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Monat: Dezember 2018

In-Home-Switching v0.2

Nintendo Switch, Nintendo Switch: Update

Die Perfomance wurde stark verbessert und mit einer eigenen Windows-Anwendung lässt sich Audio an die Switch streamen, allerdings mit einiger Verzögerung. Auch wird die IP-Adresse der Konsole jetzt in der Homebrew anzezeigt. Laut dem Changelog sind auch Overclocking-Profile verfügbar.

Changelog und bekannte Probleme

Changelog:
* Massive overall performance improvements
* Audio support
* IP showing in-App
* Overclocking profiles
* Configs on PC, thanks to SunTheCourier

Known Issues:
* Sound far from perfect, delay not that great either (both issues will be fixed soon hopefully)
* Sound sometimes weird in docked mode
* PC app sometimes doesn't show connection status correctly
* Sometimes processess are left over. If you encounter any issues please manually kill all ffmpeg.exe processes
* For some setups the audio is completely messed up, we're investigating that

Checkpoint v3.6.0

3DS, 3DS: Update, Nintendo Switch, Nintendo Switch: Update ,

Checkpoint Switch

Ein Speicherdaten-Manager für die Nintendo Switch.

Checkpoint

Speicherdaten-Manager für den Nintendo 3DS.

In der 3DS-Version wurden einige Fehler behoben und die Applikation prüft vorher, ob eine CFW vorhanden ist (da *hax-basierte Einstiegspunkte nicht funktionieren).

In der Switch-Version wurde eine Verbindung zu PKSM für den 3DS hinzugefügt. So lässt sich eine Speicherdatei von "Pokémon Let’s Go" an PKSM 3DS senden, dort editieren und wieder zurückschicken – und das ganz ohne einen PC! Dieses Feature muss in der Konfigurationsdatei und mit L+R aktiviert werden. Auch wurden in dieser Version wieder einige Fehler behoben.

Checkpoint 3DS Changelog

* Added: a check for *hax environment has been introduced to avoid Checkpoint loading without CFW.
* Fixed: buttons are now responsive as before while navigating the UI.
* Fixed: Extdata is now restored properly even when files change size.

Checkpoint Switch Changelog

* Added: a bridge functionality between Checkpoint for Switch and PKSM (for 3DS, v6.0.0 and above) has been implemented.
* * It allows to send (and then receive back) a save file over the network, to allow manipulations without having to browse your save backups manually on your PC.
* * It also needs to be manually enabled by editing your configuration file. Once it's enabled, you can access the bridge by pressing L+R on a valid game.
* * This feature currently works only with LGPE.
* Fixed: buttons are now responsive as before while navigating the UI.
* Fixed: titles with black background are now displayed properly.
* Fixed: checkmark color doesn't confuse with title icons anymore.
* Fixed: text doesn't bleed textboxes like before anymore.

Goldleaf v0.2

Nintendo Switch, Nintendo Switch: Update , ,

Die zufälligen Abstürze beim Navigieren der Menüs und des Dateisystems sollten behoben sein und die Keydatei für NCAs und Themes kann auch "keys.dat", "prod.keys", "keys.txt" oder "keys.ini" heißen. Auch wurde ein Bug bei der Theme-Installation gefixt, wenn qlaunch nicht extrahiert wurde und Themes für die Userseite lassen sich nun installieren.

* Supposedly, now those random crashes browsing menus or filesystems are fixed now.
* When looking for the key file for NCAs or themes, now more names are sopported (not just keys.dat): keys.dat, prod.keys, keys.txt or keys.ini.
* Fixed bug which would not install the selected theme if qlaunch was not extracted, and it would just extract it without processing the theme.
* Now title 0100000000001013 is installed to qlaunch directory, previously user page themes wouldn't work for this issue.

Betrieb von TitleDB.com eingestellt

3DS ,

ksanislo hat kürzlich den Betrieb der Homebrew-Datenbank "TitleDB.com" eingestellt. Hier konnten 3DS-Homebrews hochgeladen werden, sie wurden sogar automatisch aktualisiert, wenn sie auf GitHub gehostet wurden. Betroffen sind u.a. FBI und dessen Update-Funktion und natürlich jede andere Applikation, die die Seite genutzt hat.

