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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
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July 22nd, 2012, 11:50 Posted By: wraggster
The problem with these console eulogies is that they're prone to what Wikipedia editors call 'recentism'. Like the N64 and GameCube before it, the Wii seems doomed to be remembered by some for the gaming drought that blighted its final two years of existence - during which time the only game oases to lap from turned out to be horse riding and fitness-sim cesspools.
Not us. We prefer to look beyond the cold dead eyes of Mel B and Jillian Michaels and remember the Wii as it was in the bloom of youth - a sprightly, idealistic young console witha brilliant blue mouth and an anarchic desire to shake the gaming landscape up forever. In its six short years of existence, the console aptly codenamed the 'Revolution' would go on to do exactly that.
Nintendo's Revolution got off to a stalled start at E3 2005. "We gave you DS. A new Game Boy. And new games to play on them," began company present Satoru Iwata at the climax of Nintendo's media briefing. "And now you say, you want a Revolution? Well, wegot one!"With those bold words, Iwata fished a mysterious black box with a cheeky blue gobhole from his dinner jacket (this being before his 50 percent paycut, of course - Iwata appeared at this year's E3 wearing a potato sack). The crowd whooped in that really professional way games journalists do, but once the euphoria died down, it was unclear why, exactly, anyone was whooping.
[h=4]I Wanna Whoop U Up[/h]It was the Wii U reveal in reverse; the controller was the key to Revolution's magic, but it missed the flight to LA. Without its rudder, the good ship Revolution was forced to meander into vague waters. We knew it was no bigger than three DVD cases (whooping) and you could download old games onto it (witchcraft in 2005, hence: more whooping), but nothing concrete.
Once the dust had cleared, pundits clamped their whoopholes and once again donned their sceptical hats - would this fabled new controller really be different enough to revive Nintendo's fortunes? Early mock-ups from internet wags with too much free time included a trackball and a controller which split into two halves. Even these bizarro controllers would appear conservative when Nintendo gasped us into submission with the real deal at that year's Tokyo Game Show...
[h=4]U Really Got Me Going[/h]It's impossible to get across just how radical a concept the Wii remote was in 2005. Touch-screens were still in their infancy, Kinect was but a twinkle in Peter Molyneux's eyes and, bar a failed Microsoft experiment in the mid-'90s, motion-controlled gaming was exclusively the domain of the arcades. But although the idea was as alien as one of the aliens from the film Alien, the sleek design - modelled after the ubiquitous television remote - was comfortingly familiar.
To see it was to know immediately how it worked - and to know how it worked was to obsess over its giddying world of play potential. Within seconds of the remote flashing up on the projector, the Nintendo Gamer office was ablaze with grown men and women hopping around desks and chairs, swinging anything even remotely rectangular around like golf clubs, katana swords and Wispa Gold bars (this was during the bleak 2003-2009 Wispa Prohibition Era, remember). Erstwhile editor Mark Green even went as far as to scribble a few buttons on a banana with a marker pen in an attempt to get a 'feel' for how it handled. Many teeth were lost that evening, either way.
We had fun though, and that's really the main thing you should take away from this issue - we're only just entering the really exciting stage of the Wii U waiting game. Just as we spent the second half of 2005 replanning our living room and chucking our sofa in a skip to make room for Wii, now too begins our rigorous muscle-building regime so we'll have enough strength to hoist Wii U's gargantuan slab of delight in the air when the new console hits stores.
http://www.computerandvideogames.com...ive-the-wii-u/
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July 22nd, 2012, 11:48 Posted By: wraggster
The release of New Super Mario Bros. 2 will usher in a new digital era for 3DS by being the first retail game you'll also be able to purchase and download via the eShop.
And Nintendo wants you try out the new-school digital method, and is offering a small reward for doing so; double the Club Nintendo Coins.US gamers who purchase the game via the eShop can redeem 100 Coins on their Club Nintendo accounts - double the usual 50 that brick and mortar purchases will get.
That's not a huge amount - 50 extra coins is about enough to get you a few rubbish screensavers. But if you're saving up for that 1200-Coin Game & Watch, every little helps. All the Ts and Cs are through the source link.
