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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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June 15th, 2010, 18:34 Posted By: wraggster
As you may have noticed when we posted a whopping hands-on preview of it last night, Ubisoft has officially unveiled Driver: San Francisco and said it will be out for PC, PS3 and Xbox 360 in Q4 of this year.
In a press release issued after the French publisher's E3 conference overnight, we were also told that a Wii version is being developed separately and will be unveiled in the "near future".
Developed by Ubisoft Reflections, Driver: San Francisco puts you back in the shoes of Detective John Tanner on a manhunt for a crime lord, and features loads of realistic city streets and licensed vehicles.
However, it also kicks things into a new direction with its "Shift" mechanic. The idea is that Tanner is actually in a coma and thanks to this he can leap between and take control of cars on the roads of San Francisco - so in theory, if you're falling behind a perp, you could launch yourself into a car further up the road to regain ground.
Ubisoft also revealed that the game will be launched with a special Collector's Edition for pre-orders. People who buy that will get a replica of the "hero car of the game" (a 1970 Dodge Challenger Hmi R/T Six Pack, measuring 18x9x9cm), a map of San Fran showing in-game locations, two exclusive in-game vehicles, and a "Mass Chase" challenge, where "a wrongfully accused driver attempts to escape the whole police force of San Francisco".
http://www.eurogamer.net/articles/dr...-out-this-year
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June 15th, 2010, 01:59 Posted By: wraggster
I noticed this release over at the google page yesterday but alas no info on whats new or anything, heres the details for those who dont know what the emulator is
Hu-Go! GC is a PC Engine / TurboGrafx-16 emulator, now ported to the Nintendo Gamecube/ Wii. Using this emulator you'll be able to enjoy the first 16-bit gaming experience all over again!
--Features ---------------------------------------------------------------
Completely Re-Written Sound Engine
16-bit Stereo 32Khz Sound
Load ROMS up to 2.5Mb
Battery RAM (WRAM) support (save & load)
DVD ROM Loading (GC version only, up to 4.7GB support for Wii users)
SDCARD ROM Loading (with subdirectory support)
Zipped Roms Support (Single ROM per archive)
ISO/BIN support (no sound)
Save & Load WRAM files to/from Memory Card & SDCARD
Horizontal Resolutions up to 320
Wiimote/Nunchuk/Classic controller support (Wii only)
SMB Support (Wii only)
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June 15th, 2010, 01:59 Posted By: wraggster
I noticed this release over at the google page yesterday but alas no info on whats new or anything, heres the details for those who dont know what the emulator is
Hu-Go! GC is a PC Engine / TurboGrafx-16 emulator, now ported to the Nintendo Gamecube/ Wii. Using this emulator you'll be able to enjoy the first 16-bit gaming experience all over again!
--Features ---------------------------------------------------------------
Completely Re-Written Sound Engine
16-bit Stereo 32Khz Sound
Load ROMS up to 2.5Mb
Battery RAM (WRAM) support (save & load)
DVD ROM Loading (GC version only, up to 4.7GB support for Wii users)
SDCARD ROM Loading (with subdirectory support)
Zipped Roms Support (Single ROM per archive)
ISO/BIN support (no sound)
Save & Load WRAM files to/from Memory Card & SDCARD
Horizontal Resolutions up to 320
Wiimote/Nunchuk/Classic controller support (Wii only)
SMB Support (Wii only)
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June 15th, 2010, 01:18 Posted By: wraggster
News via http://www.aep-emu.de/
An update of the NES emulator nemulator has been released.
Quote:
2.1.5
Performance improvements
Some code cleanup and minor bug fixes
2.1.4
The big news for this release is that nemulator can properly emulate The Young Indiana Jones Chronicles
MMC1 fixes - Robocop 3 is working now
MMC3 fixes - Gauntlet II, Mickey´s Safari in Letterland, Kickle Cubicle, and probably others are working properly now
Joypad fixes - simultaneous left+right and up+down are no longer permitted
Added mapper 69 (FME-7) support (Hebereke, Batman - Return of the Joker, etc.)
