April. In addition, Reuters noted in its report on the event that no Nintendo Switch software has been approved for sale yet even though the console itself has passed muster.
However, Tencent and Nintendo are working together to localize and get approval on Nintendo Switch games, and though no specific games have been named yet, a total of four titles were shown at the ChinaJoy 2019 Nintendo booth, including The Legend of Zelda: Breath of the Wild and Pokemon Let's Go!.
Other details on the partnership coming out of ChinaJoy have been translated and shared on Twitter by Kantan Games CEO Dr. Serkan Toto and Niko Partners senior analyst Daniel Ahmad, including the implementation of WeChat as a payment option to be offered on the Nintendo Switch in China, and the use of Tencent Cloud services to run Nintendo Online (though Ahmad notes that this will not be used as a game streaming service).
https://www.gamesindustry.biz/articl...ames-for-china
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August 12th, 2019, 21:38 Posted By: wraggster
It's time for another Cemu update! Version 1.15.11 has just been publicly released which improves the handling of updates & DLC in several ways (better content type detection, automatic backup & restore in case of a failed install and other under the hood enhancements), shader changes in preparation of the upcoming Vulkan renderer (if you are a developer, you may want to check those in better detail by reading the changelog, otherwise your shaders may only be compatible with the OpenGL backend in the future), more functions for the built-in debugger and your usual dose of bug fixes.
Here is the full official changelog:
[TABLE="width: 94%, align: center"]
[TR]
[TD][/TD]
[TD]# # Cemu detailed changelog for 1.15.11c
# Patreon release date: 2019-07-26
# Public release date: 2019-08-02
# New in 1.15.11c:
GX2: Fixed emulation of gl_PointSize when geometry shaders are used
# New in 1.15.11b:
general: Fixed a bug where DLC would be installed into the wrong location
GX2: Fixed broken transform feedback on OpenGL (#157, #159)
# New in 1.15.11:
general: Better update/dlc handling
Updated mlc01 folder locations for updates and dlc to match those of an actual Wii U
Newly installed updates and dlc will be stored at the new locations, while previously installed ones are still detected properly
Improved detection of type of content (affects installation and gamelist)
Installing updates/dlc will now backup previously installed content and restore it on failure/cancelation
debugger: Implemented more instructions for assembler and disassembler
debugger: Assembler now supports basic expressions in place of constants
debugger: Fixed a crash when stepping into imports
coreinit: Fixed OSUninterruptibleSpinLock_Acquire() not restoring interrupts before switching to the scheduler
nn_erreula: Fixed a bug where the same message would keep poping up
padscore: Opening the input configuration window no longer temporarily disconnects the emulated controllers
padscore: Fixed PPC stack corruption caused by KPADSamplingCallback (#140)
nn_fp: IsOnline() now only returns true if there is an established friend server session. This should fix crashes or softlocks in games that only worked in online mode
GX2: Shader tweaks to bridge the gap between OpenGL and the upcoming Vulkan renderer
If you are a graphic pack developer, be aware of these changes:
- All shaders are now generated with a Vulkan and OpenGL compatible header using #ifdef / #endif preprocessor directives
- gl_Position should always be set via the new SET_POSITION() macro
- Shaders used in combination with point primitives always have to write gl_PointSize
- Point shaders that get their point size from renderstate have a new uniform variable (uf_pointSize)
- Primitive points will modify the vertex shader base hash (+0x71)
Existing custom shaders remain compatible with the OpenGL backend, except for vertex/geometry shaders used in combination with GL_POINTS which need to be updated
Note:
(#xx) refers to bug tracker issues resolved by this change. See
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August 14th, 2019, 18:43 Posted By: wraggster
It's been a long wait, but it seems like we're getting ever so much closer to playing Super Nintendo games on the Nintendo Switch in an official format. A new update on the FCC indicates that Nintendo has filed the documentation for a wireless SNES controller, compatible with the Switch. The image on the FCC only shows the back of the controller, but it also shows the supposed model number--HAC-042--which is the naming scheme used for other official first-party Switch hardware. Next month marks a full year since Nintendo began offering their Nintendo Switch Online services, so the company could be preparing to give users a reason to re-subscribe to another year of NSO, in order to play Super Nintendo games. Previously, Nintendo released NES controllers compatible with the Nintendo Switch, which could be purchased by users that had an active subscription to Nintendo Switch Online.
Source
https://gbatemp.net/threads/nintendo...switch.545918/
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August 14th, 2019, 18:44 Posted By: wraggster
In the market for a pair of shiny new Joy-Cons? Nintendo has you covered, with their latest offering of colorful Switch Joy-Cons. These Joy-Cons, in their Neon Green glory, will be exclusive to the retailer Best Buy, and are poised for release just before the launch of Luigi's Mansion 3. Previously, a right Joy-Con in this color was available, through the Splatoon 2 set of controllers, but this marks the first time the west has gotten both a left and right Joy-Con in Neon Green bundled together.
Source
https://gbatemp.net/threads/best-buy...ctober.545851/
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August 14th, 2019, 18:48 Posted By: wraggster
bsnes had already made news back in April with its well-received HD Mode 7 mod, however, it looks like a new retrogame enhancement feature will soon be added to its arsenal. Overclocking is now available in the emulator's nightly builds and, while it's true that other emulators have included it a long time ago, this implementation is severely different from the others in many ways.