The game's out in US on August 19 - weeks after the July 28 street date in UK.
http://www.computerandvideogames.com...intendo-coins/
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July 22nd, 2012, 02:26 Posted By: wraggster
As Nintendo attempts to get its eShop up to speed with Sony's PS Vita provision, it's finally announced a July 28th launch date for its first two downloadable games. Alongside the in-store release of the 3DS XL, the full versions of both Super Mario Brothers 2 and the latest iteration of Dr. Kawashima's Brain Age / Training will be available for online purchase in Japan, priced at 4,800 yen (around $61) and 3,800 yen ($48), respectively. Nintendo already offers a mixed bag of retro titles and demos to download, but this is the first time it'll wheel out fully-fledged 3DS games.
http://www.engadget.com/2012/07/20/n...-release-date/
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July 22nd, 2012, 01:37 Posted By: wraggster
Wii U will be the first next-console to market, but Nintendo boss Saturo Iwata has dismissed the idea that it gives the machine a competitive advantage.
"Being first in the next generation race is not important at all," he told Gamasutra. "One of the reasons we believe this is the time for Nintendo to launch the Wii U is it's going to be important for the world.
"Our intention is to return to profitability after just one year of losing money. I just cannot say that it's a good thing for Nintendo at all to record an annual loss for two or more years in a row.
“The [loss of the] past year is due to the 3DS hardware sales. We were selling hardware below the cost, so this year we are already recovering and improving the profitability of the 3DS."
Seemingly in a dismissive mood, Iwata also moved to brush aside concerns relating to the Wii U’s alleged power in relation to not just PS4 and Xbox 720 but also PS3 and Xbox 360.
"Even when we were going to launch the Wii system, there were a lot of voice saying 'Nintendo should stop making hardware'," he added.
"The reasoning behind that was Nintendo would not have any chance against Microsoft and Sony. The fact of the matter was: I did not think Nintendo should compete against these companies with the same message and same entertainment options for people.
"We have not changed our strategy. In other words, we just do not care what kind of 'more beef' console Microsoft and Sony might produce in 2013. Our focus is on how we can make our new console different than [others]."
So if getting a year’s head start over your competitor(s) and computing power aren’t the key to Wii U’s success, what is?
"The pricing of Wii U is going to be one of the most important elements when it is going to be launched," Iwata argued.
"The environment is different. Wii U is going to be launching in a different environment than when the Wii was launched. Also, the involvement surrounding [mobile and social] businesses is different than several years ago."
http://www.mcvuk.com/news/read/iwata...-market/099924
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July 21st, 2012, 23:28 Posted By: wraggster
In 1999, TIME's cover warned readers to Beware of Pokemon ('For many kids it's now an addiction: cards, video games, toys, a new movie. Is it bad for them?'). But Pokemon wasn't as easily felled as Lehman or Bear Stearns. Thirteen years later, 16-year-old Manoj Sunny has his eye on a Pokemon world title, having earned the chance to travel to The Big Island with 35 fellow Americans for the 2012 Pokemon Video Game World Championships, which will be held Aug. 10-12. Sunny, who also captains his school's chess team, credits his success to a good memory, intuition, daily practice, the use of an online simulator, and a competitive attitude ('I hate losing. Once I lost, I needed to get better.')"
http://games.slashdot.org/story/12/0...-like-its-1999
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July 20th, 2012, 02:24 Posted By: wraggster
The next Ultimate Fighting Championship will be developed by the talent behind EA's Fight Night titles.
The publisher has confirmed that EA Canada is now working on the provisionally-titled EA Sports UFC, according to Kotaku.
This will be the first UFC game published by EA after it picked up the rights from THQ last month.
EA Sports has even created a new division for the Canada studio, dubbed the Fighting Team, who were delighted with the rights acquisition.
"Most of the team didn't even know about [the new UFC game] until the announcement at E3," said the team's creative director Brian Hayes, who was gameplay design leader on the previous two Fight Night games.
"We were all watching it together and when [EA Sports boss] Andrew Wilson and [UFC president] Dana White took the stage, everybody starting cheering. It was great."
There's no word on which platforms EA's UFC title is coming to, or when it is due for release. It's also unclear what will happen to the Fight Night series.
http://www.mcvuk.com/news/read/ea-ha...ht-team/099839
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July 19th, 2012, 23:56 Posted By: wraggster
This USB dongle will let you use your unmodified NES controllers on a computer. That’s because it includes the same socket you’d find on the classic console.
The image above shows the prototype. Instead of etching the copper clad board, each trace was milled by hand (presumably with a rotary tool). To the left the black square is made of several layers of electrical tape that builds the substrate up enough to fit snugly in a USB port.
An ATtiny45 running the V-USB stack has no problem reading the controller data and formatting it for use as a USB device. This is actually the second iteration of the project. The first attempt used an ATtiny44 and a free-formed circuit housed inside the controller. It worked quite well, but required alterations to the circuit board, and you needed to replace the stock connector with a USB plug. This dongle allows the controller to go unaltered so it can be used with an NES console again in the future.
http://hackaday.com/2012/07/19/usb-d...s-controllers/
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July 19th, 2012, 03:05 Posted By: wraggster
Michael Pachter has once again moved to backtrack on a recent statement, this time regarding Activision forcing Nintendo's hand on the Wii U Pro Controller.
