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April 12th, 2014, 01:54 Posted By: wraggster
Many asked, and yes it is indeed a DS version of Sonic CD. Indeed Stealth worked in 2009/2010 with Christian Whitehead in order to make a remake for SEGA. The project will not succeed but the result is a proof-of-concept entitled " Sonic CD DS ".
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WHAT WORKS General - Sonic -Tails -Knuckles -Title Screen and Menu -Level End Sequence -Animated Tiles -Invincibility, Sneaker, and shield powerups -Time Travel (Activate time post and run at full speed for a Few seconds) -Palmtree Panic Zones 1-3 all time Periods, all objects, Including boss -Special Stage with entry from big ring (Appears at level end When You Have 50 + rings) WHAT DOES NOT WORK -Basically anything That Was not listed in "WHAT WORKS " USAGE NOTES Hardware - Copy the hand "SonicCD" folder (All which contains "Player", "R1", etc. .. subfolders) to the ROOT of the SD card. It Will not Work From Any Other rental - Place SonicCDDS.nds anywhere on the card - Run SonicCDDS.nds No $ GBA (Recommended for emulation) - Run SonicCDDSFull.NDS DeSmuME (Not recommended) - In the "Emulation" menu, select " GBA Slot ", and from the dropdown menu Appears That, select" MPCF Flash Card Device ", and Then click" Use path of the loaded ROM " - Ensure That SonicCDDS.nds is in the same folder as the main "SonicCD" folder. Do not put it inside the "SonicCD" folder - Run SonicCDDS.nds - This emulator exhibits a Lengthy delay before the initial disclaimer screen Appears - This emulator exhibits a noticeable stall When The Music Exchange - The Special Stage runs at half speed When played in this emulator USE INSTRUCTIONS Main Menu Navigate through options using up / down on the D-Pad Change MOST options by navigating to That option and using left / right on the D-Pad Change the game selected by navigating up beyond the "Title" option and using left / right on the D-Pad Change "Round" by using A / B, X / Y, and L / R to change Each individual component Select an option by pressing Start Gameplay Use the D-Pad to move, and A / B to jump Use R trigger to toggle Debug Mode. While in Debug Mode, Become A and B cycle and object placement
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 12th, 2014, 01:53 Posted By: wraggster
Stealth also realized at the time, a Proof-of-concept of the remake of combining Sonic Sonic 1, 2 and 3, " Sonic DS ".
Quote:
WHAT WORKS -General -Sonic -Tails -Knuckles -Invincibility, Sneaker, and regular shield powerups -Elemental shields with special abilities, Including ring attraction -Level End Sequence -Animated Tiles Sonic 1 - Title-Screen -Title Card -Green Hill Zone acts 1-3 with all objects and boss -Labyrinth Zone act 1 without MOST objects -Special Stage with entry from big ring (Appears at level end When You Have 50 + rings) Sonic 2 - Emerald Hill Zone act 1 without MOST objects -Corkscrew object without proper movie -Special Stage with entry from starpost (touch while carrying 50 + rings) Sonic 3 - Angel Island Zone-acts without 1-2 MOST objects AIZ1-tree (sometimes) fire-Miniboss cutscene Miniboss- Level-chaining -Bombing cutscene -Zone Boss cutscene -Zone Boss -Bonus Stage entry from starpost (touch while carrying 20 + rings) -Special course with entry from big rings Placed Throughout levels - "Blue Spheres" courses (manual or randomized "magic number" selection) Megamix - Sunny Shores Zone-acts 1-3 (V4.0B) -Both old and new bumps SSZ -Homing Attack (mostly) -Light Speed Dash (mostly) -Special Stages WHAT DOES NOT WORK -Drowning -Emerald Hill Zone background and animated pallet -Angel Island Zone Background and animated pallet -AIZ1 tree (sometimes) -Sonic 3 Bonus Stage gameplay -Some sounds are incorrect (Did not rip them all) -Some