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 Cid2Mizard [3DS] RetroArch 3DS v1.6.9  le 22 Nov 2017 8:40

 Cid2Mizard [Wii] RetroArch Wii v1.6.9  le 22 Nov 2017 8:30

 Cid2Mizard [NGC] RetroArch NGC v1.6.9  le 22 Nov 2017 8:23

 Cid2Mizard [Wii] Wii64 beta 1.2  le 21 Nov 2017 7:47

 Cid2Mizard [3DS] Snes9x 3DS v1.20=>1.21  le 12 Nov 2017 9:03

 Cid2Mizard [3DS] Sliding-Puzzle v1.3  le 30 Oct 2017 17:24

 Cid2Mizard [3DS] Breakout v1.7.0 Beta  le 30 Oct 2017 17:21

 Cid2Mizard [3DS] Craftus Reloaded v0.3 pre 2  le 30 Oct 2017 17:10

 Cid2Mizard [3DS] Snes9x 3DS v1.20b  le 29 Oct 2017 17:28

 Cid2Mizard [3DS] EasyRPG Player v0.5.3  le 24 Oct 2017 7:22

 Cid2Mizard [Wii] EasyRPG Player v0.5.3  le 24 Oct 2017 7:18

 Cid2Mizard [3DS] GodMode9 v1.4.3  le 15 Oct 2017 18:15

 Cid2Mizard [3DS] Sliding-Puzzle v1.2  le 15 Oct 2017 18:07

 Cid2Mizard [3DS] Breakout v1.4.2 Beta  le 13 Oct 2017 6:45

 Cid2Mizard [3DS] Test - R4i-B9S  le 11 Oct 2017 9:29

 Cid2Mizard [Wii] Visual Controller Test v0.91  le 11 Oct 2017 6:26

 Cid2Mizard [NDS] melonDS v0.5  le 06 Oct 2017 3:15

 Cid2Mizard [3DS] mGBA v0.6.1  le 02 Oct 2017 18:09

 Cid2Mizard [Wii] mGBA v0.6.1  le 02 Oct 2017 18:07

 Cid2Mizard [3DS] Checkpoint v1.0.0=>2.0.2  le 02 Oct 2017 17:57


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[3DS] RetroArch 3DS v1.6.9[Edit]

Posté par: Cid2Mizard
 
Image

La team Libretro propose la version 1.6.9 de "RetroArch 3DS", portage pour la Nintendo 2DS/3DS de l'API multi-plateformes "RetroArch" qui regroupe principalement des émulateurs.



Quote:
RetroArch 1.6.9 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.
General changelog

– Audio: Fix the Audio DSP picker
– CHEEVOS: Add support for Atari Lynx cheevos.
– CHEEVOS: Add support for RetroAchievements Leaderboards.
– GUI: (MaterialUI) Fix crash that happened on context reset with Vulkan.
– GUI: (MaterialUI) Skip querying and drawing items that are not visible; Cache content height and bbox calculation.
– GUI: (MaterialUI) Fix entry box highlight calculation.
– GUI: (XMB) Skip drawing the fading list when it is already transparent. Optimization.
– GUI: (XMB) Comment out visible item calculation in xmb_draw_items().
– GUI: (RGUI) Prevent crashes when using a non-English language reliant on UTF8.
– GUI: Add menu option for OSD background color.
– GUI: Add menu option for OSD text color.
– GUI: Add menu option to remove frame count from OSD.
– GUI: Allow wraparound of int/float settings when pressing the left key
– INPUT/LIBRETRO: Add support for more mouse buttons (buttons 4/5)
– INPUT/LIBRETRO: Add support for analog buttons
– INPUT: Always show the controls menu even if descriptors are not set
– INPUT: Fix input descriptors not being set on cores that don’t implement the controllers interface
– INPUT: Apply descriptors only for the amount of cores the core supports
– INPUT: Implement keyboard to gamepad input remapping (limited to one gamepad device for now)
– INPUT: Fix absolute mouse move handling on the winraw driver
– INPUT: Ignore keyboard input if window is not active on udev driver
– INPUT: Sanitize the filenames of autoconfig profiles before saving
– LOBBIES: Fix crash on navigating left / right from the lobby menu
– LOCALIZATION: Update Dutch translation
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Russian translation.
– LINUX/ARMHF: Set buildbot updater URL to armhf location instead of blank string
– LINUX/PI: Broadcom VC4: Add Videocore config option
– LINUX/UDEV: Fix – RetroArch reads keyboard input when not focused with the udev input driver.
– NETPLAY: Fix disconnection not fully deinitializing Netplay.
– NETPLAY: Fix lan rooms when there is more than one room
– NETPLAY: Fix lan rooms on systems where all addresses are treated as IPv6
– COMMON: Fix clear/free loop conditionals in playlists.
– WINDOWS/GDI: Fix flickering of text.
– WINDOWS/GDI: Fix graphics corruption on Windows 98
– WINDOWS/GDI: Allow compiling without DirectInput8 for NT support
– WINDOWS/WGL: Try to use wglSwapLayerBuffers instead of SwapBuffers if possible (for more optimal performance).
– WINDOWS: Fix menubar text corruption on Japanese locale systems
– WINDOWS: Support Unicode file I/O (can now display CJK characters in file browser for example).
– WINDOWS: Support Windows 95, NT3.51, NT4
– WINDOWS: add Makefile.griffin targets for msvc6,2003,2005,2010,2012,2013
– WII: Use custom, embedded libogc SDK.
– WIIU: Initial touchscreen support for WiiU gamepad.
– WIIU: Add Cheevos support.
– SCANNER: Fix archive scanning.
– SCANNER: Support CHD files.
– SCANNER: Support Gamecube ISO scanning.
– SCANNER: Use primary data track of disc images for CRC lookups rather than cue files. This is slower but finds matches more reliably, and is necessary for CHD files to work at all. Update your databases!
– SCANNER: Fall back on looking inside archives when matching MAME/FBA content (most recent cores only). If you had difficulty with content being detected before, you may have better luck now. Update your databases and core info!


