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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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August 4th, 2013, 22:18 Posted By: wraggster
via http://www.emucr.com/
Dolphin tev-fixes3 Git 3.5-1716 is compiled. Dolphin tev-fixes3 is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin tev-fixes3 Git changelog:
* PixelShaderGen: Fix some potential floating point rounding issues in the tev combiner compare code.
http://www.sendspace.com/file/yx4ypa
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August 4th, 2013, 22:08 Posted By: wraggster
via http://www.emucr.com/
Gearboy Git (2013/08/04) is compiled. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
* Update README.md
http://www.sendspace.com/file/3cewzz
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August 4th, 2013, 21:54 Posted By: wraggster
via http://www.aep-emu.de/
SoftGraphic a Nintendo 64 Graphics Plug-In has been updated.
Quote:
SoftGraphic graphic plugin v1.5
----------------------------
SoftGraphic HLE plugin v1.5
----------------------------
SoftGraphic is a software rendering HLE graphics plugin that uses
MESS rdp core as rendering engine. No special RSP is needed.
It is slow and you need a fast CPU to get a decent frame rate.
-------
Noteice
-------
This plugin uses angrylion's rdp to render graphics, the credit of
graphics rendering should goto MAME team and angrylion.
source of rdp_interface here
--------
History:
--------
v1.5
* rewrite D3D9 driver with shaders
* support PJ64 save to bitmap
* add 2xSai, Super2xSaI, SuperEagle and TV mode filter
v1.4
* add D3D9 driver support
* add UI to enable/disable D3D9 bilinear filter.
v1.3
* rewrite DirectDraw code to improve frame rate
* add full screen support
* add resolution 1024 x 768
v1.2
* use multi-thread rendering to improve frame rate
v1.1
* add UI to enable/disable filter to improve frame rate
v1.0
* first implementation
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August 4th, 2013, 21:53 Posted By: wraggster
via http://www.aep-emu.de/
Shunyuan updated his soundplugin for N64 emulators.
The release/diskussion thread at pj64-emu.com could be found here.
Quote:
Shunyuan´s HLE audio plugin v1.8.1
---------------------------------
HLE audio plugin v1.8.1
---------------------------------
HLE audio plugin is written by Shunyuan with features:
* audio plugin spec #1.2 for pj64-2.0, spec #1.1 for other emulators
* XAudio2, DirectSound8 and No Sound driver support.
* XAudio2 upmix to 5.1 or 7.1
* prebuffer stream audio
* HLE interface
* LLE interface
* audio thread to update sound buffer
* tested with project64 1.6, project64 2.0, project64 2.1,
1964 svn r146, 1964_ultrafast 3.0, and mupen64 5.1.
* debug OSD
* auto sync game to audio
* dynamic plugin interface
* Lua interface to tweak per game settings
Special thanks:
CXD4 for his LLE RSP plugin, source of rsp_interface here.
adnd nintendo1889 for testing and push me to improve the audio quality of this plugin every time.
--------
Note:
--------
From 2013/04/23 to 2013/05/17
I have implemented all the features that I need, so there won´t be a new release in short time.
Thanks for people that help me to develop and debug this plugin.