Als Grund gibt der Entwickler an, dass andauernd versucht wurde, kommerzielle Spiele hochzuladen und es den Aufwand nicht mehr wert sei, die Seite weiterzubetreiben. Der Quellcode ist auf GitHub.com verfügbar.

Danke an Dash Recorder für den Hinweis!

Tinfoil heißt jetzt Goldleaf

Nintendo Switch, Nintendo Switch: Neu , , ,

XorTroll hat Tinfoil von Grund auf neu geschrieben und nun die erste Version von Goldleaf veröffentlicht! Und das Tool kann sich sehen lassen!

So gibt es jetzt einen integrierten Dateibrowser und eine hübsche, grafische Oberfläche. Auch wurde das Installieren von NSP über USB am PC vereinfacht und weitere Features, wie ein einfacher Title- und Ticket-Manager zum Anzeigen und Löschen von ebendiesen, sowie ein NXTheme-Installer und NCA-Extractor hinzugefügt.

Danke an NintendoX für den Hinweis!

UAE4All2 Mod v1.82

Nintendo Switch, Nintendo Switch: Update ,

UAE4All2 Mod

Ein Commodore-Amiga-Emulator für die Nintendo Switch.

In dieser Version werden bis zu acht Controller unterstützt und das Menü lässt sich schneller navigieren, wenn weiter in eine Richtung gelenkt wird.

* support up to eight controllers on Switch
* allow faster menu navigation by holding down directions

Lockpick v1.1

Nintendo Switch, Nintendo Switch: Neu, Nintendo Switch: Update

Nach dem Dumpen von Title-Keys muss die Konsole nicht mehr neu gestartet werden, allerdings dauert dies etwas bei Konsolen mit Hunderten von Tickets. Auch wird nun der SD-Seed gedumpt und die Texte in der Applikation wurden verbessert.

* Changed titlekey dump methodology
* * No longer crashes sysmodule, reboot no longer needed
* * Queries ES to verify ticket list is accurate
* * May take slightly longer than before on systems with hundreds of tickets
* Now dumps SD seed
* Reorganized and clarified UI text
* * Now indicates if no titles are installed to dump titlekeys from
* Swapped C++ stream functions for C I/O to reclaim some speed and binary size
* Tightened up dependencies

NDS-Bootstrap v0.14.0 RC1

3DS, 3DS: Update , ,

nds-bootstrap

Spielt in Verbindung mit TWLMenu++ DS-Spiele und -Homebrews von der SD-Karte ab.

Lags in der Spielwelt von Pokémon Schwarz 2/Weiß 2 sollten größtenteils behoben sein, außerdem wurden Soundprobleme in einigen Spielen gefixt. Leider bringt das Release auch eine Regression mit und zwar laden einige Spiele langsamer als sonst (wie GTA: Chinatown Wars). Die Vorgängerversion findet ihr auf GitHub.

What's new?
* NDMA is now utilized more for SD reads. Saves the arm7 CPU from overhead.
Fixes most overworld lags in Pokemon B2W2, and sound pauses during loading in some thumb games.

Regression
* Some games, mostly thumb ones (such as GTA:CW), may load slower than usual.

TWiLight Menu++ v6.8.1 (Rev 02)

3DS, 3DS: Update , ,

TWiLight Menu++

Das TWiLight Menu++ sieht aus wie das DSi-Menü und kann in Verbindung mit NDS-Bootstrap DS-Homebrews und DS-Spiele von der SD-Karte abspielen.

Die Einstellungen werden wieder gespeichert, wenn TWiLight Menu++ von einer Flashkarte ausgeführt wird und die nds-bootstrap.ini wird nun auch dort gespeichert.

Bug fix (Rev 02)
* Fixed settings.ini not being saved, if TWiLight Menu++ is being ran from flashcard.

Bug fix (Rev 01)
* nds-bootstrap.ini is now saved to flashcard, if TWiLight Menu++ is being ran from there.

Lunar Magic v3.00

Wii: Update ,

Lunar Magic ist mittlerweile 18 Jahre alt! In dieser Version wurde ein ASM-Hack integriert, der das Verstellen der Höhe von horizontalen Leveln erlaubt. Es gibt auch ein neues FG/BG Init-System mit neuen Optionen für Eingänge, Verbesserungen für den Sprite Loader (so können sich nun 128 Sprites in einem Level befinden, statt 84), Unterstützung für geheime Ausgänge 2 und 3 im Overworld-Editor und viele weitere Änderungen und Fixes.

