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July 1st, 2012, 23:42 Posted By: wraggster
Nintendo has announced a US release date for Kirby’s Dream Collection.
The six-game compilation celebrating the classic Nintendo icon’s 20th anniversary will arrive on September 16th, Nintendo of America revealed on its twitter account.
Emulated versions of Kirby's Dream Land 1, 2, and 3, Kirby's Adventure, Kirby Super Star, and Kirby 64; along with new challenge levels, an interactive timeline, soundtrack extras, and a collectible booklet do make the collection sound rather dreamy.
The Wii title is set to arrive this month (July 19th) in Japan. No word on an exact release date for Europe, but September waspreviously promised.
http://www.mcvuk.com/news/read/kirby...ptember/098825
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July 1st, 2012, 23:54 Posted By: wraggster
Satoru Iwata said Nintendo evaluated Xbox Live-like subscription but decided against it
Nintendo held its annual shareholder's meeting this week, and one of the topics raised in the discussion was how Nintendo would approach its online network for Wii U and 3DS. Nintendo is aware that it needs to do more to bolster its online offerings, which is why Nintendo of America just hired a senior vp of network business, but the company feels that charging online users is the wrong approach.
According to a translation (by Andriasang) of comments made at the meeting, Nintendo CEO Satoru Iwata noted that Nintendo did think about the idea of a paid online service similar to Microsoft's popular Xbox Live but ultimately the company decided it would limit the number of online users Nintendo would attract.
Keeping the online service open and free, and "by having everyone use the Miiverse together, word of mouth will more easily spread. This will lead to greater hardware and software sales," reads the translation.
Wii U launches this holiday season, and Nintendo has high hopes for much better third-party support than the company saw with Wii. In fact, Iwata mentioned that "Nintendo started sharing information with third parties at about the same time as its internal teams" and "Nintendo also holds seminars and dispatches employees to other companies."
http://www.gamesindustry.biz/article...ome-with-a-fee
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July 1st, 2012, 23:58 Posted By: wraggster
Nintendo's hardware comfortably tops the chart, 3DS games take four of the top five slots
The success of the Nintendo 3DS drove the Japanese games market to a marginal year-on-year increase for the first half of 2012.
According to data released by Enterbrain and Famitsu,reported by Andriasang, the 3DS was the highest selling platform by far, shifting 2.22 million units versus second-place platform the PlayStation 3 with 695,000 units.
The most recently launched hardware on the list, the PlayStation Vita, came in at fourth place, selling 353,000 units to take its lifetime total to 756,451.
The 3DS was similarly dominant in the software list, taking four of the top five selling games: the recently released Pokemon Black & White 2, Dragon Quest Monsters, Mario Kart 7 and Monster Hunter 3G.
The full hardware list, for the period covering December 26 2011 to June 24 2012, is below:
- Nintendo 3DS: 2,219,548 (total 6,355,287)
- PlayStation 3: 695,465 (total 8,112,613)
- PlayStation Portable: 500,333 (total 18,737,441)
- PlayStation Vita: 353,657 (total 756,451)
- Nintendo Wii: 265,578 (total 12,433,321)
- Xbox 360: 33,809 (total 1,554,547)
- Nintendo DS: 20,239 (total 32,855,741)
The full software list is below:
- Pokemon Black & White 2 (3DS, Pokemon, 06.23.2012): 1,618,621
- One Piece Pirate Musou (PS3, Namco Bandai, 03.01.2012): 806,578
- Dragon Quest Monsters Terry's Wonderland 3D (3DS, Squenix, 05.31.2012): 743,967
- Mario Kart 7 (3DS, Nintendo, 12.01.2011): 665,573 (total 1,747,964)
- Monster Hunter 3G (3DS, Capcom, 12.10.2011): 665,394 (1,474,716)
http://www.gamesindustry.biz/article...-2012-in-japan
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July 2nd, 2012, 01:50 Posted By: wraggster
Ten months of NDA-induced Wii U silence was rudely interrupted by a leaked trailer, just prior to E3. Not only did the naughty video reveal a sequel to the rather stonking Rayman Origins, it confirmed a Wii U release and exclusive functionality. Nintendo made it this close to E3 without anyone spilling the Wii U beans... but not close enough. So what did the leaked footage tell us? And did it reveal anything it wasn't supposed to?
1. Wii U pumps out pretty gamesA 2D platformer may not push Wii U's innards like one of Bruce Wayne's photorealistic Bat-pecs, but it's certainly no slouch. Already, Legends is sharper than Origins, boasting pin-sharp toons bathed in incredi-lighting. Check out the winged beasties lit up by purple fireworks and try to stop the drool pooling around your knees.
http://www.computerandvideogames.com...t-the-console/
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July 2nd, 2012, 13:34 Posted By: wraggster
FBZX is a ZX Spectrum emulator for FrameBuffer written by Sergio Costas (http://www.rastersoft.com/fbzx.html) and ported to Wii by Oibaf.