------------
Lua script to tweak per game settings
------------
Code:
-- -------------
-- HleAudio.lua
-- --------------
-- *Note* don´t change the file name, and this file must be at the same place as HleAudio dll
--
-- --------------------
-- predefined function:
-- --------------------
-- SetPlaybackSetting( SettingID, Value ) ==> return none
-- GetPlaybackSetting( SettingID ) ==> return int
-- --------------------
-- predefined constant
-- --------------------
K_TRUE = 1;
K_FALSE = 0;
K_MIN_QUEUE_SIZE = 4;
K_MAX_QUEUE_SIZE = 16;
K_MIN_BLOCK_SIZE = 2048;
K_MAX_BLOCK_SIZE = 8192;
K_FixedAudioTiming = 1; -- pj64 2.x setting (read only)
K_SyncViaAudio = 2; -- pj64 2.x setting (read only)
K_HighQualityAudio = 3; -- N64 game audio frequency > 22 KHz (be careful with this setting)
K_NoSyncGameToAudio = 4; -- force HleAudio don´t sync game to audio
K_SmallAiLen = 5; -- force HleAudio to report small unplayed DMA size
K_BigAudioChunk = 6; -- audio chunk bigger than 4 KB (Top Gear Rally)
K_QueueSize = 7; -- HleAudio audio queue size (default: 8, be careful with this setting)
K_BlockSize = 8; -- HleAudio audio block size (calculate from AI_DACRATE_REG, be careful with this setting)
--
-- OnRomOpen:
-- override HleAudio playback setting in this function
-- (this function will be called by HleAudio when rom open)
--
-- in: RomName
-- game name in rom header, you can get this name from pj64 rom infromation
--
-- out: none
--
function OnRomOpen(RomName)
-- How to use:
-- (1) check rom name
-- (2) adjust settings
if RomName == "RIDGE RACER 64" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
if RomName == "TOP GEAR RALLY" then
SetPlaybackSetting(K_BigAudioChunk, K_TRUE);
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
if RomName == "Kirby64" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
SetPlaybackSetting(K_NoSyncGameToAudio, K_TRUE);
end
if RomName == "PAPER MARIO" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
if RomName == "SMASH BROTHERS" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
SetPlaybackSetting(K_NoSyncGameToAudio, K_TRUE);
end
if RomName == "A Bug´s Life" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
-- debug only, output message to debugger, you can use Lua to output debug log to text file
PrintPlaybackSetting();
end
------------
Bug Report
------------
Please post your bug report with following information:
(1) OS & System spec
Windows 7 - 32 bit, 4 GB RAM
(2) emulator spec
Project64 2.1
(3) Plugin version
HleAudio 1.7.1
(4) Game and setting
RR64 (USA)
Sound Driver=XAudio2
Playback Rate=48000
Fixed Audio Timing=0
Sync To Audio=0
VI Refresh Rate=2200
AI couter per byte=500
(5) bug description
audio speep-up (too fast)
....
(6) Did this bug exist in previous version of HleAudio?
(7) Audio Record (optional, but very useful)
download link
--------
Then I will try to fix the bug if possible.
--------
History:
--------
v1.8.1
* fix synctax error of Lua script
* fix official pj64 1.6 can´t use Lua script to tweak per game settings.
(no more need pj64 1.6 HleAudio fixed version)
* fix missing audio of Top Gear Rally
v1.8
* Open Lua interface to tweak per game settings
(official pj64 1.6 doesn´t support this feature because it won´t call audio plugin ´RomOpen´ function, use pj64 1.6 HleAudio fixed version instead)
v1.7.1u9
* Fix audio slow down for A Bug´s Life.
* Add DirectSound hardware acceleration option UI
(default is off, for Vista and Win7 you need ALchemy, 3D SoundBack or Xear3D EX to take advantage this feature)
v1.7.1u8
* Fix Super Smash Bros sound delay for PJ64 2.x
* Fix Super Smash Bros sound crackles for PJ64 1.6
v1.7.1u7
* Fix Paper Mario sound crackles
(Counter Factor=1, VI refresh rate=2200, AI count Per byte=500,Fixed Audio Timing=0, Sync using Audio=0)
v1.7.1u6
* work around the Kirby64 SP DMA read error for project64
v1.7.1u5
* add UI to select output device
(useful if you have multiple sound cards or install DSP plugin such as DFX audio enhancer)
v1.7.1u4
* playback rate support 192 KHz
* playback bits support 24 bits (now support 16 ~ 24 bit playback)
* fix no audio of Top Gear Rally (USA)
(AI Count Per Byte=500, Fixed Audio Timing=1, Sync To Audio=0)
v1.7.1u3
* fix no audio for Killer Instinct Gold (USA) 1.2
v1.7.1u2
* support XAudio2 upmix for 5.1 sound card , need to enable at configuration dialog.