Alle Änderungen findet ihr hier unten im recht umfangreichen Changelog oder in der Hilfe-Datei von Lunar Magic.

Lunar Magic unter Windows 10 Technical Preview

Changelog

* integrated an ASM hack submitted by Vitor into LM that allows changing the height of horizontal levels, effectively making it possible to change the level dimensions. You can find the new setting controlling this in the "Change Properties in Header" dialog, along with a new * option that lets you view the full bottom row of tiles in horizontal levels.
* the sprite loader now has a cache added by Vitor to reduce the performance impact from parsing most of the sprite list to access sprites on later screens. 
* added a setting to the "Change Properties in Sprite Header" dialog to control the sprite vertical spawning range for horizontal levels and an option for smart spawning. 
* levels can now have up to 128 sprites instead of 84 for non-SA1 ROMs. 
* a limitation of the original game where sprites could not start with an FF byte has been removed (previously LM would silently move the sprite on save when it encountered this to avoid premature termination of the sprite list for the level). 
* in vertical levels most objects will no longer break up on horizontal subscreen boundaries (but they still will on vertical ones). 
* added an option for entrances to use a new FG/BG init system which can set the FG relative to the player, and calculates the BG position relative to the FG position, scroll settings, level height, and BG height. The BG height is a new setting in the "Change Other Properties" dialog, along with an option to just set the BG relative only to the FG which is meant mainly for layer 2 levels. 
* added 4 new vertical scroll settings for layer 2 (Variable 2, Variable 3, Variable 4, and Slow 2). Note that these take up slots that were previously blank (H/V Scroll of None), so you may want to double check your scroll settings in older levels. To have H/V scroll set to None, you should be using the 4th entry in the list rather than one of the later ones. 
* added a new option for entrances to have Mario face the left direction. 
* made it so that using the "Shoot From Slanted Pipe Right" entrance action combined with the "Face left" option will make Mario shoot left instead of right. 
* added a new option for midway entrances to redirect a midway entrance to another level. This allows you to have the midway entrance for an overworld level be in another level entirely. 
* added a new option for secondary entrances to make the level a water level. Note that the older option for the same thing in screen exits can also still be used. 
* added a new option for secondary entrances to exit to the overworld. You can also optionally set an exit to the overworld to pass the level with the normal/secret exit of your choice or just switch players, use a different base event when passing the level, and teleport to a different location. 
* added a new toolbar button to the overworld editor that can set secondary exit teleport locations, which uses the same table as the Star/Pipe tiles. 
* made it possible for the overworld Star/Pipe index table to hold twice as many entries (0x100), to accommodate secondary exit teleport locations. 
* made it possible to use Secret Exit 2 and Secret Exit 3 in the game. This means the overworld editor now has direction to enable settings on level tiles for both of these, and the Secret Exit 2 and Secret Exit 3 goal point tape sprites have been added to the sprite list. 
* made it possible to change level tile settings for tiles 0x82-0x86 in the overworld editor. While they can't be entered as levels, they are valid stopping points so this allows you to assign them a level number in case you want them to display a name or give them initial enabled directions. 
* moved the music and time limit settings from the "Change Properties in Header" dialog to the "Bypass Music and Time Limit Setting" dialog, then renamed the latter to "Change Music and Time Limit Settings". 
* made it so that when you copy a color to the windows clipboard in the palette editors, it will also copy the SNES RGB hex value in text to the clipboard so you can paste it into edit fields in the ExAnimated Frames dialogs. 
* added a new toolbar button to the level editor and overworld editor that will insert all GFX and ExGFX then reload the graphics. 
* added a new view menu option that allows viewing tile surfaces. This is mainly meant for showing the shape of slopes and for revealing if a tile is solid or not. 
* added a few basic command line functions for some common operations. See the technical section in the help file for more info. 