Téléchargements :
(3DSX) : RetroArch_3DSX v1.6.9.7z
(CIA) : RetroArch_CIA v1.6.9.7z
(3DS) : RetroArch_3DS v1.4.1 beta.7z



Message22 Nov 2017 8:40 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[Wii] RetroArch Wii v1.6.9[Edit]

Posté par: Cid2Mizard
 
Image

La team Libretro propose la version 1.6.9 de "RetroArch Wii", portage pour la Nintendo Wii de l'API multi-plateformes "RetroArch" qui regroupe principalement des émulateurs.



Quote:
RetroArch 1.6.9 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.
General changelog

– Audio: Fix the Audio DSP picker
– CHEEVOS: Add support for Atari Lynx cheevos.
– CHEEVOS: Add support for RetroAchievements Leaderboards.
– GUI: (MaterialUI) Fix crash that happened on context reset with Vulkan.
– GUI: (MaterialUI) Skip querying and drawing items that are not visible; Cache content height and bbox calculation.
– GUI: (MaterialUI) Fix entry box highlight calculation.
– GUI: (XMB) Skip drawing the fading list when it is already transparent. Optimization.
– GUI: (XMB) Comment out visible item calculation in xmb_draw_items().
– GUI: (RGUI) Prevent crashes when using a non-English language reliant on UTF8.
– GUI: Add menu option for OSD background color.
– GUI: Add menu option for OSD text color.
– GUI: Add menu option to remove frame count from OSD.
– GUI: Allow wraparound of int/float settings when pressing the left key
– INPUT/LIBRETRO: Add support for more mouse buttons (buttons 4/5)
– INPUT/LIBRETRO: Add support for analog buttons
– INPUT: Always show the controls menu even if descriptors are not set
– INPUT: Fix input descriptors not being set on cores that don’t implement the controllers interface
– INPUT: Apply descriptors only for the amount of cores the core supports
– INPUT: Implement keyboard to gamepad input remapping (limited to one gamepad device for now)
– INPUT: Fix absolute mouse move handling on the winraw driver
– INPUT: Ignore keyboard input if window is not active on udev driver
– INPUT: Sanitize the filenames of autoconfig profiles before saving
– LOBBIES: Fix crash on navigating left / right from the lobby menu
– LOCALIZATION: Update Dutch translation
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Russian translation.
– LINUX/ARMHF: Set buildbot updater URL to armhf location instead of blank string
– LINUX/PI: Broadcom VC4: Add Videocore config option
– LINUX/UDEV: Fix – RetroArch reads keyboard input when not focused with the udev input driver.
– NETPLAY: Fix disconnection not fully deinitializing Netplay.
– NETPLAY: Fix lan rooms when there is more than one room
– NETPLAY: Fix lan rooms on systems where all addresses are treated as IPv6
– COMMON: Fix clear/free loop conditionals in playlists.
– WINDOWS/GDI: Fix flickering of text.
– WINDOWS/GDI: Fix graphics corruption on Windows 98
– WINDOWS/GDI: Allow compiling without DirectInput8 for NT support
– WINDOWS/WGL: Try to use wglSwapLayerBuffers instead of SwapBuffers if possible (for more optimal performance).
– WINDOWS: Fix menubar text corruption on Japanese locale systems
– WINDOWS: Support Unicode file I/O (can now display CJK characters in file browser for example).
– WINDOWS: Support Windows 95, NT3.51, NT4
– WINDOWS: add Makefile.griffin targets for msvc6,2003,2005,2010,2012,2013
– WII: Use custom, embedded libogc SDK.
– WIIU: Initial touchscreen support for WiiU gamepad.
– WIIU: Add Cheevos support.
– SCANNER: Fix archive scanning.
– SCANNER: Support CHD files.
– SCANNER: Support Gamecube ISO scanning.
– SCANNER: Use primary data track of disc images for CRC lookups rather than cue files. This is slower but finds matches more reliably, and is necessary for CHD files to work at all. Update your databases!
– SCANNER: Fall back on looking inside archives when matching MAME/FBA content (most recent cores only). If you had difficulty with content being detected before, you may have better luck now. Update your databases and core info!


Téléchargement :
RetroArch_Wii v1.6.9.7z



Message22 Nov 2017 8:30 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[NGC] RetroArch NGC v1.6.9[Edit]

Posté par: Cid2Mizard
 
Image

La team Libretro propose la version 1.6.9 de "RetroArch NGC", portage pour la Nintendo GameCube de l'API multi-plateformes "RetroArch" qui regroupe principalement des émulateurs.



Quote:
RetroArch 1.6.9 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.
General changelog