Added mapper 66 (GxROM) support (Dragon Power, Thunder & Lightning, etc.)
http://www.nemulator.com/
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June 14th, 2010, 22:57 Posted By: wraggster
Tomorrow night, Namco Bandai will unveil the future of Pac-Man, which may contain something called Pac-Man Generation. The publisher registered a trademark for Pac-Man Generation and Pac-Man Party in Europe.
Newegg outed Pac-Man 30th Anniversary Party. According to the online retailer, it’s a Wii game slated for November. There’s also that Pac-Man Chain trademark we found. Perhaps, Namco Bandai’s Pac-Man news is a triplet of Pac-products.
http://www.siliconera.com/2010/06/14...g-into-stores/
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June 14th, 2010, 22:50 Posted By: wraggster
The first news from EA's E3 presentation is out -- without anyone having to say a thing. The console version of The Sims 3 will launch on Xbox 360, Wii, PS3, and DS on October 26, according to ... this banner!
We'd like to imagine that our Sims are learning the news of several new vacation spots in their own virtual, all-Simlish E3.
http://www.joystiq.com/2010/06/14/si...es-october-26/
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June 14th, 2010, 21:51 Posted By: wraggster
THQ has announced that de Blob 2: The Underground will be the first entry in the franchise to be available in high-definition and 3D.
The sequel will be available for Xbox 360, PS3, Wii and DS in spring 2011. The original 2008 title was a Wii exclusive, making The Underground the series’ first multiformat entry.
“We are thrilled to expand the world of de Blob into high definition and 3D gaming with and entertaining and immersive experience that brings back the adventures of the fun-loving, free-spirited hero,” said THQ’s executive VP for core games Danny Bilson.
“In addition to the release of de Blob 2: The Underground, THQ will extent the reach of its most colourful owned intellectual property with an upcoming Syfy partnership and de Blob-branded consumer products.”
de Blob 2: The Underground once again tasks players with bringing colour to the world in a range of 3D – and now 2D – worlds.
http://www.casualgaming.biz/news/302...igh-definition
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June 14th, 2010, 18:47 Posted By: wraggster
Zoe Mode has been revealed a the developer of the next installment in the Disney karaoke series Sing It.
Heading to the Wii and PS3, Disney Sing It: Party Hits brings together the typical selection of sacharin pop hits, and is presumably bolstered by Zoe Mode's impressive audio facility in London's Sout Bank area.
"The Disney Sing It franchise built its immense following by consistently providing the songs teens and tweens want to sing, and Disney Sing It: Party Hits continues that trend," said Craig Relyea, senior vice president of global marketing at Disney Interactive Studios.
"With the addition of Demi Lovato as an in-game vocal coach, fans will also get the real-world benefit of improving their skills by learning proper vocal training from a pro."
http://www.develop-online.net/news/3...Sing-It-sequel
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June 14th, 2010, 18:45 Posted By: wraggster
Rooms: The Main Building has topped the ELSPA GfK Chart-Track DS Top 40 for the second consecutive week, ahead of Pokémon HeartGold and SoulSilver. The DS puzzler has proved to be a surprise hit for Nintendo, also reaching No.4 in the All Formats charts – up from 12th place last week.
This gives the publisher eight games in the Top Ten along with GSP/Avanquest’s Jewel Quest Mysteries (5th) and Ubisoft’s Peppa Pig (8th).
Rooms is also one of the most successful new portable IP from Nintendo since Professor Layton.
The game – released on June 4th – challenges players to move objects around in each room before they can progress. The casual puzzler, developed by Hudson Entertainment, was also released on Wii in the US. A European release has not yet been confirmed.
Meanwhile, Red Dead Redemption retained its Number One position in the All Formats Top 40, despite the release of long-awaited Wii sequel Super Mario Galaxy 2 last Friday.