music is incorrect (Mostly substitutions due to Lack of Existing modules. Planned to replace 'em with better SMPS2XM exports than the one I created for Sonic 3's Special Stage) -Some graphics are garbled Basically anything-That Was not listed in "WHAT WORKS" USAGE NOTES Hardware - Copy the hand "Sonic1" folder (All which contains "Sonic1", "Sonic2" etc. .. subfolders) to the ROOT of the SD card. It Will not Work From Any Other rental - Place SonicDS.nds anywhere on the card - Run SonicDS.nds No $ GBA (Recommended for emulation) - Run SonicDSFull.NDS DeSmuME (Not recommended) - In the "Emulation" menu, select " GBA Slot ", and from the dropdown menu Appears That, select" MPCF Flash Card Device ", and Then click" Use path of the loaded ROM " - Ensure That SonicDS.nds is in the same folder as the main "Sonic1" folder. Do not put it inside the "Sonic1" folder - Run SonicDS.nds - This emulator exhibits a noticeable delay before the initial disclaimer screen Appears - This emulator exhibits a noticeable stall When The Music Exchange - There are additional level graphics errors (mostly missing tiles ) in Angel Island Zone When played in this emulator Windows - Ensure That sonicwin.exe, inst.bin, samp.bin, wavs.bin, and xm.bin are in the same folder as the main "Sonic1" folder. Do not put 'em inside the "Sonic1" folder - Set desktop color depth to 16bit color. The renderer Does not Support 32bit color desktop - Run sonicwin.exe - There are a Few graphic, sound, and logic anomalies not present in the DS version due to incomplete implementation - There is no second graphic screen, and therefore, no map editor gold for the Special Stage Sonic 3 - The main menu is Handled by a Windows "Static" object in a secondary window USE INSTRUCTIONS Main Menu Navigate through options using up / down on the D-Pad Change MOST options by navigating to That option and using left / right on the D-Pad Change the game selected by navigating up beyond the "Title" option and using left / right on the D-Pad Change Zone Act and by using A / B and X / Y Select an option by pressing Start Change the "Magic Number" for "Blue Spheres" by navigating to the "Blue Spheres" option and using left / right, A / B, X / Y, and L / R to modify Each component "Randomize" will choose a random "Magic Number "for the" Blue Spheres "game Gameplay Use the D-Pad to move, and A / B to jump Use R trigger to toggle Debug Mode. While in Debug Mode, Become A and B cycle and object placement Touch the options on the second screen to enable powerups- 0 - No Shield 1 - 1 Sonic Blue Shield 2 - Sonic 2 Blue Shield (Not implemented) F - Fire Shield L - Lightning Shield B - Bubble Shield I - Invincibility S - Speed Sonic 3 Special Stage / "Blue Spheres" Editor Mode Press R Trigger to enter / exit fashion editor Hold Select and press L Trigger level to clear the Use left / right on the D- Pad to select an object to place or tap the object in the row at the bottom of the screen Use the up / down on the D-Pad to pan the map up or down. The map wraps around, in order scrolling Either management is restricted by the player's position Touch the screen to spot the selected object at the training location in That Green Sphere - This sphere Effectively takes two hits. One hit Will turn it into a normal blue sphere, that 'must be hit again to turn it red. Will not turn green spheres into rings When surrounded by red spheres Purple Sphere - Touching this sphere Will teleport you to Reviews another purple sphere Placed somewhere in the level at random. There Will Be a brief break to allow Effective teleport you to get your bearings
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 12th, 2014, 01:51 Posted By: wraggster
And finally, Stealth had first started his work on Game Boy Advance with a remake of Sonic 1 " Sonic GBA ".