– Audio: Fix the Audio DSP picker
– CHEEVOS: Add support for Atari Lynx cheevos.
– CHEEVOS: Add support for RetroAchievements Leaderboards.
– GUI: (MaterialUI) Fix crash that happened on context reset with Vulkan.
– GUI: (MaterialUI) Skip querying and drawing items that are not visible; Cache content height and bbox calculation.
– GUI: (MaterialUI) Fix entry box highlight calculation.
– GUI: (XMB) Skip drawing the fading list when it is already transparent. Optimization.
– GUI: (XMB) Comment out visible item calculation in xmb_draw_items().
– GUI: (RGUI) Prevent crashes when using a non-English language reliant on UTF8.
– GUI: Add menu option for OSD background color.
– GUI: Add menu option for OSD text color.
– GUI: Add menu option to remove frame count from OSD.
– GUI: Allow wraparound of int/float settings when pressing the left key
– INPUT/LIBRETRO: Add support for more mouse buttons (buttons 4/5)
– INPUT/LIBRETRO: Add support for analog buttons
– INPUT: Always show the controls menu even if descriptors are not set
– INPUT: Fix input descriptors not being set on cores that don’t implement the controllers interface
– INPUT: Apply descriptors only for the amount of cores the core supports
– INPUT: Implement keyboard to gamepad input remapping (limited to one gamepad device for now)
– INPUT: Fix absolute mouse move handling on the winraw driver
– INPUT: Ignore keyboard input if window is not active on udev driver
– INPUT: Sanitize the filenames of autoconfig profiles before saving
– LOBBIES: Fix crash on navigating left / right from the lobby menu
– LOCALIZATION: Update Dutch translation
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Russian translation.
– LINUX/ARMHF: Set buildbot updater URL to armhf location instead of blank string
– LINUX/PI: Broadcom VC4: Add Videocore config option
– LINUX/UDEV: Fix – RetroArch reads keyboard input when not focused with the udev input driver.
– NETPLAY: Fix disconnection not fully deinitializing Netplay.
– NETPLAY: Fix lan rooms when there is more than one room
– NETPLAY: Fix lan rooms on systems where all addresses are treated as IPv6
– COMMON: Fix clear/free loop conditionals in playlists.
– WINDOWS/GDI: Fix flickering of text.
– WINDOWS/GDI: Fix graphics corruption on Windows 98
– WINDOWS/GDI: Allow compiling without DirectInput8 for NT support
– WINDOWS/WGL: Try to use wglSwapLayerBuffers instead of SwapBuffers if possible (for more optimal performance).
– WINDOWS: Fix menubar text corruption on Japanese locale systems
– WINDOWS: Support Unicode file I/O (can now display CJK characters in file browser for example).
– WINDOWS: Support Windows 95, NT3.51, NT4
– WINDOWS: add Makefile.griffin targets for msvc6,2003,2005,2010,2012,2013
– WII: Use custom, embedded libogc SDK.
– WIIU: Initial touchscreen support for WiiU gamepad.
– WIIU: Add Cheevos support.
– SCANNER: Fix archive scanning.
– SCANNER: Support CHD files.
– SCANNER: Support Gamecube ISO scanning.
– SCANNER: Use primary data track of disc images for CRC lookups rather than cue files. This is slower but finds matches more reliably, and is necessary for CHD files to work at all. Update your databases!
– SCANNER: Fall back on looking inside archives when matching MAME/FBA content (most recent cores only). If you had difficulty with content being detected before, you may have better luck now. Update your databases and core info!


Téléchargement :
RetroArch_NGC v1.6.9.zip



Message22 Nov 2017 8:23 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[Wii] Wii64 beta 1.2[Edit]

Posté par: Cid2Mizard
 
Image

FIX94 propose la version beta 1.2 de l'émulateur Nintendo 64 pour la Wii/Gamecube, "Wii64" pour la nintendo Wii.




Quote:
Didnt really do anything with the wii64 beta 1.2 in the last week so I just pushed up a version to at least have a build up.
https://github.com/FIX94/Wii64/releases
compiled both rice and gln64 versions are included in that, so you can play around with it.
oh, also to use sync by VI, open your sd:/wii64/settings.cfg in some editor and set "LimitVIs" to 1, to use sync by audio instead, set it to 0. By default I have it compiled right now to sync by audio, to me that just seems like the better choice

based on official repo plus these changes:
-support for wiiu gamepad in wii vc mode
-option to toggle nand pagefile
-added back in sync to audio when VI limit is set to 0
-added deadzone for classic controllers and wiiu pro controllers
-using ios58 and can be used as a wiiflow plugin


Téléchargements :
Wii64_beta 1.2.rar


Source : gbatemp.net
Site Officiel : github.com

Message21 Nov 2017 7:47 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Snes9x 3DS v1.20=>1.21[Edit]

Posté par: Cid2Mizard
 
Image

bubble2k16 propose la version 1.20 puis 1.21 de "Snes9x 3DS", portage de l'émulateur Snes9x pour la nintendo 2DS/3DS.
Il s'agit d'une version optimisé afin de faire tourner les roms à 50/60 fps sur les Old 3DS qui disposent de moins de puissance que les New 3DS.

Image


Quote:
v1.20 Released

Here are the release notes:
- Fixed slider problem in New 3DS (where one of the eyes always sees a black screen)
- Added button mappings and rapid fire settings like VirtuaNES / TemperPCE 3DS (thanks to AdmiralCurtiss)
- Added button configuration to open emulator menu and fast-forward (thanks to AdmiralCurtiss). Use with care, though. In some games, fast-forwarding can freeze/corrupt your game.
- Added a frame rate option to v-sync with the 60Hz 3DS refresh rate (thanks AdmiralCurtiss)
- Added an option to auto-save state when exiting and loading when starting a new game. (thanks AdmiralCurtiss)
- Added an option to force saving of SRAM, required by Yoshi's Island. (thanks AdmiralCurtiss)
- Show 3DS battery level in the bottom right of the menu (thanks ramzinouri)
- Increased scrolling speed in menu when holding down the D-pad.
- Added memory mapper support for Tengai Makyou Zero English Patch (version 1.0 released 22 Oct 2017)
- Supports most original BS Zelda (1-4, Map 2 1-4, Ancient Stone Tablets 1-4), except for the Remix version which still boots into black screen (thanks ramzinouri)

v1.21
No other changes except to fix the New 3DS ZL/ZR problem when you use the CIA version. Enjoy!


Téléchargement :
(3DSX/CIA) : Snes9x_3DS v1.21.zip


Source : gbatemp.net
Site Officiel : github.com

Message12 Nov 2017 9:03 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Sliding-Puzzle v1.3[Edit]

Posté par: Cid2Mizard
 
Image

8BitWonder propose la version 1.3 de "Sliding-Puzzle", jeu de pousse-pousse / Taquin pour la nintendo 2DS/3DS.

Image


Quote:
Now with 100% more CIA!