Here’s the ELSPA GfK Chart-Track DS Top Ten (for the week ending June 11th):
1. Rooms: The Main Building (Nintendo)
2. New Super Mario Bros (Nintendo)
3. Pokémon SoulSilver (Nintendo)
4. Pokémon HeartGold (Nintendo)
5. Jewel Quest Mysteries: The Emerald Tear (GSP/Avanquest)
6. Mario Kart DS (Nintendo)
7. Professor Layton and Pandora’s Box (Nintendo)
8. Peppa Pig: Fun and Games (Ubisoft)
9. Mario and Luigi: Bowser’s Inside Story (Nintendo)
10. Dr Kawashima’s Brain Training (Nintendo)
http://www.casualgaming.biz/news/302...-the-DS-charts
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June 13th, 2010, 23:52 Posted By: wraggster
Pate has posted this news concerning his Dos Emulator for the DS:
The next version will have at least one major improvement: No need for the LOADFIX command any more! Or at least I hope it won't be needed. I'll still leave the command available in case some game works better with it, for some reason. This would be rather strange, though.
While debugging Moonstone a couple of weeks ago I noticed that the reason it hangs after the intro was that the MAIN.EXE it tries to run after the intro suffered from the "Packed file corrupt" problem. Usually running LOADFIX before running such a game will help, however with Moonstone it did not improve the situation, MAIN.EXE still did not launch but this time complained "Not enough memory". I stopped working on it for a while, but began thinking of ways to get rid of the need for the LOADFIX feature completely (see my Jan 17th, 2010 entry for more info about the LOADFIX problem, if you are interested).
The solution suddenly occurred to me last Friday, and yesterday I spent the whole morning reorganizing the internal memory emulation in DSx86 to use my new idea. Since the problem is caused by buggy EXEPACK decoders that wrap the segment address below zero (to 0xFFF0 and such), I thought that what about if I move the emulated BIOS segment (0xF000..0xFFFF) of DSx86 before the actual RAM memory area (0x0000..0x9FFF)! That way the segment wrap would not cause any problems, as addresses like 0xFFF0:0xFF00 will then automatically point to the correct place in the DOS RAM area without any need for a special handling for such a situation! Gotta love such sudden coding ideas that both make the code simpler than before and automatically handle difficult situations. :-)
I had earlier had the BIOS 0xF000 segment as a separate data block of exactly 64KB in size, with various BIOS tables and other static data already located in the "final" locations within the block. The DOS RAM in turn is a bss block of 640KB. So, implementing this new idea meant that I had to copy all the BIOS static data into the bss memory block after DSx86.nds has been loaded, and it also means that the memory footprint of DSx86 will increase somewhat (as the static data is in memory twice, once in the data area and once in the bss area). However, as I don't have the extra blank space in the 64KB data block taking space from the DSx86.nds file itself, the file size got smaller. This change also will improve the DSx86 internal reboot, as the BIOS area will be recreated during a soft reboot, so it won't get corrupted as easily.
This was a rather extensive and a little bit scary change, so there is a chance that some games that need something specific from the BIOS (that I had forgotten to copy to the new BIOS area) might not work in the upcoming version. I hope I remembered to copy everything (and did not make any typos!), though.
EGA smooth scrolling fixed
The EGA horizontal smooth scrolling issue will also be fixed in the upcoming version. Late last Sunday I already thought I got it fixed, after I changed my code so that the EGA starting address values that the game sets up will only get used after one full frame has passed. With that change both Supaplex and Heimdall scrolled very smoothly. However, on Monday I then tested Commander Keen 4, which had always scrolled smoothly (even though it does not sync to the vertical retrace signal), but it scrolled now so badly it was actually nauseating! So, back to the drawing board..
The actual problem is caused by the fact that on the real EGA/VGA card, the screen start position (which scrolls by 8 pixels at a time) can be setup whenever the display is active, and it will take effect after the next vertical retrace time. The pixelwise smooth scrolling register however takes effect immediately, so it needs to be set during the vertical retrace period. Both Supaplex and Heimdall used a system where they first wait for a vertical retrace period, then wait for the screen active period to start, then set the coarse start position, then wait for the screen retrace period to start, and then set the pixelwise scrolling register.