Byuu, the developer behind bsnes, has explained the feature accurately in a Reddit post. Unlike before, where fixed overclocking could introduce sound/framerate issues or crashes in some games, this new method's goal is to counter slowdowns without any audiovisual compromises while also keeping compatibility as high as possible. The inspiration came from a technique already used in NES emulators, where more scanlines would be inserted in the CPU thread while pausing video and audio in the meantime; and everything described so far can also be used with the SA-1 and SuperFX coprocessors (others don't need it as they're implemented via HLE). The end result can be seen in the videos below, and it really speaks for itself (also, while not showcased in the videos, this method is also compatible with HD Mode 7!)
However, byuu warns users to keep overclocking settings to reasonable levels, otherwise, it can have an adverse effect on resource usage (if set too high, you will likely end up wasting CPU cycles between frames for no reason). As such, mitigations or limits for popular games are reportedly being experimented with at the moment.
As previously mentioned, the feature is available in bsnes' nightly builds and will be officially added in the next stable release. The same implementation has also been picked up by a different, relatively new SNES emulator, Mesen-S. There's a high chance it will also be ported over to the respective Retroarch/libretro cores sometime in the future.
https://gbatemp.net/threads/bsnes-an...method.545475/
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August 14th, 2019, 18:49 Posted By: wraggster
It has been a while since our SX Installer has been updated, but today we are ready to release v2.0.0 which brings with it a number of nice improvements as you can see in the changelog below, and one of the amazing new features is that you can now upgrade and downgrade your Switch firmware with ease and safety, as simple as installing a NSP game! - Added XCI installation
- Added on-the-fly standard crypto install
- Standard crypto conversion hard drops minimum firmware requirement
- Added socket.json for fine tuning socket settings
- Added system firmware version check before installing
- Added google drive directory and file support
- Plugging in USB cable without SX Server no longer hangs SX Installer
- Added ability to reset minimum version nag in the application record.
- Fixed an out of memory crash.
- Added stability for 8.1.0 firmware.
- Improved Korean Translations.
- Added firmware installation.
- Added dropbox support. url syntax: dropbox:/token:here@/
- Miscellaneous bug fixes..
- Enabled compression on database files.
- Added hosts for custom host entries.
- Fixed game launching.
- Improved stability.
- Added ability to install save game at time of install.
(unzips titleid.zip in the NSP to the games save)
- Added ability to install save games from zip files.
(title id must be in brackets i.e. "doom fix [010018900DD00000].zip)"
- Fixed error installing certain titles over USB.
That's all for today. Stay tuned!
To find our latest SX Installer, please visit our SX Portal page and for recent Switch firmwares check out this handy listing of firmware packs, and remember for support please visit our TX Commmunity for help from fellow SX users.
—< Team-Xecuter – Rocking the Switch in 2019 and beyond! >—
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August 14th, 2019, 18:50 Posted By: wraggster
There are news on the Game Boy Advance homebrew scene, which should not stay unmentioned. JeffRuLz sent us an e-mail to let us know about Celeste Classic. As of now it can be still considered a prototype. It’s a difficult platform game demanding precise wall jumps and air dashes. If your reflexes are limited, this might be not a game for you.
All of you interested to develop for the GBA, the source code is available for free as well.
https://pdroms.de/nintendo-gameboyad...y-advance-game
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August 14th, 2019, 18:58 Posted By: wraggster
Muffin the Alpaca is a Game Boy game by Fronze, made for ZGBJAM#2. It’s possibly not a real game yet, but nice to check out.
<img class="alignnone wp-image-63730 size-medium" src="https://pdroms.de/wp-content/uploads/2019/08/Muffin-the-Alpaca-Game-Boy-Game-300x270.png" alt="" width="300" height="270" srcset="https://pdroms.de/wp-content/uploads/2019/08/Muffin-the-Alpaca-Game-Boy-Game-300x270.png 300w, https://pdroms.de/wp-content/uploads...e-Boy-Game.png 347w" sizes="(max-width: 300px) 100vw, 300px" />
Quote: Run across the infinite Alpaca’s Valley. A wonderful place where all the alpacas can run freely without any distraction.
Feel this allegory of the intense non-stop life-style we are all living.
PS: It has some in-app purchases for just 666$ for no reason at all. Buy our alpaca’s hat today!
Soon in VR too!! (only Oculus Vive)
By The Alpaca Paca’s & Alpacapacino Team with <3.
https://pdroms.de/nintendo-gameboy-g...-game-boy-game
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August 14th, 2019, 21:41 Posted By: wraggster
Contrary to the PSVita, the 3DS’ homebrew haydays have been over for a pretty long time but noteworthy releases still drop from time to time. One of these releases was Twilight Menu++ 9.0.0 some days ago which came with Widescreen support (lets you play DS games in Widescreen (16:10) thus filling up the 3DS’ upper screen).
Unfortunately, this feature wasn’t useable since TWL Patcher was required and that wasn’t out then. That finally changed on Sunday as Sono released his patcher which can enable Widescreen mode by following a short tutorial on a 64-Bit Windows PC. You can grab TWLPatcher from this link and follow the instructions found here to use it on your console!