Sliding-Puzzle is a homebrew game for the 3DS, made mostly in Lua with LövePotion.
And partially with java, for the setup of custom puzzles.
Changes:

Added a CIA build of Sliding-Puzzle (TID is 0004000000C64900)

Features:

3x3 Slide-Puzzle (Skull Kid Theme)
Custom 3x3 Slide-Puzzle (Default Theme/Kirby Theme if CIA)
4x4 Slide-Puzzle (Samus Theme)
Custom 4x4 Slide-Puzzle (Default Theme/Pikmin Theme if CIA)
5x5 Slide-Puzzle (Mario and Luigi Theme)
Custom 5x5 Slide-Puzzle (Default Theme/Animal Crossing Theme if CIA)
Debug 3x3 Slide-Puzzle (Can be enabled from main menu with L+R+B)
All puzzle layouts randomized (Every time)
Timer to keep track of time (On every puzzle)
Jar executable and instructions in each of the custom puzzle folders to set up a custom theme (Folders Custom3x3, Custom4x4, and Custom5x5)

Controls:

'D-Pad' controls cursor movement on the main menu, when paused, and in every puzzle
'Start' pauses the current puzzle, and switches to the pause menu on the main menu
'A' selects an option when in a menu, and moves a puzzle piece (If it can be moved)

Known Issues:

Will sometimes crash when selecting a puzzle from the main menu (Both 3DSX and CIA)


Téléchargement :
(3DSX/CIA) : Sliding-Puzzle v1.3.zip


Source : gbatemp.net
Site Officiel : github.com

Message30 Oct 2017 17:24 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Breakout v1.7.0 Beta[Edit]

Posté par: Cid2Mizard
 
Image

Magicrafter13 propose la version 1.7.0 Beta de "Breakout", clone du du jeu d'arcade Breakout pour la nintendo 2DS/3DS.

Image


Quote:
1.7.0 Released
Powerups! (4 currently, but hey it's a start.)
You can now have 3 saved levels. (Since no one voted in the poll lol.)
Breakout Beta 1.7.0

1.6.1 Released
You can now save and play your custom level.
Fixed minor (but annoying) audio bug.
Breakout Beta 1.6.1

1.6.0 Released
2 New levels.
Improved Engine
(Many minor improvements to the code.)
Level editor *added (press Y at title screen)

*Currently you cannot save the levels or play them, but if you think you've made a cool level design submit it to me and I might include it in a future update! [Submit the number array on the bottom screen.]
*Use the D-Pad or Joystick to move your cursor (represented by a ball) And use the L and R triggers to switch between bricks
Breakout Beta 1.6.0

1.5.0 Released
New Graphics and Sounds Added


Téléchargement :
(3DSX/CIA/ELF) : Breakout v1.7.0 Beta.zip


Source : gbatemp.net
Site Officiel : github.com

Message30 Oct 2017 17:21 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Craftus Reloaded v0.3 pre 2[Edit]

Posté par: Cid2Mizard
 
catlover007 propose la version 0.3 pre-release 2 de "Craftus Reloaded", clone de Minecraft pour la nintendo 2DS/3DS.

Image


Quote:
And it's finally there, probably the first piece of 3ds homebrew vapor ware is being released, prepare to be underwhelmed:D

Ok, to be serious. I finally implemented loading and saving the world into the rewritten version of Craftus. That means that it's almost on par with smeas 3dscraft(except theres only one block type and the world is flat, instead of being almost flat, but these things are easy to implement). The whole thing is more or less stable(see here: https://github.com/RSDuck/craftus_reloaded#known-bugs)

So for those of you who are still reading this, you can download Craftus here: https://github.com/RSDuck/craftus_reloaded/releases
Expect updates soon. I simply wanted to release this thing and now were the loading and saving, finally is implemented, it seemed like a good time to me.

When you find a bug, please report it and include the data visible on the bottom screen and your save file(can be found in the folder sdmc:/craftus/saves/TestWelt)

EDIT: I just remembered that 3dscraft also had basic lighting based of a sun


Téléchargement :
(3DSX/CIA) : craftusreloaded v0.3 pre 2.zip


Source : pdroms.de
Site Officiel : gbatemp.net

Message30 Oct 2017 17:10 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Snes9x 3DS v1.20b[Edit]

Posté par: Cid2Mizard
 
Image

bubble2k16 propose la version 1.20b de "Snes9x 3DS", portage de l'émulateur Snes9x pour la nintendo 2DS/3DS.
Il s'agit d'une version optimisé afin de faire tourner les roms à 50/60 fps sur les Old 3DS qui disposent de moins de puissance que les New 3DS.

Image


Quote:
SI'm putting up a v1.20 beta version. I've to thank a number of people for this: AdmiralCurtiss, ramzinouri, FFW, for adding features and fixing some bugs.

Some features:
- Button Mappings / Rapid Fire Rate
- Auto-state saving
- Force SRAM save (for Yoshi's Island)
- Support for Tengai Makyou English
- Better support for BSX games (BS Legend of Zelda Remix still doesn't work)

Appreciate feedback for bugs.


Téléchargement :
(3DSX/CIA) : Snes9x_3DS v1.20b.zip


Source : gbatemp.net
Site Officiel : github.com

Message29 Oct 2017 17:28 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] EasyRPG Player v0.5.3[Edit]

Posté par: Cid2Mizard
 
Image

La EasyRPG Player Team propose également, avec l'aide de Rinnegatamante, la version 0.5.3 de "EasyRPG Player", moteur de jeux RPG Maker 2000/2003 pour la Nintendo 2DS/3DS.



Quote:
Release date: 2017-10-22. Release notes, changes since 0.5.1: Player, liblcf.