* added a new option to the overworld editor that allows disabling the Forest of Illusion ghost from being hidden until an event has been passed. Also made it so you can change the events that it gets shown on. 
* when linking star/pipe tiles, the program no longer requires that the second tile be a star/pipe tile. This makes it easier to create warps from a star/pipe tile to tiles that you can't warp from. 
* changed the Modify Screen Exits dialog to allow typing full values directly into the index combo box for faster selection. 
* changed how the "Insert Manual" dialog works for objects and sprites in the level editor. Instead of specifying X/Y and the screen number, LM will now simply insert the object or sprite near the upper left corner of the level editor window. 
* made it so that the sprite size table is loaded on level load, not just on ROM load. 
* added "Delete All" to the level editor's "Edit" menu, which was previously only available through the Ctrl+Del keyboard shortcut. 
* moved Shift+Scroll Wheel for Bring to Front/Send to Back to Ctrl+Alt+Scroll Wheel, added Ctrl+Shift+Scroll Wheel for vertical scroll, and made Shift+Scroll Wheel and Ctrl+Shift+Scroll Wheel unaffected by objects/sprites selected. 
* tweaked some code so that scroll bar thumbs are now sized proportionally more like the way you'd expect. Thanks goes out to Vitor for pointing this out. 
* fixed a bug from 2.43 where the undo/redo/F3 keys in the palette editors would not function while any other modal dialog window in the program was open at the same time. 
* fixed a crash bug from 2.30 that could occur under certain circumstances when selecting tiles in the Layer 1 Event Editor Mode of the overworld editor. Thanks goes out to Wiimeiser for reporting this. 
* fixed a bug from 2.30 where if you saved a level then used undo to revert a change to a secondary entrance then saved again without making any other changes to secondary entrances, LM would not save the reverted change for the secondary exit. Thanks goes out to Ramon for reporting this. 
* fixed a bug from 1.70 in smkdan's VRAM patch where if you rapidly scrolled past the top of the BG image (such as by setting layer 2's vertical scrolling to constant), there was a chance you could get a brief 1 frame glimpse of a couple rows of pixels at the top or bottom of the screen showing the wrong tiles. Thanks goes out to Vitor and Super Maks 64 for reporting this. 
* fixed a bug from 1.10 where the program would not load/save/export/import the last color of the Special World shared palettes for when Special World had been passed. Thanks goes out to yoshifanatic for reporting this. 
* corrected the description for Mario Action 7 of midway entrances to "Do Nothing or Pipe Exit Down (Water Level)" and changed how it's displayed in LM. Normally midway entrances that use this setting skip the pipe exit part. It never came up in the original SMW levels, though it seems to have been used in SMA2. However it still acts as a pipe entrance if accessed via a screen exit. To avoid confusion, it may be better to instead use the "Vertical Pipe Exit Down" action with the separate "Make this a Water Level" setting. 
* renamed Layer 1 vertical scroll setting 2 to "No Vertical Scroll at Bottom unless Flying/etc" to more accurately describe what it's for. Also adjusted the code for this setting to work for horizontal levels that have different heights and vertical levels. 
* fixed an issue in the original game where when switching between levels if you entered a level with layer 2 horizontal scrolling set to None, the layer 2 X position was carried over from the last level instead of being reset to 0 like it does when entering from the overworld. 
* fixed an issue in the original game where if a "No Yoshi" entrance intro is activated for a vertical level, the layer 2 Y position in the intro could be wrong and even possibly display garbage tiles. 
* fixed an issue in the original game where using a pipe exit at the very top of a vertical level could malfunction if Mario's Y coordinate ended up being beyond the top of the level. 
* added a fix for the original game where the sprite load status for indexes 64-127 were not cleared between sublevels, leading to some sprites not appearing if a sprite at that index was killed in another sublevel. 
* adjusted tile used for sprite 99 (Volcano Lotus) in LM so it will appear the same way in the editor as it will in the game. Thanks goes out to WhiteYoshiEgg for reporting this. 
* added a bit of info for sprite 70 (Pokey), as it can't detect if Mario is riding Yoshi if it's within spawning distance of Mario entering the level. Thanks goes out to Wiimeiser for pointing out that something was up with this.