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Officially STATED to be "95% complete" in late 2006, teaser video WAS released to prime fans for the upcoming "Sonic Genesis". The gameplay Appeared to behave strangely, All which left Some Hopping That The video was just bad, and others That The Remaining 5% WAS major technical work. The final product Did not fail to disappoint, with poor sound, has dithered graphic or two, and bugged, jittery, inaccurate, and lagged odd gameplay. Quickly, I set out to Prove Those Who Went so far as to say the GBA "couldn't handle" Sonic 1 wrong by using my personal knowledge of and experience in reverse-engineering the original game to reproduce a portion of it on the GBA myself. At a smooth 60fps with spot-on gameplay, this one-demonstration area stands as a true testament to the glory of the original. spindash Sonic Has His Ability, and fully functional Tails and Knuckles can be Accessed by holding A or B while pressing start at the title screen. There aussi an extremely incomplete Labyrinth Zone accessed by holding L in the same Manner. While in-game, pressing R trigger Will toggle Debug Mode Causing To Become A and B cycle object and object space This Was Meant Purely for demonstration. It can not and Will not be continued. Most errors are known and reports are not Desired; There Will Be No updates This game uses the "Apex Audio System" for sound, Which Appears to be available though no follow icts original author, Apex Designs This project used to build WAS later two other POCs-Sonic DS and DS Sonic CD
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 12th, 2014, 01:41 Posted By: wraggster
[source: smealum.net] Unfortunately I haven’t taken the time to document the work I’ve been doing on the 3DS lately here, even though it’s been pretty extensive. Normally, I’d try to cover things chronologically, but since I decided to reveal a new exploit today, it kind of takes priority as there’s a lot of stuff I need to clear up. To start off, here’s a in action.
What it is, what it isn’t
If you’ve read my (now really old and outdated) article on 3DS hacking, you’ll recall that for a number of reasons, hacking the console happened by chaining multiple exploits with one another. The most widely used hack (used by flashcart teams, myself and a number of other people) reliies on not one but two completely distinct exploits : the mset DS user settings exploit, which gives us arm11 usermode ROP capabilities, through which a FIRM vuln is exploited to obtain arm9 code exec. This last part was fixed with firmware version 5.0, and it’s the real critical part : while there’s a pretty high number of games that could potentially be exploited through saves to do usermode ROP, it’s useless if you don’t have another exploit to chain that gives you code exec capabilities. This is where ssspwn comes in; it essentially replaces the FIRM exploit we had on 4.5 and lets us execute arbitrary code. That’s why the video looks similar to the one I’d done when I got 4.5 code exec : the first stage exploit used is the same, just fine tuned to work on 6.3.
What does that mean ? Simply that because the two exploits are completely separate, there’s no reason to believe that just because the mset bug was fixed in 7.0, so was ssspwn. That’s right; ssspwn has yet to be plugged by Nintendo, and could in theory give us code exex on latest firmware version. This isn’t the case yet because we haven’t really looked for a new entrypoint, but that’s the next step.
To release or not to release
Generally speaking, the thing that’s been stopping me (and others) from releasing working exploits has been the fact that they might be used for piracy. Fortunately, that should not be a factor in this case, as by its very nature, ssspwn can not by itself allow piracy. That’s right, it’s the sweet spot that gives us just enough to get awesome homebrew code running in arm11 user mode, but not enough to break the system bad enough to let anyone do whatever the hell they want. As such, I personally have no qualms with releasing the exploit into the wild.
You might be wondering why there isn’t a download link available yet. The reason for that is that, as I mentioned, ssspwn has yet to be fixed. In my opinion, it would be dumb to burn such a nice vuln on just 6.3 when we know full well that we should be able to use this on 7.x, and possibly even 8.x+ with some work.
Plan of action
Now, while I don’t think it’s a good idea to release this publicly just yet, I do think it would be a good idea to get it into the hands of devs with consoles still on 4.5-6.3 so we can make progress creating 3DS homebrew development tools. We’ve been making tremendous progress as it is, but we could do much more with some more talented and motivated developers. As such, I want to share this with as many reputable and available devs as possible so that they can work on making things ready for the (hopefully) upcoming 7.1+ release.
Do note that I don’t have a developer-friendly version ready just yet, but I will let everyone know as soon as I do.