Many DS games are a lot of fun but playing them in Widescreen on your 3DS makes them even better!
On the other hand, TWiLight Menu++ received an update to version 9.0.4 yesterday and this brings along:
- Support for 202 Widescreen Mode games
- Combined with version 9.0.3, titles like Final Fantasy IV, Pokemon Platinum and Assassin’s Creed II – Discovery are now supported
- Sanity checks relating to Widescreen mode have been added which make sure that a working copy of ‘TwlBg.cxi’ is present in “sd:/luma/sysmodule†and whether it’s backed up
- Some small bug fixes having to do with file copying
To grab TWiLight Menu++ 9.0.4 and enjoy DS games in Widescreen, check out this link to grab and install it. Do note that updating via TWiLight Updater doesn’t work as of right now so you must update your binaries manually!
http://wololo.net/2019/08/14/news-na...-games-on-3ds/
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August 14th, 2019, 21:43 Posted By: wraggster
It’s no secret that an emulator with decent compatibility (264 playable games as of today) for the Nintendo 3DS exists and that emulator is Citra, the creators of which are now mostly working on Yuzu which is a Nintendo Switch emulator seeing doing some great progress.
However, Citra focuses more on getting games to work rather than emulating everything perfectly and until a couple of months ago, audio was emulated with code implemented on a per-game basis rather than emulating the actual audio chips.
On the other hand, Corgi3DS is an LLE emulator which focuses on emulating every last bit of the Nintendo 3DS to the point of starting execution from original Boot ROMs, loading the 3DS OS from a NAND dump and even booting to the 3DS’ Home Menu for a fully authentic experience. This emulator, from ‘PSISP‘ who authored DobieStation (a largely unfinished PS2 emulator for Android which can boot some games with inadequate performance), is currently in a pretty early stage since no games actually work, the emulated 3DS OS hangs after a while due to unfinished WiFi card emulation code and speed is horrible. As a result, there’s no way we’ll get the full 3DS experience in an emulator with excellent compatibility any time soon but the progress is pretty promising. If you want that, you might as well spend a few bucks and grab a cheap Nintendo 3DS off eBay or locally!
http://wololo.net/2019/08/11/news-co...30-new-levels/
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August 14th, 2019, 21:51 Posted By: wraggster
Atmosphère is a CFW for hackable Nintendo Switch consoles, which include fusee-gelee vulnerable units and ipatched units running FW 4.1.0 for now although support for Switch firmwares up to version 7.0.1 will almost certainly come in the future.
Similar to other CFWs, Atmosphère lets you do a wide variety of things on your Switch including running homebrew games/utilities, using custom modules (similar to plugins in PSP/PSVita jargon), overclocking your console and even running a secondary version of Horizon OS stored on your SDCard via emuMMC.
Other than being quite feature-packed, this CFW is also frequently updated and a few hours ago, Atmosphère 0.9.3 landed with:
- Significant optimisations, by hexkyz, to fusee’s boot sequence which means that Atmosphère’s boot times have been greatly reduced and you’ll be spending less time staring at its splash screen!
- Automatic backing up of your Switch’s BIS keys which are instrumental in fixing a corrupted NAND especially on ipatched units since they don’t have the RCM bug
- The “pm†(Process Manager), “creport†(Crash Report) and “fatal†system modules were rewritten with numerous improvements
- The version string in the Settings App now displays whether you’re using emuMMC or not and defaults pertaining to hbloader’s memory usage in applet mode were added to ‘system_settings.ini’
- The bundled version of hbl has been updated to version 2.2 (from 2.1) and hbmenu got updated to version 3.1 (from 3.0.1)
- Other fixes and minor updates which can be found by browsing through its commit history
To grab Atmosphère 0.9.3, check out this link and make sure you update fusee-primary when installing it.
http://wololo.net/2019/08/09/release...etter-visuals/
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August 19th, 2019, 22:19 Posted By: wraggster
Microsoft's blossoming friendship with Nintendo continued today with the news that Ori and the Blind Forest Definitive Edition will arrive on Switch next month.
The hit 2015 game by Moon Studio joins Cuphead and Minecraft as Microsoft-owned IP making the move to Nintendo's console. It was revealed as part of Nintendo's latest indie game showcase ahead of Gamescom.
The news follows the E3 reveal of Banjo-Kazooie coming to Nintendo's Super Smash Bros series. Banjo and Kazooie are characters that made their debut on N64, but are now owned by Xbox. Elsewhere, Microsoft's recently acquired studios Double Fine, Ninja Theory and Obsidian all have titles due for Nintendo Switch.
https://www.gamesindustry.biz/articl...e-blind-forest
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August 19th, 2019, 22:22 Posted By: wraggster
Nintendo appears to be purging YouTube of all unauthorised music uploads from its various classic soundtracks.
YouTuber GilvaSunner, whose channel features tunes from a wide range of video games and has amassed 300,000 subscribers, shared screenshots of his inbox via Twitter, showing a series of copyright claim notices against his videos.