Téléchargement :
(3DSX/CIA) : EasyRPG Player 3DS v0.5.3.zip


Source : blog.easyrpg.org
Site Officiel : easyrpg.org

Message24 Oct 2017 7:22 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[Wii] EasyRPG Player v0.5.3[Edit]

Posté par: Cid2Mizard
 
Image

La EasyRPG Player Team propose, la version 0.5.3 de "EasyRPG Player", moteur de jeux RPG Maker 2000/2003 pour la Nintendo Wii.



Quote:
Release date: 2017-10-22. Release notes, changes since 0.5.1: Player, liblcf.


Téléchargement :
EasyRPG Player Wii v0.5.3.zip


Source : wiibrew.org
Site Officiel : easyrpg.org

Message24 Oct 2017 7:18 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] GodMode9 v1.4.3[Edit]

Posté par: Cid2Mizard
 
Image

d0k3 propose la version 1.4.3 de "GodMode9", explorateur de fichier (Nand/EmuNand) disposant de tous les droits pour la nintendo 2DS/3DS.

Image


Quote:
Features:

Manage files on all your data storages: You wouldn't have expected this, right? Included are all standard file operations such as copy, delete, rename files and create folders. Use the L button to mark multiple files and apply file operations to multiple files at once.
Make screenshots: Press R+L anywhere. Screenshots are in BMP format.
Use multiple panes: Press R+left|right. This enables you to stay in one location in the first pane and open another in the second pane.
Search drives and folders: Just press R+A on the drive / folder you want to search.
Format your SD card / setup a RedNAND: Press the HOME button, select SD format menu. This also allows to setup a RedNAND on your SD card. You will get a warning prompt and an unlock sequence before any operation starts.
Run it without an SD card / unmount the SD card: If no SD card is found, you will be offered to run without the SD card. You can also unmount and remount your SD card from the file system root at any point.
Direct access to SD installed contents: Just take a look inside the A:/B: drives. One the fly crypto is taken care for, you can access this the same as any other content.
Build CIAs from NCCH / NCSD (.3DS) / TMD (installed contents): Press A on the file you want converted, the option will be shown. Installed contents are found (among others) in 1:/titles/(SysNAND) and A:/titles/(SD installed). Where applicable, you will also be able to generate legit CIAs. Note: this works also from a file search.
Decrypt and verify NCCH / NCSD / CIA / TMD / FIRM images: Options are found inside the A button menu. You will be able to decrypt to the standard output directory or (where applicable) in place.
Batch mode for the above two operations: Just select multiple files of the same type via the L button, then press the A button on one of the selected files.
Access any file inside NCCH / NCSD / CIA / FIRM images: Just mount the file via the A button menu and browse to the file you want.
Generate XORpads for any NAND partition: Take a look inside the X: drive. You can use these XORpads for decryption of encrypted NAND images on PC. Additional tools such as 3dsFAT16Tool are required on PC.
Directly mount and access NAND dumps or standard FAT images: Just press the A button on these files to get the option. You can only mount NAND dumps from the same console.
Restore / dump NAND partitions or even full NANDs: Just take a look into the S: (or E:/ I:) drive. This is done the same as any other file operation.
Compare and verify files: Press the A button on the first file, select Calculate SHA-256. Do the same for the second file. If the two files are identical, you will get a message about them being identical. On the SDCARD drive (0:) you can also write a SHA file, so you can check for any modifications at a later point.
Hexview and hexedit any file: Press the A button on a file and select Show in Hexeditor. A button again enables edit mode, hold the A button and press arrow buttons to edit bytes. You will get an additional confirmation prompt to take over changes. Take note that for certain file, write permissions can't be enabled.
Inject a file to another file: Put exactly one file (the file to be injected from) into the clipboard (via the Y button). Press A on the file to be injected to. There will be an option to inject the first file into it.

GodMode9 v1.4.3
What's new:

[new] Hardcoded readme and readme viewer inside the HOME -> More... menu
[improved] Vastly improved GBA VC Save injection method - will now work 100% of time
[improved] Improved image mount handling
[improved] Improved text viewer colour scheme
[improved] Improved FIRM decryptor (only applies to N3DS original FIRMs)
[fix] Fixed scripts not showing up in text viewer
[fix] Fixed crashes when viewing certain text files
[scripting] Fixed and improved shaget command


GodMode9 v1.4.2
What's new:

[new] Added NAND restore scripts by Kazuma77
[new] Allow R+DOWN to force reload the file list
[new] Inject context menu entry for virtual files (only if there's exactly one entry in the clipboard)
[fix] Fixed ntrboot detection. GM9 now again works as intended when flashed directly to a ntrboot card. Thanks @ihaveamac for finding this bug.
[fix] Don't allow mounting already mounted drive images.
[fix] Fixed vanishing top bar on GodMode9TD (thanks @MelonGx for the find)


GodMode9 v1.4.1
What's new:

[new] Current battery state is visible via an icon on the top bar
[new] Bootloader function (previously undocumented, read the readme!)
[new] Completely rewritten and improved method of GBA VC save dumping and injecting
[new] Exceptions dumps can be transferred via QR codes (you'll most likely never ever see that)
[scripting] Allow customizing and disabling the script preview
[scripting] Added qr and chk commands
[scripting] Added HAX, ONTYPE and RDTYPE environment vars
[fix] Fix the swapped sd_cid,mem and nand_cid.mem
[fix] Brought back 'Copy to 0:/gm9/out' for dirs


GodMode9 v1.4.0
What's new:

[new] Support for mounting and browsing NDS images
[new] Payloads menu inside HOME menu
[new] Release archive contains .firms for install via ntrboot_flasher
[new] Exception handler (works inside GodMode9 only), thanks to @Wolfvak
[new] Installer for FIRM files (advanced users / ntrboot only, everyone else use SafeB9SInstaller)
[new] New system information feature in HOME menu, thanks to @Myriachan
[new] Access to MCU registers (read-only) via the M: drive (again, thanks @Myriachan)
[new] Reverse LZSS decompression of compressed .code (A button menu for CXIs)
[new] NAND header rebuilder - this can help with borked NANDs and lost NCSDs
[new] Recursive CMAC fixer for drives A:, B:, S: and E:
[new] Build date/time on splash screen - hold any button to keep displaying the splash screen
[new] File info feature for files, and improved/combined drive/dir info feature
[new] Nag screen if RTC is not correctly set (if year < 2017 is detected)
[new] Visual progress update on large batch operations (scrolling filelist)
[scripting] Live text preview of currently processed script
[scripting] Ability to build standalone script runners (see readme for info)
[scripting] Added fixcmac, boot, shaget, switchsd, extrcode, filesel scripting commands
[scripting] Enhanced the injectcommand
[scripting] Allow partial checks via the sha command
[scripting] findreturns the alphanumerical last / first match
[scripting] Dynamically updated environment variables
[fix] Vastly decreased boot times
[fix] Improved NDS cart dumper code
[fix] Improved screen init routines, fixing an array of smaller problems (thanks, @Wolfvak)
[fix] The usual batch of smaller improvements and fixes - hopefully I didn't forget anything big


Téléchargement :
(FIRM) : GodMode9 v1.4.3.zip


Source : gbatemp.net
Site Officiel : github.com

Message15 Oct 2017 18:15 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Sliding-Puzzle v1.2[Edit]

Posté par: Cid2Mizard
 
Image

8BitWonder propose la version 1.2 de "Sliding-Puzzle", jeu de pousse-pousse / Taquin pour la nintendo 2DS/3DS.

Image


Quote:
Sliding-Puzzle

Sliding-Puzzle is a homebrew game for the 3DS, made mostly in Lua with LövePotion.
And partially with java, for the setup of custom puzzles.

Features:

3x3 Slide-Puzzle (Skull Kid Theme)
Custom 3x3 Slide-Puzzle (Default Theme)
4x4 Slide-Puzzle (Samus Theme)
Custom 4x4 Slide-Puzzle (Default Theme)
5x5 Slide-Puzzle (Mario and Luigi Theme)
Custom 5x5 Slide-Puzzle (Default Theme)
Debug 3x3 Slide-Puzzle (Can be enabled from main menu with L+R+B)
All puzzle layouts randomized (Every time)
Timer to keep track of time (On every puzzle)
Jar executable in each of the custom puzzle folders to set up a custom theme (Folders Custom3x3, Custom4x4, and Custom5x5)

Controls:

'D-Pad' controls cursor movement on the main menu, when paused, and in every puzzle
'Start' pauses the current puzzle, and switches to the pause menu on the main menu
'A' selects an option when in a menu, and moves a puzzle piece (If it can be moved)

Issues:

Sometimes crashes when selecting a puzzle from the main menu


Téléchargement :
(3DSX) : Sliding-Puzzle v1.2.zip


Source : gbatemp.net
Site Officiel : github.com

Message15 Oct 2017 18:07 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Breakout v1.4.2 Beta[Edit]

Posté par: Cid2Mizard
 
Image

Magicrafter13 propose la version 1.4.2 Beta de "Breakout", clone du du jeu d'arcade Breakout pour la nintendo 2DS/3DS.

Image


Quote:
Beta 1.4.2
Fixed minor bug where after beating the game, if started again, the paddle would not return to it's starting position, thus miss aligning the ball

Beta 1.4.1
CIA now has all the proper workings.
(On the Homemenu it won't just be a black square with no text.)

Beta 1.4.0
Small improvements to the ISHUPE Engine.
Level will now increase when all bricks destroyed.
*Small easter egg if you beat both levels currently in the game.
Now the title screen actually tells you what to push to start the game.
Lives are now displayed on the bottom screen.
Credits added to the game.


Téléchargement :
(3DSX/CIA/ELF) : Breakout v1.4.2 Beta.zip


Source : gbatemp.net
Site Officiel : github.com

Message13 Oct 2017 6:45 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[Wii] Visual Controller Test v0.91[Edit]

Posté par: Cid2Mizard
 
Image

Mr. Reaper propose la version 0.91 de "Visual Controller Test", utilitaire permettant de tester les touches de tous les types de contrôleurs sur nintendo Wii.

Image


Quote:
If you like pressing buttons, then this app is for you!!!

I have a flaky Gamecube controller and I wanted an easy way to test it. I didn't really like the other Gamecube controller testing homebrew I found, because it was all text-based, so I decided to make my own.

I haven't messed with making Wii Homebrew in such a long time, but I threw this Visual Controller Test together in a day.

But then I was in a coding mood, so I added in every other peripheral I own.

Maybe others will also find this useful.

Notes:

Generic Nunchuks can be weird. I have a couple that report as malfunctioning Classic Controllers, one that doesn't detect at all, and one that seems to work but reports ranges higher than a standard nunchuk.

And drums seem to report as a guitar that mostly works but has some errant input (no clue how to properly read drums; good documentation is nonexistent).

Version History

0.01 = Initial Release.

0.02 = Made the visual analog sticks interactive, and added the ability to test Gamecube controllers plugged into any of the ports (by pressing Start on each controller).

0.03 = Analog triggers now interactive, and all buttons provide better visual feedback.

0.9 = Added in everything but the kitchen sink (but if I had a kitchen sink wii attachment for Cooking Mama, I'd add that too). You should be able to test just about everything now, on any port, including the tap/slide bar on some guitars and the analog shoulder buttons on an original Classic Controller. Oh, you can even test the Power button on your wiimote by holding it down for 3 seconds.

0.91 = Added in a visual cursor so you can test the Wiimote InfraRed pointer now.


Téléchargement :
VC_Test v0.91.zip


Source : pdroms.de
Site Officiel : wiibrew.org

Message11 Oct 2017 6:26 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[NDS] melonDS v0.5[Edit]

Posté par: Cid2Mizard
 
StapleButter propose la version 0.5 de "melonDS", émulateur nintendo DS pour Windows et Linux.