The Wedbush Securities analyst recently claimed that Activision had told Nintendo that it wouldn't put Call of Duty on Wii U if it didn't offer "a conventional controller".But Pachter now says this was "an educated guess". "I am putting two and two together to conclude that Activision put pressure on them," Pachter told GamesBeat. "I do not know this either first-hand or third-hand; nobody told me. I am merely deducing it from what we know, and it's an educated guess."
He went on to explain his logic. "If the Pro Controller is for multiplatform games, that means it is for third-party games," he said. "Nintendo has never done anything altruistically for third parties, so I concluded that they added the Pro Controller because of pressure from third parties.
"The pressure could have come from anywhere - EA with sports games, Ubisoft with Assassin's Creed, or Take-Two with GTA - but it seems to me that the 'prize' that would make the Wii U legitimate as a console of choice for multiplatform games is Call of Duty."
This is the second week running Pachter has moved to control escalating reports based on seemingly whimsical statements to press. Last week he retracted his claim that EA boss John Riccitiello is anxious about losing his job, deeming it "a bad joke" after the statement had been widely reported.
http://www.computerandvideogames.com...guess-pachter/
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July 19th, 2012, 02:54 Posted By: wraggster
We very briefly thought Namco was making a One Piece/Thundercats crossover game, only to realize that the company just announced release dates for two separate games in the same press release for some reason.
One Piece: Pirate Warriors, the downloadable PS3 game (which is already an unlikely crossover of sorts, being a One Piece-themed action game in the style of Dynasty Warriors) will be released in North America on September 25.
Also coming September 25: the side-scrolling DS Thundercats game based on the new cartoon, which casts the player as Lion-O. So that's One Piece: Pirate Warriors and Thundercats – but not One Piece: Pirate Warriors and Thundercats.
http://www.joystiq.com/2012/07/18/on...parately-sept/
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July 19th, 2012, 00:11 Posted By: wraggster
Second class action filing in two months against troubled publisher
Law firm Levi & Korinsky has filed a class action lawsuit against THQ over claims that the publisher failed to inform investors in a timely manner of poor sales of the uDraw Game Tablet.
This is the latest class action suit brought against THQ since several firms filed suit last month.
"The complaint alleges that THQ and certain of its executive officers issued false or misleading statements concerning the Company," reads the official document.
The uDraw tablet sold well for the Nintendo Wii, but sales flopped when THQ decided to port the peripheral to Playstation 3 and Xbox 360, resulting in over a million unsold units.
The lawsuit claims that the publisher failed to disclose the tablet's poor performance, and that "the company would have to take back, or provide price protection, on hundreds of thousands of units that it had sold".
http://www.develop-online.net/news/4...-tablet-fiasco
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July 18th, 2012, 01:03 Posted By: wraggster
Those who start with Mass Effect 3 on the Wii U won't have to go through the (apparent) heartbreak of seeing an unsatisfying ending, then waiting to download a better one. The new "Extended Cut" will be built in.
"The extended ending is basically going to be part of the game instead," series producer Michael Gamble told Siliconera during Comic-Con. "You won't have to download it." That makes sense given the DLC's status as a "fix" for the controversial ending. We can only hope the ending is extended even further, to show you even more ending on the WiiPad screen while the Extended Cut ending is happening on your TV.
The Wii U release of Mass Effect 3 is scheduled to coincide with the launch of the system.
http://www.joystiq.com/2012/07/17/wi...ing-by-defaul/
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July 18th, 2012, 00:09 Posted By: wraggster
Merchandising deals can make Sonic the Hedgehog as iconic as Hello Kitty.
Sega is knuckling down on its four major IPs as part of its recent restructure, with priorities to push into digital and licensing.
For Sonic, the latter means signing up more third parties to make associated toys, clothing and other gear.
And the famous company mascot could be as ubiquitous as Sanrio’s cute cat, explained Jurgen Post, COO of Sega Europe.
“Sonic is a well-known character, but we’ve got a lot of room to grow in merchandising,” he told MCV.
“We dream of Hello Kitty. We’re still far off from that but we can see that our profits are growing year on year in the US and Europe [on merchandising].
“We’ve got a licensing team on the ground in the UK who are focusing on that and that team will expand. We’ve got a team in the US and which will also expand. We used to run it all out of Sega of Japan, but having people on the ground is making a big difference.