All of the videos -- 145 shown, and likely more across his channel -- featured music from Nintendo games, including Fire Emblem Awakening, Super Smash Bros Brawl, and various Mario and Zelda titles.
In a tweet, GilvaSunner suggests that Nintendo "started manually with the most viewed content on the channel, and are now going through the playlists one by one."
He added: "Looking at the time of the claims, it seems these are coming from Japan HQ."
Elsewhere, the people behind the channel BrawlBRSTMs3, which specialised in Smash Bros music, has voluntarily shut down. Kotaku reports it was hit by similar copyright claims from Nintendo earlier this year.
"Part of the reason for our voluntary shutdown is out of respect for the copyright owners of all music we've shared," the channel wrote via Twitter.
Nintendo has been particularly active in clamping down on violations of its copyright via YouTube, to the point where it built the Nintendo Creators Program -- an initiative that ensured all videos featuring Nintendo games, including Let's Plays, were approved (and partly monetised) by Nintendo.
https://www.gamesindustry.biz/articl...music-channels
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August 19th, 2019, 22:28 Posted By: wraggster
As a popular game whose localization for the SNES was highly memorable, the script writing for Final Fantasy VI is a topic frequently discussed in fan circles. But the sheer number of translation errors in its original English release, compounded by the alterations and inaccuracies found in later versions, have had the result of obscuring and distorting many of the details of the story.
In response to this, user hairy_hen decided that it would be appropriate to rewrite the script for Final Fantasy VI, in order to create a version for the SNES that faithfully presents all of the story and character details found in the Japanese original. Drawing upon his experience as a story editor, and closely following the live translation featured on Legends of Localization, hairy_hen went through the entire game and rewrote the dialog line by line, in order to restore all of the missing and distorted information. With the details presented in a correctly translated form, the internal logic of the story becomes much clearer. The focus of the plot is more unified and comprehensible, and the flow of each conversation becomes consistent in tone and coherence.
The overriding goal was to be as accurate to the intent of the original script as possible, but to keep the text in a form that would read naturally in English, rather than trying to replicate the quirks of Japanese grammar. With debates about the wording of specific lines often overshadowing discussions about the story, hairy_hen found it necessary to take an objective approach to the merits and shortcomings of previous releases. Consequently, while he did retain some of the memorable “flavor text†from earlier versions, he eliminated any changes in the dialog that interfered with the meaning of the story, and generally preferred to rewrite rather than hang on to the earlier phrasing.
The character of Cyan, whose speech had been somewhat mangled in previous releases by incorrect application of archaic grammar, was rewritten most extensively of all. Researching works dating from the time of Early Modern English allowed Cyan’s dialog to be written in a way that convincingly reflects the usage from this period, while remaining clearly understandable to a modern audience. Additional documentation about the specifics of the style is also provided.
The project’s aims also included the translation of non-story text; and therefore the game’s enemies, items, spells, and other abilities were renamed for the sake of accuracy. Most of these used the official names from Square Enix, but some were changed as needed in order to more closely reflect the Japanese originals. Mistakes in their accompanying descriptions were also corrected. To streamline the experience of the player, bug fixes were applied to eliminate potentially game-breaking glitches in the original code, and a few small enhancements such as B-button dashing were included for convenience. The Japanese title screen and uncensored graphics are also present in this version.
Since the Legends of Localization video series made it plainly obvious just how many previously undocumented translation mistakes the game actually contained, the necessity of creating a version that would rectify all of the issues became clear. This release, therefore, is aimed at anyone who prefers to play the game in its original form for the SNES, but without any of the associated textual problems. With its focus on story, Final Fantasy VI: Retranslated is designed particularly to appeal to those who wish to immerse themselves in the world of the game, and to experience a version that adheres as closely as possible to the intentions of the game’s writers.
https://legendsoflocalization.com/final-fantasy-vi/
http://www.romhacking.net/forum/index.php?topic=29094
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August 19th, 2019, 22:32 Posted By: wraggster
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
# Cemu detailed changelog for 1.15.12
# Patreon release date: 2019-08-09
# Public release date: 2019-08-16
general:
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Fixed a bug where Cemu would take two screenshots when gamepad view was closed
general: Taking a screenshot will now show a notifcation on the screen (if notification overlay is enabled)
general: Added game profile option to set either TV or GamePad output as the default screen (#152)
general: The graphic pack window now has an option to filter for games that are in the game list (enabled by default)
general: Fixed a bug where any changed graphic pack settings would get lost when updating graphic packs (#150)
general: Added fallback for community graphic pack download in case cemu.info is down or unreachable
GX2: Added support for accessing gl_PointCoord in shaders
This makes stars in the night sky in BotW visible. It's unknown if anything else is affected
Requires proper point sprite support in compatibility profile which is working on all vendors except AMD's windows driver |
http://cemu.info/
http://www.emulation64.com/view/3005...512b-released/
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August 19th, 2019, 22:37 Posted By: wraggster
Released earlier this year was DerKoun's HD tweak to the emulator bsnes, which added widescreen to classic games, while also dramatically upscaling Mode 7 graphics. After a few months of work, a new release has been made available, bringing with it some exciting new features. In this build, DerKoun has added HD upscaling and super sampling up to 10x original resolution. Should you have the right hardware and a desire to play your Super Nintendo games in 4K, you now can. Also featured in this version is smooth gradients and true color processing, which allow for better graphics from a distance and more accurate color emulation, respectively.