Image


Quote:
melonDS 0.5 is out!

This release finally brings a UI that doesn't suck. Oh and antialiasing.

There hasn't been a lot of changes due to real life issues (and being oh so efficient with UI coding).

The full changelog is below.


• new UI, more stable, less windows all over the place
• wxWidgets ditched, lost some weight
• 2D: allow reading BLDALPHA
• GPU: fix potential issues with VCount write
• implement 8bit accesses to some registers
• 2D: mosaic (not quite right for rotscaled sprites)
• 3D: fix culling
• allow 128KB firmwares from DSi/3DS
• 3D: more accurate fog
• 3D: more accurate polygon edges (but not perfect)
• 3D: antialiasing
• 3D: misc optimizations

How to use

melonDS requires BIOS/firmware dumps from a DS. You can dump them with the following dumper.

The files must be placed in the same directory as the melonDS executable, as follows:

* bios7.bin -- ARM7 BIOS, 16KB
* bios9.bin -- ARM9 BIOS, 4KB
* firmware.bin -- firmware, 128KB, 256KB or 512KB

Note: the DS-mode firmware in the 3DS isn't bootable. It only contains the bare minimum required to run DS games. Be sure to enable direct game boot when using a firmware dump from a 3DS.

Settings

Emulation: settings related to emulation. For now it lets you enable direct game boot (directly runs the game instead of going through the firmware) and the threaded 3D renderer.

There's also a wifi-related setting (which only ended up there because I'm lazy and I need to redo the UI). You should try toggling it if you have trouble getting multiplayer working.

Input: allows you to configure keyboard and joystick input. You can change a mapping by clicking the corresponding entry, then pressing a keyboard key or joystick button. For now, joystick input uses the first joystick available if multiple joysticks are plugged.

If your game fails to save

Check the size of the savefile. melonDS can, in some circumstances, misdetect the save memory type.

Save memory type detection is done only when no existing savefile is present.

If you provide an existing savefile with the correct size, melonDS will use the correct save memory type and saving should work properly.





Message06 Oct 2017 3:15 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] mGBA v0.6.1[Edit]

Posté par: Cid2Mizard
 
Image

endrift propose également la version 0.6.1 de "mGBA", portage de son émulateur Game Boy Advance pour la nintendo 2DS/3DS.

Image


Quote:
A new release of mGBA, version 0.6.1, is available. This version is a bugfix release, which contains many stability and accuracy fixes. An extensive list of changes follows after the cut.

Bugfixes:

GB, GBA: Fix crashes when attempting to identify null VFiles
GB, GBA: Fix sync to video with frameskip
GB, GBA Savedata: Fix savestate-related save overwriting (fixes #834)
GB Audio: Fix NRx2 writes while active (fixes #866)
GB Core: Fix palette loading when loading a foreign config
GB MBC: Pocket Cam memory should be accessible without enabling
GB MBC: Fix SRAM sizes 4 and 5
GB MBC: Fix RTC initialization (fixes #825)
GB MBC: Fix RTC loading when file size is off
GB Memory: Initialize peripheral pointers
GB Memory: Prevent accessing empty SRAM (fixes #831)
GB Memory: Fix HDMA count starting in mode 0 (fixes #855)
GB Memory: Actually load latch time from savestate
GB Serialize: Fix deserializing video STAT
GB Video: Fix 16-bit screenshots (fixes #826)
GB Video: Fix potential hang when ending mode 0
GB Video: Fix read mode when enabling LCD
GBA: Reset active region as needed when loading a ROM
GBA: Fix keypad IRQs not firing when extra buttons are pressed
GBA BIOS: Use core’s VRAM variable instead of renderer’s
GBA Cheats: Fix PARv3 multiline blocks (fixes #889)
GBA I/O: Fix reading from a few invalid I/O registers (fixes #876)
GBA Savedata: Fix 512 byte EEPROM saving as 8kB (fixes #877)
GBA Savedata: Fix size of SRAM saves (fixes #883)
GBA Video: Fix broken sprite blending hack (fixes #532)
Python: Fix importing .gb or .gba before .core
Qt: Fix command line debugger closing second game
Qt: Fix LOG argument order
Qt: Fix timezone issues with time overrides
Qt: Fix sprite export pausing game indefinitely (fixes #841)
SDL: Fix potential race condition when pressing keys (fixes #872)

Misc:

CMake: Fix CPack dependencies for libpng 1.6
GBA: Detect hardware for Pokémon FireRed ROM hacks
GBA Cheats: Improve detection of raw cheats
Qt: Don’t rebuild library view if style hasn’t changed
Qt: Allow overrides to be saved before a game is loaded
Qt: Hide mouse immediately when loading
SDL: Fix 2.0.5 build on macOS under some circumstances
VFS: Make VFile.truncate work growing files on PSV (fixes #885)


Téléchargement :
(3DSX/CIA) : mGBA v0.6.1.7z


Source : mgba.io

Message02 Oct 2017 18:09 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[Wii] mGBA v0.6.1[Edit]

Posté par: Cid2Mizard
 
Image

endrift propose la version 0.6.1 de "mGBA", portage de son émulateur Game Boy Advance pour la nintendo Wii.

Image


Quote:
A new release of mGBA, version 0.6.1, is available. This version is a bugfix release, which contains many stability and accuracy fixes. An extensive list of changes follows after the cut.