However, in DSx86 I need to use the current values of both of those registers when I start blitting the screen, and this happens during the vertical blank time of the NDS display. It finally occurred to me, that from the PC game's point of view, the vertical blank period when I blit the screen is actually the active display time! So, perhaps if I simply swap the VBlank bit of the NDS display status register when reporting the current status to the PC game... And voil*, that fixed the scrolling in all the games! Ha, yet another simple and clean fix, I just needed to do some thinking to figure it out. :-)
Game-specific fixes
Here is a short list of games that should run in the next version, and a description of the fixes I have made to DSx86 to make them run properly.
Moonstone will start the actual game, thanks to the LOADFIX removal.
Wizardry games had a problem opening the *.dsk files. At least in Wizardry 1 this was caused by the game attempting to open file "WIZ1 .DSK", and my DOS file routines did not trim the blanks away from the file name as they should have. I fixed the file name routines, so Wizardry will load the file properly.
Uninvited needed the DOS FindFirst function to clear the AX register. This is an undocumented behaviour, even the Ralf Brown's Interrupt List has no mention of this. I found this behaviour from the DOSBox sources, though.
B.A.T. used a wrong palette. This was caused by the game first setting the VGA 256-color DAC registers, and then the EGA 16-color registers. I did not check the current video mode when setting the EGA palette registers, so they overwrote the 256-color palette with a 16-color palette. Now I ignore the EGA palette registers in 256-color mode, though this might not be a final solution.
Alone in the Dark had various problems. I have two versions of that game, one started but had a severely broken palette, and the other did not even start but crashed with a jump to address 0000:0000.
The palette problem turned out not to have anything to do with the palette routines. Instead it was a problem similar to the LOADFIX problem, it moved data (including the palette data) around in the EMS memory segment (at 0xE000) using an address like 0xDFFF:0x0010. Since the memory access method in DSx86 is based on the segment address, that address did not point to the EMS memory, and thus the palette had invalid values. The fix for this was similar to the new LOADFIX fix, I made the 0xDC00 segment (which does not contain any useful data) point to the memory immediately before the EMS memory, so this memory access will point to the EMS memory as required. After this fix the game began to look correct.
The next problem with the working version was that it crashed at exit. This was caused by DSx86 not saving DS and ES registers of the calling program when it executes another program. I fixed that, and now the game returns to DOS properly. Strange that this bug has not caused more problems.
After those fixes I debugged the other version of the game that crashed at the start. I found out when debugging that it crashes when it tries to return from a Terminate-and-Stay-Resident function. Immediately before this call the program had resized it's memory to 0 (a rather unsafe thing to do, practically freeing the memory block where the program itself is executing). When a memory block size is decreased, the DOS memory allocation functions split the memory block in two, and this causes a new memory block to be generated over the beginning of this program's Program Segment Prefix (which contains the return address of the calling program, among other things). I noticed that when my memory allocation routine clears the name field of the new memory block, it overwrites this return address with zeros. DOSBox does not clear the name of the new memory block in this situation, so I commented out that line of code, and that made this version of Alone in the Dark start properly.
I also fixed the "Unsupported Port I/O" problem in the setup program, so I could setup the game to use SB audio. Currently there is still a problem with the SB audio handling, it looks like the game wants to use DMA channel 0, even though the BLASTER variable says that SB uses DMA channel 1. This is what I am currently debugging.
Miscellaneous
I have also fixed various other issues mentioned in the debug logs I have received. Currently for example History Line 1914-1918 progresses further than before. I have also tested various other games but haven't yet figured out the problems in them. I should also soon look into the save game problem that affects several games, including Supaplex. The problem might have something to do with my using the Unix-style file function wrappers over the libFAT functions, which are not fully compatible with the way DOS file access is supposed to work. I guess I should at some point start accessing the libFAT functions directly (or just include a custom version of libFAT), but I really would rather not have to do that.
By the way, I yesterday downloaded the new version 1.0.3.6 of iDeaS, and have been using it to debug DSx86. The new version has fixed the problems I had with it in the previous version, so now I can use it fully to debug these badly behaving games. For example the problems in Alone in the Dark were reasonably easy to find using iDeaS. It is rather slow, but the cool feature of it is that it has DLDI support, so I can run and debug any game on my PC's hard disk with DSx86 running in iDeaS!