(if you don´t have a 5.1 sound card like me, try SRS Audio SandBox)
v1.7.1u1
* fix XAudio2 crash at pj64 1.7.0.50b23
* fix audio speed up issue reported by nintendo1889
* fix pj64 1.7.0.50b23 compatibility error reported by Goldlink11
v1.7.1
* fix no audio after restore game state
* fix audio speed up of Mystical Ninja Starring Goemon
* fix cannot change sound driver after end emulation
* fix compatibility issue of pj64 1.7.x
v1.7
* dynamic interface for project64 2.x and other emulators, now HleAudio will provide interface 1.2 to pj64-2.0,
and provide interface 1.1 to other emulators.
* add XAudio2 driver support
* add No Sound driver support
* remove the redundant initialization and checking from HLE emulation
v1.6.2
* improve the audio quality when "Fix Audio Timing" and "Sync to Audio" options off
* improve the frame rate for N64 games of 32 KHz audio
* release the source code of rsp_interface
Now you can turn "Fix Audio Timing" and "Sync to Audio" on or off, both ways work.
v1.6.1
* add OSD to show the plugin internal data in real time
(need RivaTuner Statistics Server to display OSD)
* implement auto sync game to audio feature for otehr emulators. Now N64 games with 32 KHz audio
such as Zelda OOT, Bomberman 64, F-Zero X should sound better without crackles on 1964, mupen64, pj64 1.6.
v1.6
* change interface to Zilmar´s common audio plugin spec, version #1.2,
because only project64 2.x emulator core supports "Sync using Audio" feature
* integrated with Project64 setting manager (no data yet).
v1.5
* integrated with project64 2.0 "Fix Audio Timing" & "Sync using Audio" option
- now Bomberman 64, Zelda OOT, Resident Evil 2 sound crackles should be fixed
- when these two options are enabled.
* fix the bug sometimes no audio when playing more than one rom
* fix the noises when enter plugin settings
* fix the sound crackles of RR64
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August 4th, 2013, 20:59 Posted By: wraggster
The Neo2 Pro Manager v1.32 released [23th.July 2013]
more info: http://www.neoflash.com/forum/index....ic,7645.0.html
* The v1.32 can support SMS4 / MD / N64 / SNES / PC-Engine / SEGA MKIII / NeoGeo MagicKey (use neo_kit_kernal) / NeoFlash2(pro) / Neo3-SD etc. devices.
* Fixed the SMS4 can't support special symbol with the nds cart title name like "/" & ":" when try to dump the NDS cart.
* Fixed the issue of when try to backup Neoflash cart SRAM save data to PC, can't create the backup file.(note: please don't save to Driver C
* Now can detect the NEO3-SD cart and show in the bottom status line, but need to use "Menu Write" function to write the data to it in the "Memory" section still.
* Added the SNK magickey menu update files in the Kernal_Kit section,and support auto verify after update finished.
* In the PC-E section, changed the "USA" option to "USA-TG16", to avoid make USA user confuse.
* Fixed the PC-E save cart backup/restore the PC-E game save data function.
* Supported the different myth cart type detect and show in the bottom status line.
* Update the below myth menu to the last version:
SNES Myth menu for SNES update to v0.60
NeoN64Menu for N64 update to v2.6b5
NeoMythMenuDX for MD update to v2.93
thanks: ChillyWilly , mic_ , conle , sanni and all friends
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August 4th, 2013, 20:53 Posted By: wraggster
GCN MemCard Recover is a utility that can recover files from corrupted or reformatted GameCube memory cards.