TWiLight Menu++ v6.8.0 -> v6.8.1

3DS, 3DS: Update , ,

TWiLight Menu++

Das TWiLight Menu++ sieht aus wie das DSi-Menü und kann in Verbindung mit NDS-Bootstrap DS-Homebrews und DS-Spiele von der SD-Karte abspielen.

UPDATE: v6.8.1 ist da. Wenn ein Spiel von der Flashkarte per NDS-Bootstrap gestartet wird, werden die Einstellungen mit denen auf der Flashkarte synchronisiert. Außerdem werden Cover jetzt immer auf der SD gespeichert.

Der Bootstrap-Build lässt sich pro Spiel festlegen und der SD-Karten-Zugriff, sowie das Laden von Covern wurde beschleunigt. Außerdem wird der Pfad zur zuletzt geladenen ROM nicht mehr gelöscht, wenn die Einstellungen aufgerufen werden.

Changelog

v6.8.1:
What's new?
* If TWiLight Menu++ is being ran from the SD card, when launching a game with nds-bootstrap on flashcards, nds-bootstrap's settings on the SD card will be synced to the settings on the flashcard.
* nds-bootstrap version is now shown on flashcards.

Bug fixes
* When accessing the flashcard directly from TWiLight Menu++ on the SD card, when trying to access the Settings screen, it will now boot if it doesn't exist on the flashcard.
* Box art path will always be the SD card one, even when accessing the flashcard directly.


v6.8.0:
What's new?
* ???
* Bootstrap build has been added as a per-game setting!

Improvements
* @profi200's improved SD code used in fastboot3DS, and @shutterbug2000 & @ahezard's NDMA code used in nds-bootstrap, are now used to slightly boost SD reads.
* Optimized .bmp image loading, so box art will be loaded a bit faster as a result.

Bug fix
* Fixed last played ROM path being cleared out when going into settings, and it will stay on the main menu as a result.

Wiimms SZS Tools v1.65a r7690

vWii, Wii, Wii: Update , ,

Wiimms SZS Tools

Wiimms SZS Tools sind eine Ansammlung an Kommandozeilen-Tools zum Manipulieren von Dateiformaten primär für Mario Kart Wii.

BMG-Dateien ohne Message IDs (MID1-Sektion) werden nun unterstützt; dafür wurde auch die Option "–bmg-mid" hinzugefügt, mit der sich die Erstellung dieser Sektion anpassen lässt ("OFF", "AUTO" (Standard) oder "ON"). Die Ausgabe der Optionen "–n-mipmaps", "–max-mipmaps" und "–mipmap-size" zur automatischen Erstellung von Mipmaps wurde geändert – näheres dazu kann auf Wiimms Seite gefunden werden. Die Option "–smart" wurde als veraltet markiert und wird nun ignoriert. Die neue Option "–fast-mipmaps" aktiviert den alten Algorithmus für Bilder mit ungerader Höhe oder Breite.

- Support of BMG files without section MID1.
- New Option: --bmg-mid=MODE: Control the creation of BMG section MID1. MODE is one of OFF, AUTO (default) or ON.
- The impact of options --n-mipmaps, --max-mipmaps and --mipmap-size changed. All 3 options together control the automatic creation of mipmaps. Read https://szs.wiimm.de/info/mipmap.html for details.
- Option --smart is deprecated and ignored now. The new option --fast-mipmaps will enable the old algorithm for images with odd width or with odd height. Read https://szs.wiimm.de/doc/img/resize for details.

Snes9x GX v4.4.0

vWii, Wii, Wii: Update ,

Snes9x GX

Snes9x GX ist ein exzellenter Super-Nintendo-Entertainment-System-Emulator für die Wii mit einer hübschen, grafischen Oberfläche.

Der Snes9x-Core wurde auf v1.58 aktualisiert und dabei die Kompatibilität verbessert. Auch wurden die SA1-Einstellungen angepasst, damit Super Mario RPG nicht mehr langsam läuft. Des Weiteren kann das Wii U GamePad zur Steuerung verwendet werden, wenn der Emulator in die WiiVC injiziert wird, die WiiFlow-Integration wurde verbessert und das Satellaview-BIOS lässt sich laden. Zudem kann die Audio-Interpolation geändert werden.

Weitere Details im Changelog!

* Updated core to 1.58
* Improved WiiFlow integration
* Added Wii U GamePad support (thanks Fix94!)
* Added setting to change sound interpolation
* Fixed mangled image when switching between HQ2x and scanlines filters
* Added BS-X BIOS loading
* Fixed Tengai Mekyou Zero black screen
* Fixed Chou Aniki black screen
* APU Hacks for 1.58 core to fix Earthworm Jim 2
* Adjusted SA1 settings to fix Super Mario RPG slowdowns with 1.58 core