Changelog:
- Smooth (true color, high resolution) gradients for color math from fixed color, e.g. for pseudo perspectives. This combines the new true color support and high resolution smoothing of HDMA effects to turn approximations of gradients into real ones. This is noticeable in many games with Mode 7 perspectives, often in the top/distant part, which often fades to black or another color. Enabled by default, on medium setting "4". (see image: left side before vs. right one with this improvement)
- True color processing for all color operations. Colors are upconverted from RGB 555 to 888 early, before any further processing.
- Fixed crashes on combined high scale and widescreen settings. All combinations available in the settings dialog now work. Also manually editing the config file now allows for wider widescreen, but it still crashes due to too high combinations.
- HD and super sampling scale up to 10x. So you can go for true 4K with the right combination of settings and really good hardware.
- preview: Smooth (high resolution) Window effects, like shadows or spells. This is considered a preview, as the top and bottom edges of such effects still look SD and therefore stand out. It is disabled ("0") by default. You can set "1" or higher values to give it a try. Please let me know what works good and what does not. Screenshots and savestates would be much appreciated.
DerKoun's next step for bsnes-hd is to merge the newest updates and changes from the official branch of bsnes, before moving onto new ideas and implementations. Currently, bsnes-hd beta 9 is available on both Windows and Linux, and is available to download below.
Source
https://gbatemp.net/threads/new-bsne...to-10x.546169/
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August 19th, 2019, 22:38 Posted By: wraggster
After being stuck in PR limbo for a while, the ever-popular 3DS emulator Citra has finally added texture dumping & replacement to its official Canary builds!
The features are still experimental, so it may take a while before they reach Nightlies, but if you're curious, you can play around with them and make your own texture packs right now! Once you've got the latest build, you can find all you need in the Graphics section of the emulator's Configuration window. Three options are available, and they're pretty self-explanatory: "Use Custom Textures", "Dump Textures" and "Preload Custom Textures". The system in place is very similar to Dolphin's own: dumped textures will be placed in <User Directory>\dump\textures\<title id> as PNG files, while custom ones will be loaded from <User Directory>\load\textures\<title id> (you can also right-click on a game entry and choose "Open Texture Dump Location" / "Open Custom Texture Location" for easier access). After editing the dumped files (or grabbing a premade pack from the internet), you can just drop everything in the custom textures folder, boot up your desired title with the correct options enabled et voilÃ*, your game will have a brand new look!
Note: This feature is currently still WIP (Work-in-progress)!
Texture dumping and replacement have been implemented for Citra, by Khang06.
For more details, see PR #4868.
Instructions for dumping textures
- Open Emulation > Configure... in Citra’s menu and go to Graphics > Enhancements.
- Enable Dump textures and click OK.
- Now open a game of your choice, and start playing. As you keep playing, the textures used by the game will be dumped as .PNG files.
- Right-click on your game in the games list and select Open Texture Dump Location to open the dump folder.
Instructions for replacing textures
- Right-click on your game in the games list and select Open Custom Texture Location to open the folder where custom textures will be loaded from.
- Place your custom texture .PNG files in the folder.
- In Emulation > Configure... > Graphics > Enhancements, enable Use Custom Textures and click OK.
- Additionally, if you want your custom textures to be pre-loaded to RAM, enable Preload Custom Textures as well. This will help improve the performance but will also increase memory usage.
Click to expand...
Are you excited about this feature? Will you use it to give your favourite titles an unofficial HD remaster or are you hyped for more "games repainted"-like texture packs? Let us know by leaving a post below!
Download
Source
https://gbatemp.net/threads/citra-ad...upport.546166/
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August 19th, 2019, 22:45 Posted By: wraggster
As the name suggests, 60FPS mods are hacks applied to retail games that increase their frame limit to 60FPS (usually from 30FPS). Sometimes, games on portable consoles have their framerate limited in order to save on battery life and improve thermals even though the hardware is enough to push out a much high framerate.
In other cases, you need to overclock the device’s CPU and GPU to achieve a framerate closer to 60FPS which is something easily doable on the Switch with sysmodules like sys-clk.