FBZX Wii can be found on google code at fbzx-wii.googlecode.com
The port uses SDL Wii.
The main features are:
- Emulates accurately the Original 48Kspectrum (both issue 2 and issue 3), the classic 128K, the Amstrad Plus 2, the Amstrad Plus 2A and the Spanish 128K. This includes screen, keyboard and sound (both speaker and AY-3-8912 chip).
- Screen emulation is extremely accurate, so it can emulate border effects and even attribute effects.
- Supports Z80 snapshots, both loading and saving, and loading .SNA snapshots.
- Supports TAP (both read and write) and TZX (only read) tape files, supporting normal speed loading and fast speed loading.
- Emulates up to 2 joysticks of types: kempston, cursor and sinclair1 and sinclair2.
- All the wiimote, nunchuck and classic controller buttons and joypads are fully configurable.
- Virtual keyboard support.
- Emulates the Interface I and Microdrive.
- Emulates the ULAPlus
- Based in a new, fully free, Z80 emulator (Z80Free).
Version 4 - In Joypad mode, the nunchuck works now
- New code for Y-3-8912 emulation
- Fixed RETN and RETI Z80 instructions
- Fixed Flag emulation for many Z80 opcodes: Speedlock loader works now. Only the Flag in Bit n, (HL) is not correctly emulated.
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July 2nd, 2012, 14:11 Posted By: wraggster
Kitsune Sniper retires from romhacking today (or so he claims, but we all know how that goes) and in so doing, releases patches for two games that he’s been working on for quite some time.
The first of these is the NES Samurai Pizza Cats game. It should be noted that this was produced in isolation from the other Samurai Pizza Cats translation, and includes a lower case font, text compression for an expanded script, and two distinct patches - one with a more literal translation, and one with a more true-to-the-spirit-of-the-TV-show localization. He’s been working on this for many years, and it deserves a look!
The second of these is for a beatemup called Sengoku, which Kitsune freely admits is terrible. But to each his own!
RHDN Project Page
Relevant Link: (http://www.foxhack.net/)
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July 3rd, 2012, 01:23 Posted By: wraggster
WayForward Technologies' brilliant 3DS download title Mighty Switch Force will be released on the Wii U eShop at launch.
According to GoNinteno, Nintendo Power has confirmed as much in its latest issue, revealing that sprites will all be redrawn for a 'HD' facelift.Mighty Switch Force is a 2D platform/puzzle hybrid that has players searching through obstacle and puzzle-filled levels to track down Hooligans within a time limit.
The report says that the Wii U version will include the 'bonus incident' DLC from the eShop update, and will use the GamePad screen for the 'Hooligan Tracker' done with the lower screen on 3DS. Other new features are also a possibility, according to the report.
On a side note, the report says WayForward is also working on an entirely separate game for 3DS and Wii U, and is said to be in the 'planning stages'.
http://www.computerandvideogames.com...-launch-title/
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July 3rd, 2012, 01:28 Posted By: wraggster
The 3DS XL has arrived! It's in the Eurogamer office, anyway, and so am I. Would you like me to steal anything for you while I'm here? I can easily source you a half-empty bottle of Brecon Carreg mineral water or - bit trickier, this - a four-foot tall steel broadsword belonging to the editor, currently buried in a plinth of plastic ice. Nobody's going to missthat.Or I could just tell you about the 3DS XL, I guess, which touches down in Europe on the 28th. Eurogamer's been sent the silver one, although there will also be red and blue models available, and while this particular unit is earmarked for the DF Hardware team, who will be giving it the whole A-Team dismantling treatment I suspect, probably during a fast-paced montage featuring welding masks and soldering irons, I still had the best part of an afternoon to mess around with it and gather some thoughts together.Battery life? Performance? Internal hardware changes? No idea whatsoever. DF will fill you in on that stuff, although the official line on the first point, at least, is that it's roughly twice as good as the original 3DS. Nope, I'm covering the softer aspects here: what I think of the buttons, whether it fits snugly in my delicate, doll-like hands, and whether an afternoon of XL Mario has sold me on an upgrade.Before we get to the machine itself, a word on the box. Ooh! Small! I like it, and so will all the whales that Nintendo will be saving, presumably. How on earth did the big N manage to fit a charger in there along with a larger 3DS unit and that typically gigantic instruction tome?Oh, they didn't. Thanks, Mario: you've just baffled certain sections of that famous expanded audience - the one that might only just be making the transition from DS to 3DS and may now spend a few quizzical moments pondering whether you charge this new device by - what? - sticking it in a microwave perhaps? Oh, alright, it's not that bad really. The omission feels a little stingy, but the 3DS XL's still compatible with the charger for the 3DS, DSi and DSi XL models. Also, those whales will be happy. They'd better be.