Bugfixes:

GB, GBA: Fix crashes when attempting to identify null VFiles
GB, GBA: Fix sync to video with frameskip
GB, GBA Savedata: Fix savestate-related save overwriting (fixes #834)
GB Audio: Fix NRx2 writes while active (fixes #866)
GB Core: Fix palette loading when loading a foreign config
GB MBC: Pocket Cam memory should be accessible without enabling
GB MBC: Fix SRAM sizes 4 and 5
GB MBC: Fix RTC initialization (fixes #825)
GB MBC: Fix RTC loading when file size is off
GB Memory: Initialize peripheral pointers
GB Memory: Prevent accessing empty SRAM (fixes #831)
GB Memory: Fix HDMA count starting in mode 0 (fixes #855)
GB Memory: Actually load latch time from savestate
GB Serialize: Fix deserializing video STAT
GB Video: Fix 16-bit screenshots (fixes #826)
GB Video: Fix potential hang when ending mode 0
GB Video: Fix read mode when enabling LCD
GBA: Reset active region as needed when loading a ROM
GBA: Fix keypad IRQs not firing when extra buttons are pressed
GBA BIOS: Use core’s VRAM variable instead of renderer’s
GBA Cheats: Fix PARv3 multiline blocks (fixes #889)
GBA I/O: Fix reading from a few invalid I/O registers (fixes #876)
GBA Savedata: Fix 512 byte EEPROM saving as 8kB (fixes #877)
GBA Savedata: Fix size of SRAM saves (fixes #883)
GBA Video: Fix broken sprite blending hack (fixes #532)
Python: Fix importing .gb or .gba before .core
Qt: Fix command line debugger closing second game
Qt: Fix LOG argument order
Qt: Fix timezone issues with time overrides
Qt: Fix sprite export pausing game indefinitely (fixes #841)
SDL: Fix potential race condition when pressing keys (fixes #872)

Misc:

CMake: Fix CPack dependencies for libpng 1.6
GBA: Detect hardware for Pokémon FireRed ROM hacks
GBA Cheats: Improve detection of raw cheats
Qt: Don’t rebuild library view if style hasn’t changed
Qt: Allow overrides to be saved before a game is loaded
Qt: Hide mouse immediately when loading
SDL: Fix 2.0.5 build on macOS under some circumstances
VFS: Make VFile.truncate work growing files on PSV (fixes #885)


Téléchargement :
mGBA v0.6.1.7z


Source : mgba.io

Message02 Oct 2017 18:07 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[3DS] Checkpoint v1.0.0=>2.0.2[Edit]

Posté par: Cid2Mizard
 
Image

BernardoGiordano alias "EventAssistant" propose la version 1.0.0 puis 2.0.2 de "Checkpoint", nouveau manager de sauvegarde pour la nintendo 2DS/3DS.

Image


Quote:
Checkpoint
A fast and simple save manager for cfw/rosalina written in C++.

Why using Checkpoint?
Checkpoint is created with the idea of simplicity and efficiency. The UI has been designed to condense more option as possible but keeping it simple to do operations with.

Moreover, Checkpoint is really lightweight and it's built using very few (and up-to-date) libraries. It also doesn't have any assets in it, while being packaged with a nice graphic user interface.

Checkpoint supports normal titles and demos. It also automatically checks and filters homebrew titles which may not have any save archive to backup or restore: this is done without the need of external lists of titles to filter needing to be updated periodically with new titles. For this reason, Checkpoint doesn't need the user maintenance to always be fully functional.

Working path
Checkpoint uses the following folders to store the files it generates. Note that all the working directories are automatically generated on first launch (or when Checkpoint finds a new title that doesn't have a working directory yet).

sdmc:/Checkpoint: root path
sdmc:/Checkpoint/saves/<game title>: root path for all the save backups for a generic game
sdmc:/Checkpoint/extdata/<game title>: root path for all the extdata backups for a generic game

Usage
You can use Checkpoint with both cfw and rosalina-based Homebrew Launcher. *hax-based Homebrew Launcher entrypoint is not supported by Checkpoint.

The first launch will take a long amount of time (usually 2-3 minutes depending on how many titles you have installed), due to the working directories being created. The next time you launch Checkpoint it will be significatively faster.

You can scroll between the title list with the DPAD/LR and target a title with A when the selector is on it. Now, you can use the DPAD or the touchscreen to select a target backup to restore/overwrite.

Issues
Checkpoint displays error codes when something weird happens or operations fail. Report back the error code and a summary of your operations to reproduce it if the issue hasn't been discussed in the past ones yet.


Téléchargement :
(3DSX/CIA) : Checkpoint v2.0.2.zip


Source : gbatemp.net
Site Officiel : github.com

Message02 Oct 2017 17:57 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

[Wii] Newo Sky v1.0[Edit]

Posté par: Cid2Mizard
 
Image

Owen propose la version 1.0 de "Newo Sky", simulateur de paysage généré de manière procédurale pour la nintendo Wii.



Quote:
Newo Sky is a procedurally generated landscape demo/walking simulator. First released for the GBAtemp Bounty 2017 #1. In memory of Ben “bushing” Byer, who passed away on Monday, February 8th, 2016.

The project is roughly 2 years of tinkering around with simplex noise and watching tonnes of videos related to procedural generation. It runs well most of the time but I have yet to add collision or any sort of gameyness to it because just the simple act of getting the procgen working was a hair pulling activity for me.

If you want to see more screenshots drop me a email - I have tonnes. Too bad they max out at 640x430. Hopefully this project inspires someone and people find it entertaining if even just for a little bit.

Features

Procedurally generated landscape and planet map
randomize colour option
Auto walk and Auto Planet
Lowpoly environment with lakes, rain, trees, buildings, rocks, grass, orbiting planets, stars and solar systems.
Background music: "Like Clockwork" by Birds of Paradise

How to play

With the Wiimote horizontally. Dpad moves, 1 shows the planet selection screen and 2 randomizes the colours of the current planet. In the planet selection screen the Dpad allows you to move a cursor that selects another planet once it comes in contact. Press 1 again to exit the planet select menu. The + button brings up the game menu option.
Controller

All controls work for first player only. Wiimote horizontal.


Téléchargement :
Newo Sky v1.0.zip

Source : wiibrew.org

Message02 Oct 2017 17:41 Commentaires: 0  •  Ecrire un commentaire • Autres news dans cette catégorie

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