However, not everybody cares about the aforementioned benefits since some folks prefer a smoother experience while sacrificing a bit of battery life. Due to this, masagrator decided to create a bunch of 60FPS mods for retail Switch games which include:
http://wololo.net/2019/08/17/nintend...-overcooked-2/
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August 19th, 2019, 22:47 Posted By: wraggster
bsnes-plus v05 is released. bsnes-plus (or bsnes+) is a fork of bsnes (based on bsnes-classic) intended to introduce some new features and improvements, mostly aimed at debugging. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
What's new
- "Step over" and "step out" buttons in debugger
- Improved debugger UI with register editing
- Improved handling of address mirroring for breakpoints (extends to the entire address space, not just RAM)
- Real-time code and data highlighting in memory editor, with fast searching for known code/data locations and unexplored regions
- Cartridge ROM and RAM views in memory editor for mapper-agnostic analysis
- SA-1 disassembly and debugging
- SA-1 bus and BW-RAM viewing and (partial) usage logging
- Super FX disassembly and debugging
- Super FX bus viewing and usage logging
- SPC file dumping
- IPS and BPS soft patching
- Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)
Non-debugging features:
* Satellaview / BS-X support
* SPC file dumping
* SPC output visualizer (keyboards & peak meters)
* IPS and BPS soft patching
* Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)
bsnes-plus v05rc2 Changelog:
Migrated project from Qt 4 to 5
Added reworked debugger/disassembler view [BenjaminSchulte]
Added support for symbol files in VICE, FMA, and WLA-DX formats for CPU, SMP, and SA1 [BenjaminSchulte]
(.cpu.sym, .smp.sym, or .sa1.sym extensions)
Added reworked sprite viewer [UnDisbeliever]
Added reworked breakpoint editor; supports unlimited breakpoints and symbol usage [Revenant]
Added configurable comparison operators for breakpoint "data" field [Revenant]
Added context menu to memory editor, including shortcuts to add new breakpoints [Revenant]
Added buttons to debug view for running to next NMI/IRQ/vblank/hblank [Revenant]
Added support for variable BS-X memory pack sizes up to 32Mbit [Revenant]
(default size for empty pack is configurable in emulator options)
Added more accurate emulation of Satellaview download bandwidth [Revenant]
(allows simulated downloads of smaller games and other content without crashing BS-X)
Added support for save states with BS-X cartridges [Revenant]
Added support for NTT Data Keypad controller [raphnet]
Added built-in support for expanded SPC7110 ROMs [Revenant]
(allows running Tengai Makyou Zero translation without special manifest)
Fixed mouse cursor staying locked when window loses focus if using mouse/super scope/etc [Revenant]
Fixed scaling of window elements on hi-DPI Windows systems [CypherSignal]
Fixed unfiltered screenshots still incorporating gamma curve if enabled [Revenant]
Fixed memory editor ignoring uppercase letters A-F when editing [Revenant]
Fixed memory editor sometimes copying one more byte than what's actually selected [Revenant]
Fixed "reload" option and drag-and-drop for special cartridge types [Revenant]
Fixed detection of SA1 carts with a battery but no BWRAM [Revenant]
(partially fixes Pachi Slot Monogatari PAL Special)
Fixed Esc key potentially closing both a dialog box and parent window at the same time [Revenant]
Fixed automatically loading an empty BS-X memory pack if none was previously specified [Revenant]
Updated memory editor to allow opening multiple instances simultaneously [BenjaminSchulte]
Updated tilemap viewer to show address of selected character [UnDisbeliever]
Updated some Cx4 timing and memory mapping details [Revenant]
Updated some BS-X base unit register behavior for downloading content [Revenant]
Backported SA1 mul/div register behavior fixes
Backported DMA/HDMA timing fixes
Backported PPU timing tweaks from higan v106r124
https://github.com/devinacker/bsnes-plus
http://www.emucr.com/2019/08/bsnes-plus-v05.html
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August 19th, 2019, 22:52 Posted By: wraggster
bsnes-hd beta 9 is released. bsnes-hd (formally "HD Mode 7 mod") is a mod of bsnes v107.1 by byuu (high-level emulation for co-processors came right on time for this). It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.bsnes is an emulator for the Super Famicom and SNES video game systems.
bsnes-hd changelog:
Smooth (true color, high resolution) gradients for color math from fixed color, e.g. for pseudo perspectives
True color processing for all color operations
Fixed crashes on combined high scale and widescreen settings
HD and super sampling scale up to 10x (4K+)
preview: Smooth (high resolution) Window effects, like shadows or spells (top and bottom edges have issues)
https://github.com/DerKoun/bsnes-hd
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August 21st, 2019, 18:53 Posted By: wraggster
SciresM doesn’t believe newer Switch units (codenamed “Mariko†will see the ability to run Atmosphere, according to a quote from his livestream earlier this month: “It will surprise me if we manage to hack Mariko. Our hacking Mariko is not something that I’d expect. I expect that we will glitch it and get the keys but I am not expecting for users to have the ability to run Atmosphere on Mariko. If we can, that would be awesome, but I don’t think we will.â€
The Nintendo Switch got hacked “beyond repair†last year when hackers released Fusee Gelee, a hack relying on hardware flaws of the device (specifically its Nvidia SoC). Software updates are not possible to patch this issue, and it was known that only a hardware revision would prevent hacking the console.
The original unpatched models are set to become even more rare, with the increasing presence of Mariko & the release of the upcoming Nintendo Switch Lite. For those who haven’t bought a Switch yet and expect to grab an unpatched version, it appears checking the serial number on the box remains a semi-valid way of knowing what you buy today.
http://wololo.net/2019/08/21/sciresm...ee-atmosphere/
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August 26th, 2019, 23:09 Posted By: wraggster
The Nintendo eShop in the UK and Europe will soon no longer accept credit card purchases on 3DS and Wii U.
A support page indicates that this change will go into effect in September 2019.
It instructs users who wish to make purchases to create a Nintendo Account, add funds to it with a credit card via the website, and then use those funds to make purchases either online or via the eShop on either system. Pre-purchased Nintendo eShop cards will also still function.