Other thoughts
This is, in my opinion, the best shot we have at making a successful and accessible 3DS homebrew scene happen. I’m going to try not to **** it up. That means that unfortunately the number of devs I’ll feel comfortable sharing the current iteration of ssspwn with will be rather limited, in an effort to avoid premature leaks. Even then, there’s a good chance this whole thing is a bad idea and that it’ll lead to the vuln being plugged before we ever get a chance to exploit it on latest system version. I’m choosing to trust people, and I sincerely hope it’s not something that will backfire.
On another, more personal note, this is my first own big boy exploit I unveil so I think that’s pretty cool.
http://www.eurasia.nu/modules.php?na...ticle&sid=3294
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April 12th, 2014, 01:22 Posted By: wraggster
HorvatM has just released version 1.1 of his "Multiple BMP to BGMap/charset converter". This version was used to develop Coding Competition entry "Deathchase".
- Now also supports 32-bit BMPs.
- You can convert BMPs to charsets "one to one" without generating BGMaps (useful for fonts).
- The number of new unique characters for each BGMap generated is reported, along with a total at the end of the conversion.
- If an exact color match isn't found, the closest one is used (thanks to RunnerPack).
- The BGMap buffer is now cleared before converting each BMP (reported by thunderstruck).
- The program now checks for the 2048-character limit before adding a new character.
- Updated the LoadEfficientCharset and LoadEfficientBGMap functions in the readme with those from Deathchase.
http://www.planetvb.com/modules/newb...forumpost27960
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April 12th, 2014, 01:21 Posted By: wraggster
Japanese blog "Tokyo Nerd" has found, ripped and shared a Virtual Boy in-store promo VHS tape (バーチャルボーイイメージビデオ) that was sent to retailers in 1995 to promote the Virtual Boy.
The actual video contained on the tape is a bit over 2:40 minutes long and is repeated over and over for an hour to fill the whole tape. It is like an extended version of the already known Japanese Virtual Boy commercials and also includes edited footage from the Winter CES show that took place in Las Vegas in January 1995.
http://www.planetvb.com/modules/news...hp?storyid=382
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April 12th, 2014, 01:19 Posted By: wraggster
via Romhacking.net
Yes, Pokémon FireRed hacks are a dime a dozen. However, Pokémon Throwback doesn’t seek to be like the rest. This hack’s goal is NOT to rewrite the story, grant access to many full generations of Pokémon uncomfortably cramped into a single game, or increase the difficulty of the game. Wait…what?
Instead, the goal of Pokémon Throwback is simple: To make the most complete, featured, version-transcending, official-feeling version of the original 1st Gen adventure. Simply put, this hack, started two years ago, strives to be the quintessential version of Pokémon Red/Green/Blue/FireRed/LeafGreen.
With this hack, you’ll get access to all the Kanto Pokémon, with the Johto Pokémon as a post-game bonus. You will be able to listen to the original, 8-bit music and switch between the retro and advanced soundtracks at any time. Dress the main characters in their original outfits to heighten the sense of nostalgia. But that’s not all. Want decapitalized text? Throwback’s got you covered. Want reusable TMs and move tutors? You got it. What about trees you only ever have to cut once, running indoors, a more aesthetically-pleasing Mt. Moon, access to extra items, and more? Come right in. Along with a host of error fixes for the base game, Throwback tries to accomodate to every desire of the gamer who wants only the best for his or her games.
Check out a test of the new GB Player item here. The next time you want to play vanilla Pokémon FireRed or LeafGreen, do it with Throwback! You’ll never be able to go back to the base game again.
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April 12th, 2014, 01:17 Posted By: wraggster
After an enormous amount of quiet work, a definitive retranslation of “Etrian Odyssey” for Nintendo DS has been released - Etrian Odyssey Retold: Yggdrasil no Labyrinth. This version corrects many liberties taken with both the original 2007 translation and the 2013 remake and more faithfully renders segments that were eloquently, but loosely, translated in those releases. Additionally, an enhanced difficulty setting has been enabled to provide a truly old-school experience.