Big thanks again to all of you who have been sending me the debug logs, and updating the Compatibility Wiki with new information! It is very fun and encouraging to notice how DSx86 has created a community of people who test games and work on the wiki pages. I really did not anticipate anything like this when I started working on DSx86!
http://dsx86.patrickaalto.com/DSblog.html
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June 13th, 2010, 23:45 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...74-t20242.html
The pace of releases has slowed to WiiXplorer but here is the R174 of the file browser on the Wii made by dimok and r-win.
Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny
WiiXplorer:
- Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
- View the properties of a file or folder
- Do a search on SD / USB / SMB / DVD / WiiDisk
- Launch a file .dol / .elf
- See the videos of Wii and GameCube
- Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
- Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
- Slideshow and zoom images
- Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
- Making screenshots
- Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
- Read file. PDF
- FTP Client and FTP Server
- Text Editor
- Support with USB2 cIOS202
- Support for file system FAT and NTFS
- Address bar with road access
- Multi-language
- Support for different fonts
- AutoUpdate
QUOTE
R174
PDF Changes:
- Improved error handling PDF. No Need to go out of app now was fatal error.
- More memory is now available PDF processing.
- Changes in the libmupdf are uploaded to the branches
- Fixed bug in the ProgressBar When filesize IS bigger than 2GB
- Initial Commit of new "Minimize ProgressBar" Feature. You can minimize the process and let it run in the background. Please report new bugs if you find something.
Note 1: If You Have a copy process running and copy / paste something else you can append this to the transfer queue. It Will automaticly follow after the first transfer is finished.
Note 2: The Thread Priority in the IS configurable settings for Both modes "Normal" and "Background" mode. You can configure the copy speed with it.
Note 3: The Process IS minimized to the Taskbar. I Did not Have the Proper pictures so for now only has There Is clickable text like "Copying ..." or "Moving ..." Which Brings you back the ProgressBar. As soon as i got the pictures i will do a Proper taskbar button.
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June 13th, 2010, 23:18 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Scape-v052-t20240.html
Scape is a little puzzle game / adventure created by Sheeft at the development competition organized by Nintendomax.
This is the moment a draft which consists of two levels!
The goal of the game to reach the sun the doll by cutting the son who connect.
QUOTE
v0.5.2
- Improved gameplay!
v0.5
- Early Renewal movements of Me is now heavier than before.
- Correction of accents in some levels
- Latest levels redone
Remember to keep the files in the data slot1/2/3 the game if you want to keep your backup folder, replacing the old version the new one and place them in the right place!
http://www.nintendomax.com/viewtopic.php?f=54&t=11943
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June 13th, 2010, 23:14 Posted By: wraggster
DiiLC 1.1 released by Conanac
DiiLC is a simple application to download and insert the DLC (downloadable content) or HDLC (hacked downloadable content) into Animal Crossing City Folk savegame file (use Waninkoko's savegame extractor for extracting savegame file). This application searches the DLC and HDLC files from the distributing servers. It could download and insert four DLCs (for US, EU, JP, and KR regions) and one HDLC that are available at the time when the application is running. It will process item, design and associated chosen letter from the downloaded file (either DLC or HDLC). User could choose to directly store the letter with item or design pattern into either the chosen player pocket and design slots (including global design slot in Able Sister's shop) or ask Wendell and Pete to deliver those.
11 June 2010 (v1.1)
Fix a bug for KR region pattern name (from "blank" to real name)
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June 13th, 2010, 23:06 Posted By: wraggster
An interesting news item from emulatemii
It’s been a while since we’ve said much about what’s going on behind the scenes in terms of general progress and development, so here we are, filling you all in on what we’ve been working on.
In terms of WiiSX progress, we’re nearing the beta 2 milestone we have had in mind for a few months now. The majority of features and bug fixes we have had planned are nearing completion. To be specific, WiiSX beta 2 will encompass a feature rich graphical user interface much like that seen in Wii64 and in the preview video posted below. Some other important features to note include newly ported CDR, Sound and input plugins, boasting features such as dual shock, configurable controllers, clear crisp audio and a good range of CD image support, including subchannel data. Most of the features have been implemented, but we are currently ironing out some show stopping bugs such as seen in certain Capcom fighter games.