This is possibly a response to the EU Payments Services Directive, which went into effect in January of last year and has a deadline in September of this year. The directive, intended to prevent credit card fraud, requires more personal info or security checks from the purchaser than just the basic credit card information in order to make a card purchase online.
https://www.gamesindustry.biz/articl...cards-in-uk-eu
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August 26th, 2019, 23:13 Posted By: wraggster
In June, we published our yearly investigation into which gaming hardware manufacturers may be funding armed conflict through their supply chains. At the time of publication, one major company was missing: Nintendo.
In that report, we outlined the results of yearly SEC filings from companies such as Apple, Sony, Microsoft, Google, and others that are intended to demonstrate how aware (or unaware) the manufacturers are of whether their supply chains for gold, tantalum, tin, and tungsten (collectively known as 3TGs, or conflict minerals) are supporting activities such as slave labor, bribery, illegal taxation, coercion, and violence by various groups. However, because Nintendo is not publicly traded in the US, the company did not have a filing available at the same time as the SEC deadline for those companies that are.
But to Nintendo's credit, it still publishes roughly the same information found in those filings every year in its Corporate Social Responsibility (CSR) report, which is usually translated into English by the end of July. With that, we can determine how well Nintendo is doing compared to its competitors at ensuring ethical sourcing of the minerals needed to manufacture Nintendo Switches, controllers, amiibo, and other electronic devices.
Nintendo's relationship with conflict minerals over the years has been a mostly disappointing one, with improvement only in increments over the years. That's despite the company's commitment to a 100% return rate in responses from its 3TG suppliers, whom it surveys yearly for data on its mineral supply chain. In 2014, the first year it reported, the company could only certify that 47% of the smelters and refiners (SORs) it used for the 3TGs in its products were on an industry-standard whitelist of SORs audited by a third-party to ensure conflict-free sourcing.
In 2015, Nintendo showed dramatic improvement, bringing its percentage of whitelisted SORs up to 72%. But things haven't moved much from there. In 2016, that number inched up to 74%, and in last year's report, it inched again to 76%.
Its latest report, entitled "Putting Smiles on the Faces of Our Supply Chain," is yet another inch. Nintendo once again had a 100% survey return rate in 2018, through which it identified a total of 323 SORs in its supply chain of 3TGs. Of those, 256 were identified as audited and conformant to industry standards for ethical sourcing, bringing its percentage of conformant SORs to 79% -- 3% higher than last year, and with ten fewer SORs total in its supply chain.
Furthermore, when we first looked into the Nintendo CSR report for 2019 at the time of its publication, Nintendo's numbers didn't add up. Most of the numbers were completely identical to last year's (something we've not seen in any other conflict minerals report since we began investigating them in 2015) and had an additional discrepancy in its total number of SORs. It was only after we reached out to Nintendo to check their accuracy that Nintendo realized they had not updated the conflict minerals portion of their CSR report with current data. They have now amended it.
https://www.gamesindustry.biz/articl...neral-sourcing
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August 28th, 2019, 00:03 Posted By: wraggster
More stability. You know you want it, and Nintendo is here to make your wish come true by streaming it directly to a dual-screen system near you. Firmware 11.11.0-43 has just been released for the whole family of EUR 3DS consoles and, while no official changelog is available at the time of writing, we can all imagine what it would look like. It is currently unknown if and when update will also be released for other regions. Even if something got changed under the hood, it doesn't look like anything significant for homebrew according to a tweet made by smealum:
The coast may seem clear, but the usual rules still apply: while CFW users can upgrade freely, you are advised to wait until the all-clear is given before doing so if you're relying on *hax payloads or other entrypoints - especially considering the new firmware doesn't introduce any new features or functions. This post will be kept up-to-date with any other useful hacking & homebrew related info.
https://yls8.mtheall.com/ninupdates/...-00-40&sys=ktr
https://gbatemp.net/threads/nintendo...leased.546848/
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August 28th, 2019, 00:05 Posted By: wraggster
After having been decompiled back in July, the source code for Super Mario 64 has been completely reverse-engineered, and is now publicly available. Available on GitHub is a full decompilation of the beloved 3D platformer, Super Mario 64. The decompilation works for the NTSC-U and NTSC-J builds of the game, with (E) ROM support coming soon. To keep things legal, you will need to provide your own copy of the game, in order to compile the data, with the exact process being detailed, below. If you've ever wanted to see some of the magic that went into creating such an iconic game, you can now finally see into all of the finer details.
Linux
- For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at ./baserom.<version>.z64 for asset extraction.