The patch is available at cavespeak.org.
http://www.romhacking.net/forum/inde...pic,17930.html
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April 12th, 2014, 01:08 Posted By: wraggster
via http://www.nesworld.com/
Frank Westphal, maker of the NES homebrew "Armed for Battle" has released a second demo of the game and the following statement... |
I wish I could be announcing the release, but not quite yet. And no, this is not an April fools joke. I have added a new demo to my blog. 1010howe.blogspot.com It will play similar to the first demo, but there have been a ton of improvements that you'll want to check out. Here's what the readme will tell you (the 'minor' changes have not been listed):
- Resource Income is done in a new way
- The Storage Buildings (storage for excess food/water) have been removed
- The Scholar Temple has been added, which allows for faster upgrades
- Hidden gold can be found by Scouts in 3 locations of the Overworld
- Battle Party entry is done in a new, easier way
- Music is now in place for all transition screens
- A Battle Casualty screen now follows battles that take place
- Changes to costs, timers, troop HP, and more
- Bugs that were in the original demo have been fixed (I hope)
Looking forward to a release soon!Frank |
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April 12th, 2014, 01:03 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows/Linux has been updated. Changes:
- Correct Scale2x with Interpolation active in the SDL version.
- Added options to disable text on screen.
- Added the ability to set the size of the borders of the overscan.
- With the overscan active not passed the correct size of the virtual screen to the shader and this involved distortions (see, for example, the filter "CRT" with overscan active in the old version). Fixed.
- Fixed a bug in the management of the IRQ of the FDS and now "Kaettekita Mario Bros. (1988) (Nintendo) (J). Fds" is fully playable.
D3D9:
- Fixed a serious bug that did not pass the correct size of the window of the emulator to the shader, producing undesirable results (such as, for example, with the scanlines filter).
File: Download
News source: http://forums.nesdev.com
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April 12th, 2014, 00:55 Posted By: wraggster
via http://www.emulation64.com/
Home Blog
:eveloper Shonumi
:: Emutalk post
Emulating Game Boy Games With Custom/Colorized Sprites
When it comes to emulation, one could certainly think that we’ve explored just about every aspect of the Game Boy so far. From multiplayer over the serial port, the Game Boy Printer, the Super Game Boy, the Game Boy Color Infrared Port, Rumble Carts, to even the accelerometers in Kirby’s Tilt ‘n’ Tumble: there isn’t much emulators can’t handle. However, there will always be new territory to uncover and explore, especially for those with creative minds. In the form of an enhancement or modification, custom sprites is one such example. An emulator with custom sprites has the ability to replace a game’s native graphics with data selected by the user. To my knowledge, no one has ever implemented such a feature into a Game Boy emulator. Until now that is.
Art History 101:
The original Game Boy, Game Boy Pocket, and the Japanese-only Game Boy Light were only capable of displaying graphics using four different shades of gray (this applies only to background tiles, sprites were restricted to 3 shades with one shade reserved for transparency). Each pixel was either completely on, 2/3 on, 1/3 on, or completely off. The monochrome palette lasted until the Super Game Boy came out, allowing games to be played with 32 (sometimes garrish) colored palettes, as well as custom ones. I never owned one, but I do remember having quite a few “Play It Loud” poster sheets that came with my Game Boy games advertising the Super Game Boy. Eventually the Game Boy Color came out allowing games to be played with colored palettes as well. Still, games that were not Game Boy Color only or backwards compatible games that did not fully utilize the Game Boy Color never really achieved significant colorizations, at least nothing that made them on par with native Game Boy Color games. There is a Game Boy Colorizer ROM hacking tool that aims to help hackers convert old DMG ROMs into fully capable GBC ROMs, but from what I have heard, it can be finnicky at best.