On the Wii64 front, we managed to finish migrating the private SVN commits to the public googlecode repository up to Beta 1.1 Honey, so now you can see all of the individual commits and work that went into the last version. Since the last release, we’ve made some progress with bugfixes in the code, but we have larger plans ahead of us for the next beta in order to increase speed and compatibility. Once WiiSX beta 2 is out, we are looking forward to giving Wii64 some more of the TLC it deserves.
Here’s one last juicy tidbit for you all… There’s yet another emulator that the Wii64Team has been longing to see on the GC/Wii, so we’ve started working on a port in our spare time, and we’re hoping that it will arrive in all of your Homebrew Channels later this year. Kudos to anyone who can guess the platform (although we’re not promising to confirm if you’re right…)
http://emulatemii.com/wordpress/?p=308#comments
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June 13th, 2010, 23:06 Posted By: wraggster
An interesting news item from emulatemii
It’s been a while since we’ve said much about what’s going on behind the scenes in terms of general progress and development, so here we are, filling you all in on what we’ve been working on.
In terms of WiiSX progress, we’re nearing the beta 2 milestone we have had in mind for a few months now. The majority of features and bug fixes we have had planned are nearing completion. To be specific, WiiSX beta 2 will encompass a feature rich graphical user interface much like that seen in Wii64 and in the preview video posted below. Some other important features to note include newly ported CDR, Sound and input plugins, boasting features such as dual shock, configurable controllers, clear crisp audio and a good range of CD image support, including subchannel data. Most of the features have been implemented, but we are currently ironing out some show stopping bugs such as seen in certain Capcom fighter games.
On the Wii64 front, we managed to finish migrating the private SVN commits to the public googlecode repository up to Beta 1.1 Honey, so now you can see all of the individual commits and work that went into the last version. Since the last release, we’ve made some progress with bugfixes in the code, but we have larger plans ahead of us for the next beta in order to increase speed and compatibility. Once WiiSX beta 2 is out, we are looking forward to giving Wii64 some more of the TLC it deserves.
Here’s one last juicy tidbit for you all… There’s yet another emulator that the Wii64Team has been longing to see on the GC/Wii, so we’ve started working on a port in our spare time, and we’re hoping that it will arrive in all of your Homebrew Channels later this year. Kudos to anyone who can guess the platform (although we’re not promising to confirm if you’re right…)
http://emulatemii.com/wordpress/?p=308#comments
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June 13th, 2010, 23:03 Posted By: wraggster
Those of you wanting a Flash Cart for the Virtual Boy will need to be quick if your interested:
A new batch of 50 FlashBoys will be available later this summer, approximately late August. The Price will remain the same at 90 Euro, more details about the package here.
We are currently getting everything we need together, and will keep you informed on the forums. Might even have some surprises up our sleeves.
You can (and should, as demand is high!) preorder yours now by sending your name and email using this form.
http://www.planetvb.com/modules/news...hp?storyid=303
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June 13th, 2010, 22:38 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Rev 2829 2010-06-11 19:07:07
Author: plombo
Log message:
Without SDL, we don't need to link with libwiikeyboard anymore.
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June 13th, 2010, 20:41 Posted By: fredjmh
Hi,
I would like to inform you about this new project called jointSPACE.
I am personally working on it and try to find developers enthusiastic for it.
The idea of jointSPACE is to create homebrew applications for Philips TV displays.
The TV expose its API over the network using DirectFB technologies.
You can develop remote applications making use of TV API from many systems, including the Nintendo DS and the iPhone for e.g.
The remote device just needs network capabilities (a router is also enough!)
The NDS applications currently use DSLinux.
You can find the applications but also information on the project at:
http://jointspace.sourceforge.net/
http://jointspace.sourceforge.net/download.html
I would be happy if you could promote the project for me.
I am looking for people that could port the SDK on Devkitpro and so support PSP, WII,... and NDS natively.
Also ideas of new applications, other systems...
Thanks a lot!
Jean-Marc (consolius)
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