“We will always do the computer game but the merchandising is a very important aspect to Sonic.”
http://www.mcvuk.com/news/read/sonic...o-kitty/099696
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July 17th, 2012, 23:59 Posted By: wraggster
DISCLAIMER: HMV hasn’t revealed a new twin-stick 3DS XL.
Although shoppers on one UK High Street today may well be thinking otherwise after what appears to be a marketing error from the entertainment giant.
As spotted by a Nintendo Gamer reader, POS for at least one HMV outlets is carrying an image of the 3DS XL that mistakenly features a second analogue pad.
The site reports that it’s actually a fan-made mock-up intending to show how Nintendo could have chosen to design the new machine.
The site believes that the marketing material was designed specifically for that store by staff and has not been used nationwide.
http://www.mcvuk.com/news/read/hmv-r...-3ds-xl/099704
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July 17th, 2012, 11:32 Posted By: wraggster
via http://www.emucr.com/
NRage Input Plugin SVN r68 is compiled. NRage Input Plugin is the Best N64 Emulation Plugin. NRage Input Plugin is for use with an N64 emulator that supports input plugins through Zilmar's input spec. Some emulators that support it are: Project64, Apollo, 1964, TR64.
NRage Input Plugin SVN Changelog:
r67
enabled multirow on the shortcut buttons (making readability easier with high dpi configurations
removed unnecessary lines in the resource file
still confused as all **** as to why VS2010 resource editor breaks the shortcut/profile/mempak and gb browse dialogues.
http://www.mediafire.com/?2zvamef6w5v75mj
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July 17th, 2012, 11:28 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4317 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4317
JIT:
- fix THUMB CMN instruction;
- fix timings when use R15;
- remove next instruction attribute;
http://www.mediafire.com/?e3hgu98wv548w4d
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July 17th, 2012, 11:15 Posted By: wraggster
Pembo offers version 2.7 of " BootMii Configuration Editor "utility for the Nintendo Wii to properly set up BootMii .
Quote:
Version 2.7 Updated and compiled Against libogc latest (8.1.11) / 26 devkitPPC Modified auto-update URL Version 2.6 BootMii When Switch is active, a new option has-been added - switch and reboot. This allows you to switch around the directories and reboot the Wii Immediately. support USB2.0 (via IOS58). BootMii Config Editor Cdn now launch from a USB drive, however it still Will only edit INI files on the SD card. This using IOS58 from the HBC channel. If You do not have IOS58 installed, you-can install this using the Install IOS58 Version 2.5 Implementation Of Switch functions on BootMii. Can enable / disable BootMii-through the editor by renaming the directory from / to BootMii / ~ BootMii and vice versa If / BootMii and / BootMii exist ~ you Are Given the option to switch the directories allowing you to use alternate year implementation MINI Such as MIKE . If bootmii.ini exists in Both directories you Are Given the choice of Which to edit. The homebrew channel icon is swapped DEPENDING on the way to Give indication of the year BootMii status. A green circle data and identify BootMii is enabled, a red circle data and identify BootMii is disabled, and an orange circle data and identify you are running in switch mode. Several fixed: various minor issues to resolve.
http://www.nintendomax.com/viewtopic...166d054a302d68
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July 17th, 2012, 11:07 Posted By: wraggster
Okay, I have finally got a little bit forward with the Windows 3.11 support. Still no end in sight for the changes I still need to do, but at least I have managed to get some progress done. I found out the reason for the invalid VxD dynamic link call. I found a list of the device numbers from a Microsoft Knowledge Base article, and the device number 1 means the Virtual Machine Manager. The service number 0x2484 (9348) is larger than the number of services available in VMM, so this is why the blue screen occurred. That had nothing to do with VGA registers. The reason why I suspected some VGA register problem was that I got unsupported I/O port calls that did not happen in DOSBox, but it turned out that those happened while Windows was abruptly switching back to text mode to display the blue screen error message! So the VGA register problem was a symptom, not a cause.
Anyways, after quite a bit of debugging I then found where the invalid service number call happened. Windows 3.11 uses INT 20 software interrupt to perform those dynamic VxD calls. The calls are coded so that the interrupt opcode CD20 is followed by first the service number (in two bytes) and then the device number (in two bytes). Here below are two screen copies from the debugger illustrating what the problem was in DS2x86. On the left is the problem situation, where the INT 20 opcode at offset 8028DFFD is followed by the service number. Here the service number happens to be split into two 4KB pages, with the low byte being at offset 8028DFFF and the high byte at 8028E000 (which is in a different physical memory page). As Windows uses virtual memory, these two pages may not be adjacent in the physical memory, but my movzx opcode (which Windows uses to read the service number and device number within the INT 20 handler) did not handle this situation. It simply calculated the physical start address of the 16-bit value (from the offset 8028DFFF) and then read two bytes from that address. This caused the high byte to be read from whatever page happened to physically follow the current page in RAM, and this page happened to have byte 0x24 in the first offset of the page. Reading the other parameter (the device number 0x0001) in turn worked correctly, as it calculated the physical address from offset 8028E001 and correctly read the value from there, as shown on the right hand debug screen copy.