Currently, I am working on my own Game Boy emulator that I plan to call Game Boy Enhanced. It isn’t a very original or clever name, but this is my first emulator, so I can afford to be simple and straightforward. Since the project will introduce me to emulator programming, I do want it to be as accurate as I can make it, however, I don’t shy away from graphical enhancements when it comes to emulation. This is the future after all, so we might as well be able to make things shiny if we want to. At first, I was planning to have the usual assortment of enhancements that nearly every other emulator has: 2x-3x-4x nearest neighbor scaling, various scaling filters (the HQ family, SuperEagle, 2XSai), save states, and maybe built-in sound-ripping. However, one of the regulars on the Dolphin emulator forums suggested that it would be nice to allow custom sprites as a feature, and this got me thinking.
Dolphin is a pretty advanced emulator; it allows users to dump textures for games, edit them, and then load them into the game. This activity is quite popular in sprucing up old N64 games in the N64 emulation community, and the practice has extended to Gamecube and Wii games now too. I figured it would be possible to do the same with Game Boy Enhanced (GBE for short). Although there are a number of more pressing things to program for GBE, I decided to see if I could implement it anyway. The general theory is similar to how Dolphin operates. Based on the sprite’s raw pixel data, GBE generates a unique hash to represent it. GBE stores every hash in a list. When drawing a sprite, GBE compares the current hash against the list. If the hash is in the list, rather than drawing the pixel data obtained from Video RAM (VRAM), GBE will load the custom sprite data from a file. I will go in-depth more about that, but first GBE needs to allow users to get the sprites to modify in the first place.
Taking a dump:
GBE needs to dump the sprites as the game generates them. The general idea is to get the hash and compare it to what we already have in the list. If the hash is already in the list, there’s no need to dump the sprite again, so GBE ignores it. When it’s a brand new hash, GBE pulls the pixel data from VRAM and then saves that data to a BMP. The trick here is to make sure that the file is going to be as unique as the sprite itself, so GBE names it after the hash. This will help when loading the modified sprite as well. Since this work was fairly experimental, the hashes were simply 128-bit numbers converted to hexadecimal. That’s enough to create a unique hash for every possible 8×8 sprite possible as it takes 32 bytes (128-bits) for the Game Boy to represent an 8×8 sprite. 8×16 sprites have yet to be implemented in GBE, so I’m not worrying about that just yet.
Now here comes the fun part: editing tiny 8×8 bitmaps. Obviously there are a couple of challenges. The first is in determining what you’re looking at exactly. If you don’t have a discerning eye, it can be quite difficult to see the sprites you’re after. Of course enlarging the dumps in an image viewer helps, but most larger sprites are a combination of the 8×8 sprites. Visualizing which ones match together is not unlike a puzzle game in and of itself. The next thing to consider is how you want to edit these sprites. Since whatever data entered here supercedes the Game Boy’s color choice, custom sprites are not concerned with things like the palette. The colors in the BMP file are the final colors that will be output to the screen. If the custom sprites decide not to add color, they need only determine what shade of gray each pixel should be, irrespective of any programmed palette.
It takes a keen eye to edit 8×8 sprites like this. Here we have Mario, obviously.
Once the sprites have been dumped and edited, the next step is to load them back into the emulator. It’s pretty much the reverse of what GBE does when dumping them. Whenever new sprite data is generated, GBE generates a hash for that and tries to load a BMP file named after that hash. Once the BMP file is loaded, it gets stored into a cache. GBE then updates a list of which hashes have already been used to get custom sprite data. The list ensures that the same hash isn’t used again to load the BMP file since the cache already contains the custom sprite data. Whenever GBE draws a sprite whose hash matches an entry on the list, GBE draws the custom sprite data pulled from the BMP instead of VRAM. With this, GBE effectively replaces the original pixel data without affecting the rest of the game.
The whole process of custom sprites:
Look at all the colors
The custom pixel data can be anything we choose; it can even exceed the color limits of the Game Boy Color. The limitations enforced on the original system need not apply to GBE, since the emulator has the final say over graphical output, not the original hardware. It’s easy to have a sprite use 10, 20, or even 30 different colors. Although it takes a bit of creativity, there’s nothing stopping sprites from taking on a 16-bit look and feel. The only issue is the screen size (160 x 144 pixels) which makes for relatively small sprites.