Usually, when a GCN memory card is corrupted, only the file system or header is unusable. Similarly, when a memory card is formatted, only the file system blocks are erased. The data area is left intact. By searching for specific patterns within the data area, files can usually be recovered.
http://wiibrew.org/wiki/GCN_MemCard_Recover
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August 4th, 2013, 20:42 Posted By: wraggster
new from megalomaniac:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on Snes9xGX 4.3.2 source by tantric
http://code.google.com/p/snes9x-gx/source/checkout
svn r721
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
Download Attached
To read more of the post and Download, click here!
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August 4th, 2013, 20:42 Posted By: wraggster
new from megalomaniac:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on Snes9xGX 4.3.2 source by tantric
http://code.google.com/p/snes9x-gx/source/checkout
svn r721
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
Download Attached
To read more of the post and Download, click here!
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August 4th, 2013, 20:39 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Official Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on FCE Ultra GX 3.3.4 source by tantric
http://code.google.com/p/fceugc/source/checkout
svn r607
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
download attached
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1442
To read more of the post and Download, click here!
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August 4th, 2013, 20:39 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Official Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on FCE Ultra GX 3.3.4 source by tantric
http://code.google.com/p/fceugc/source/checkout
svn r607
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
download attached
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1442
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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August 4th, 2013, 20:32 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on VBA GX 2.2.8 source by tantric
http://code.google.com/p/vba-wii/source/checkout
svn r561
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Download attached
via http://www.gc-forever.com/forums/vie...a807215ec3315f
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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August 4th, 2013, 20:32 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on VBA GX 2.2.8 source by tantric
http://code.google.com/p/vba-wii/source/checkout
svn r561
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Download attached
via http://www.gc-forever.com/forums/vie...a807215ec3315f
To read more of the post and Download, click here!
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Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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August 4th, 2013, 20:05 Posted By: wraggster
XSeed's Rune Factory 4 won't make its summer launch and has been pushed to the fall. A Facebook posting by the publisher acknowledged the quality assurance process for the English version was taking longer than expected.
"Right now we could be looking at a late September or October release, but it will definitely be worth the wait," wrote the publisher in the update.
Retailers are hedging their bets with the release window; GameStop points towards a September 9 launch, while Amazon has an October 8 release date. The truth is somewhere in-between.
http://www.joystiq.com/2013/08/01/ru...r-launch-date/
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August 4th, 2013, 19:58 Posted By: wraggster
Version 3.0 of Super Mario Bros. Crossover, a cross between traditional Mario levels and characters from non-Mario games, launched this week.
The update incorporates 192 levels, difficulty-based map selection, and 10 central characters from classic series like Mega Man and Ninja Gaiden. Each character can be re-skinned with a library of sprites from their past along with a few surprise inclusions. You can pummel goombas to death with the ice rod as the old man from Zelda 1, for example.
The conclusion of Version 3.0 allows Exploding Rabbit to pursue development of Super Retro Squad, what they describe as "a combination between Super Mario World, Mega Man X, and Super Mario Bros. Crossover."
Their previous Kickstarter campaign only drew in enough funding for Director Jay Pavlina to work full-time on the game, however, so they've launched a new fundraising effort. Considering they've released three versions of Super Mario Bros. Crossover for free, it'd be awful reasonable for fans of that project to help them out.
http://www.joystiq.com/2013/08/02/su...-3-0-launches/
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August 4th, 2013, 19:58 Posted By: wraggster
A pitch reel from Imagi Animation Studios for a CGI The Legend of Zelda film, proposed in early 2007 and subsequently turned down, has made its way online. It was supervised, shot and edited by animator Adam Holmes, who thankfully posted it to his online portfolio for us all to see – well, not here. Embedding has been disabled on the video.
Imagi Animation Studios, formed in 2000, is the outfit that produced TMNT, the studio's first major feature release. Two years later, Imagis followed up TMNTwith Astro Boy, which reportedly lost money on its initial $65 million production budget.
http://www.joystiq.com/2013/08/02/th...as-never-made/
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