By the way, the screen copies above display another interesting (or annoying, depending on whether you are attempting to debug it!) behaviour in Windows 3.11. In many cases Windows replaces this (slow) interrupt call with an indirect function call after it has been executed once. In other words, Windows seems to use a lot of self-modifying code! For example, the opcode at offset 8028DFCE was originally a similar INT 20 call to device 0001 service 0084 (opcode bytes CD 20 84 00 01 00) but it has been replaced by a call near word [800118D0] (opcode bytes FF 15 D0 18 01 80) after it was once executed. Both of these seem to be some simulated DOS interrupt calls (as they follow a mov eax, 00000021 opcode, which loads EAX register with 0x21, which is the DOS interrupt number). You can perhaps imagine how difficult and frustrating it is to debug code that keeps changing itself while you run it!
In any case, adding a check for page split into movzx opcode handling fixed this problem, but the bigger issue remaining is that there are still a lot of other opcodes that may have the same problem. This is the reason why paging is so difficult (or more accurately, slow) to support. I would need to have a check for this split page handling in every opcode that accesses more than a single byte of RAM, but this will of course make the code much slower. Perhaps eventually I will decide to have two versions of DS2x86, one which does not support paging but is much faster, and another with full paging support but running much slower.
The next problem I ran into was that the code jumped to a real-mode address 8C80:0000, but the processor was in protected mode. So when the code there began with opcodes PUSH CS followed by POP DS, the DS register was loaded with an invalid selector. After some more debugging I realized that the address 8C80:0000 is jumped to when the WIN386.EXE loads and executes KRNL386.EXE (using the DOS LOAD AND/OR EXECUTE INT21 call). The DOS calls can not be run in actual protected mode, only real mode (or VM86 mode). So, if the processor was in actual protected mode after that call, there was certainly a problem in my implementation of it. The call should clear the condion flags when launching the new program, but I had mistakenly made it clear all flags. This meant that also the VM86 flag got cleared, and the processor went into actual protected mode. After fixing that problem the code progressed a little bit further.
The current problem is that Windows 3.11 hangs with the screen in text mode. Looking at the code where it hangs, this seems to be some sort of serious error handler, as the code drops into text mode, prints a message (which in this case is simply an empty string) and then goes into a tight loop. There is an opcode JNE that jumps into itself, so there is no chance that the code will progress further from that point. So, what I am currently trying to determine, is where and why KRNL386.EXE determines something is so badly wrong that it needs to halt the system. Again I need to compare the behaviour with DOSBox starting from the beginning of KRNL386.EXE loading and executing, so this will again probably take many days to figure out and solve.
http://dsx86.patrickaalto.com/DSblog.html
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July 17th, 2012, 11:06 Posted By: wraggster
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy/PS1 emulator has been updated recently. Changes:
- Only use AI_ADDRCONFIG flag with getaddrinfo() hints if it's available; fixes a compilation error on OpenBSD.
- Disallow manual save states with snes module during netplay, since the bsnes save state code alters the current state on save state, which would cause desynchs, or annoyances and extra bandwidth usage to work around the issue, in a netplay environment.
- Netplay: Removed setting netplay.merge, since similar functionality can be obtained by issuing one or more of the newly-added commands. Added /take, /dupe, and /drop commands.
- PSX: Implemented CD-XA playback current file and channel matching(per very limited tests on a real PS1), fixes broken speech in Yarudora Series Vol.1 - Double Cast.
- Netplay: BSD/POSIX: Only use MSG_NOSIGNAL if it is defined; fixes compilation issue on Mac OS X. And don't use MSG_NOSIGNAL for recv(), only send().
- BSD/POSIX: Use socket option SO_NOSIGPIPE, if available. Handle a recv() return value of zero properly(or at least semi-properly :b), to prevent a lockup in certain situations.
- Added player /swap command(requires mednafen-server 0.5.0).
- SMS: Added Power Strike II to the internal game database, to force PAL mode, per suggestion from megadriver.
File: Download
News source: http://forum.fobby.net
http://emu-russia.net/en/
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