However, the possibilities don’t just end there. We can completely mod Game Boy games with this method to create custom pixel data for anything. Background tiles are stored and processed in the almost exact same manner as sprites. The method of generating hashes for background tiles and replacing background tiles with custom pixel data is identical, so it wasn’t hard to program GBE to manipulate the background as well. Now it’s possible to fully colorize original DMG games in a reliable manner. And yet there’s more; consider that this isn’t just a method a colorizing sprites, it’s a way to make the sprites look like whatever one wants them to look like. How about Tetris with Poke Balls? Super Daisy Land wherein Daisy saves Mario? Master Chief as Mega Man? Anyone with enough time and effort could alter or create just about anything.
If GBE ever catches on, I would hope this to be a defining feature, as it could prove popular within the ROM hacking community (even though, technically, the ROM data is not touched with this process). GBE isn’t quite ready for its public release as an open-source project however, as I’m reworking LCD emulation and increasing game compatibility at this moment, and most of the custom sprite code needs to be rewritten as well. It should up on Google Code within a month however, so anyone wanting to play around with this neat feature can have a go.
Other emulators are quite capable of adding this functionality themselves if so desired. The method described here is not specific to Game Boy Enhanced at all nor the original Game Boy games it emulates. GBC, GBA, NES, SNES, Genesis: basically any system that uses sprites can also use custom sprite data. As long as the emulator has some way to view the sprite data (which an emulator needs to, if it ever wants to draw that data onscreen), it can generate a hash and replace the necessary data. That’s not to say it would be easy to implement in every emulator, only that such possibilities do exist. Personally, I think this is an exciting opportunity for people and communities that want to see new life breathed into games that are now getting to be decades old. It could add interesting twists to games that we’ve already been playing for years. I very much look forward to seeing how people apply this technique in the future.
A video of custom sprites in action can be found on my . It’s only Tetris (and not my best game, mind you), and not everything is fully colorized. This is just a proof-of-concept demonstration until the underlying implementation is perfected. Still, it works, and that’s half the battle
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April 12th, 2014, 00:53 Posted By: wraggster
via http://www.emulation64.com/
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest builds:
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055
-Added support for NSF music files.
-Added mapper for Super Spike V'Ball/Nintendo World Cup combo cartridge
-Changed sprite DMA timings (fixes Battle Chess again)
054
-Changed NES color palette to match NTSC filter colors
-Fixed VRC 7 Vibrato, no longer crackles
-Improved speed of NTSC filter some more
-General code cleanups (more are still necessary)
-Provided a more helpful error on stdout when the jInput lirary is missing |
Visit project homepage for further information and latest version of emulator.
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April 12th, 2014, 00:41 Posted By: wraggster
Do you really like the card games ? if so Hoola DS is a homebrew that can not miss on your Nintendo DS. This game, called Hoola is of Korean origin and quite reminiscent of the "game of the 5" . This homebrew us 7 cards will be distributed to us and to four opponents. Thematic is simpler than it actually appears; the goal is to get rid of all the cards before your opponents do.
http://nds.scenebeta.com/noticia/hoola-ds
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April 12th, 2014, 00:41 Posted By: wraggster
Today I bring you a fantastic emulator of MAME . It is one of those emulator of slot machines that have ever played anyone. A good homebrew, no doubt; we can play a lot of games so far estavan fossilized, good sound, good stability, no crashes, full speed , etc.. Can one ask for more?. Now the author is showing that this is a very active project.
http://nds.scenebeta.com/noticia/ds-pack
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April 12th, 2014, 00:39 Posted By: wraggster
Want to know details of a 3DS Rom ? o Know that firmware is needed to play ? for those doubts were terminated because 3DS Rom GUI Tool is a useful tool with which we can do the above and not only that, also can compress Rom and save space in our Micro SD definitely an application that should not miss .
http://nds.scenebeta.com/noticia/3ds-rom-tool-gui
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