- Install the following packages:
Debian / Ubuntu
- git
- binutils-mips-linux-gnu / mips64-elf (>= 2.27)
- python3 (>= 3.7)
- build-essential
- pkg-config
- zlib1g-dev
- libaudiofile-dev
Arch Linux
- Install qemu-irix
3.a Options: 1. Clone https://github.com/n64decomp/qemu-irix to somewhere and follow its install instructions in the README. 2. Optionally, grab the prebuilt qemu-irix from the Releases section. 3. (Arch) Use AUR package qemu-irix-git
3.b (For options 1 or 2), copy executable qemu-irix from irix-linux-user to somewhere convenient with a relatively short path.
mkdir -p /opt/qemu-irix/bin
cp irix-linux-user/qemu-irix /opt/qemu-irix/bin
3.c Define QEMU_IRIX environment variable in your ~/.bashrc to point to this qemu-irix executable.
export QEMU_IRIX=/opt/qemu-irix/bin/qemu-irix
- Run make to build the ROM (defaults to us version). Make sure your path to the repo is not too long or else this process will error, as the emulated IDO compiler cannot handle paths longer than 255 characters. Build examples:
make VERSION=jp -j4 # build (J) version instead with 4 jobs
make VERSION=eu COMPARE=0 # non-matching EU version still WIP
Windows
For Windows, install WSL and a distro of your choice and follow the Linux guide.
https://github.com/n64decomp/sm64/blob/master/README.md
https://gbatemp.net/threads/super-ma...leased.546814/
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August 29th, 2019, 22:53 Posted By: wraggster
In these past years, VUEngine has improved so much and become better and better in all areas imaginable... well, except a single one: music. As one of the oldest parts of the software, the engine's sound manager has been seriously lagging behind, supporting only single track music and lacking any tools to actually produce any music, or convert some into the engine's format.
But that's history from now on! We have finally filled in the missing puzzle piece and rewritten the entirety of the engine's sound code. From now on, it is possible to play either PCM, converted from WAV files, or MIDIs, converted to a special format readable by the music player. You can use all 6 tracks, which are automatically allocated and released, and there are fading effects and spatial positioning of audio sources, allowing you to locate the source of a sound thanks to the Virtual Boy's stereo speakers. You can also modify sound while it is played, and for instance speed it up. See below for a full list of features that are already implemented, as well as possible future additions.
Of course we also added another tool to the existing range of debug tools to accompany the updated sound support. Build your project in tools or debug mode and press LR+RT+RDown in-game to bring up the Sound Test.
You can find a standalone version of the Sound Test tool attached to the post on our Patreon page, including a selection of sample songs and sound effects.
https://www.planetvb.com/modules/new...hp?storyid=463
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August 30th, 2019, 00:22 Posted By: wraggster
As discussed in this article, some games on the Nintendo Switch are locked to render at a framerate lower than that which the Switch can achieve either due to thermals/battery life reasons or because overclocking the Switch’s CPU is needed to achieve a constant 60FPS.
Thanks to Masagrator’s work, you can play the just-released demo of Dragon Quest XI S at 60FPS if you don’t mind overclocking your Switch to the max (Source)
Due to this, Masagrator decided to create a bunch of 60FPS mods so that people who don’t care much about thermals/battery life can enjoy games looking as best they can on their Switch. Now, he and his colleague ‘Kirby567fan‘ released 4 more mods for retail Switch games which include:
Other than the above releases, there’s also some good news for these 60FPS mods as it’s been discovered how to get 60FPS in Unity games (American Fugitive is one of them) which took masagrator a few weeks to figure out. If the games you want to play aren’t in that list, there’s still hope as masagrator promised that he’ll release more patches next Friday (30th August)!
http://wololo.net/2019/08/23/news-ch...fps-patches-f/
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August 30th, 2019, 00:36 Posted By: wraggster
Swiss r656 is released. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss Changelog:
Mostly bug fixes this release, changes listed by author below.
@emukidid:
Fix mistakes in settings text
Move "Alternate Read Patches" setting to be a per game (and default) level setting
Enable "Alternate Read Patches" setting by default
Fix empty memory card crash, fix blocks label
Fix issue #217 (graphical issues with banners when navigating devices)
@Extrems:
Fix 540p and 1080i video timings
https://github.com/emukidid/swiss-gc
http://www.emucr.com/2019/08/swiss-r656.html
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August 30th, 2019, 01:14 Posted By: wraggster
Angrylion RDP Plus r4 is released. This is a conservative fork of angrylion's RDP plugin that aims to add new features while retaining the accuracy of the original plugin.
Angrylion RDP Plus features:
* More maintainable code base by dividing the huge n64video.cpp into smaller pieces.
* Improved portability by separating the emulator plugin interface and window management from the RDP emulation core.
* Multi-threaded rendering support, which increases performance on multi-core CPUs significantly.
* Replaced deprecated DirectDraw interface with a modern OpenGL 3.3 implementation.
* Added manual window sizing.
* Added fullscreen support.
* Added BMP screenshot support.
* Added settings GUI.
* Slightly improved interlacing performance.
Angrylion RDP Plus r8 Changelog:
Improved unfiltered mode (#65)
Added vsync and exclusive window options (Zilmar plugin only)
Added multithreaded rendering compatibility modes, which allows you to choose between speed and compatibility
Merged angrylion r111 and r112
The window in unfiltered mode is now doubled in size for 320x240ish frames
Fixed repeating random noise patterns when multithreaded rendering is enabled (#67)
Note about the downloads:
angrylion-plus.dll - Project64 plugin
mupen64plus-video-angrylion-plus.dll - Mupen64Plus plugin
https://github.com/ata4/angrylion-rdp-plus
http://www.emucr.com/2019/08/angrylion-rdp-plus-r8.html
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