http://www.eurogamer.net/articles/20...st-impressions
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July 3rd, 2012, 12:41 Posted By: wraggster
Time for another update... this is a beta since there have been some pretty big changes, and there's still some work to do. The main feature for this release? GameShark cheat codes!
download: http://www.neoflash.com/forum/index....ic,7430.0.html
While browsing the SD card, if there is a file of cheat codes with the same name (minus the extension, which is .gsc) in the /menu/n64/cheats directory of the SD card, the rom options (right next to the box art - if you don't see box art, press Z to switch to the options mode) now includes a new option: Cheats. If you don't see "Cheats: Off" you don't have a matching cheat file. Make sure the names match except for the extension. Press C-Up or C-Down to move to the Cheat option, then press C-Right or C-Left to change the setting. The settings are Off, Select, and All. When you run with the Off setting, the game loads and runs like normal.
When set to Select, the game loads, then you go to a cheat selection screen. All the cheats in the file are shown; you navigate the cheats using the D-Pad, then use the C-Pad to change the cheat setting. For most cheats, the settings are Off and On. For some, the settings are Off and an integer. The help messages at the bottom tell you what buttons do what in case you forget. B always disables the current cheat.
When set to All, the game loads, then you got to the same cheat selection screen, but all the cheats are preset to On instead of Off.
Once you have selected the cheats you want, press A to run the game.
The second feature for this update is support for the UltraSMS emulator. Copy the emulator to /menu/n64/UltraSMS/ and when navigating Game Gear roms, you can press A to load the emulator, load the rom, and run the game in the emulator (just like NES roms). Another minor update is both NES and Game Gear roms now identify as such in the browser while navigating. Note - UltraSMS only handles GameGear roms, not Master System (despite the name). The UltraSMS.zip archive should be unzipped into the /menu/n64 directory of the SD card. The full path for the emulator is "/menu/n64/UltraSMS/UltraSMS.z64".
http://www.neoflash.com/go/
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July 3rd, 2012, 12:49 Posted By: wraggster
eke-eke updates its port of the Megadrive emulator Genplus Wii. The big news consits in adding support MegaCD games. It will first copy the appropriate bios (renamed bios_CD_U.bin, bios_CD_E.bin, bios_CD_J.bin) in / genplus / bios / and have your games in ISO format or BIN. The author states that the CD-DA tracks are not yet supported. The changelog of the size of a novel describing any changes, for the curious.
changelog Plus GX 1.7.0 (01/07/2012)
Genesis Plus GX 1.7.0 (01/07/2012) (Eke-Eke)
---------------------------------------------------------------------------------------------------------
[Core/SCD]
---------------
* added Mega CD / Sega CD hardware emulation (incl. Sub 68K, CDD, CDC, PCM, GFX rotation/scaling, etc)
* added .ISO & .BIN CD image file support
* added 512K backup cartridge RAM support
* added savestate support for CD games
NOTES:
~~~~~~
* to play CD games, original BIOS ROM files are required in /genplus/bios/ directory: unzip & rename them to bios_CD_U.bin, bios_CD_E.bin, bios_CD_J.bin
* CD audio tracks (CD-DA) are not supported (yet)
[Core/CPU]
---------------
* modified 68k core for Mega CD / Sega CD support
* optimized 68k core using prebuild const tables
[Core/VDP]
---------------
* improved DMA accuracy
* improved accuracy of nametables register & VSRAM writes during HBLANK: fixes "The Adventures of Batman & Robin" (graphical issues during 2nd Boss fight).
* added support for 8-bit VRAM writes with undocumented code value (verified on real hardware by Nemesis)
[Core/Sound]
---------------
* improved synchronization between SN76489 & YM2162 cores.
* improved accuracy of SN76489 core timings.
[Core/MD]
---------------
* added support for some recently dumped unlicensed games.
* improved emulation of 32k bankswitch hardware used by a few unlicensed games.
* fixed behavior of Z80 banked reads from 68k RAM (verified on real hardware).
* fixed support for 128K Pro Action Replay ROM.
[Core/MS]
---------------
* added support for all recent korean ROM dumps by SMS Power.
* added emulation of korean multi-game mapper (4-Pak All Action)
* added pseudo-random RAM pattern initialization on Mark-III and Japanese Master System (fixes "Alibaba and 40 Thieves" & "Block Hole")
* added port $3E emulation & internal BOOTROM support (Master System & Game Gear only).
[Core/General]
---------------
* added an option to set VDP mode (PAL/NTSC) independently from console region.
* added an option to select original system master clock frequency (PAL/NTSC/AUTO), emulation will run at selected frequency when VSYNC is disabled.
* fixed 68k context loading/saving (Sol Deace).
* fixed C89 incompatibilities for better portability.
* removed use of "long int" type for portability on 64-bit platforms.
* moved savestate zlib compression out of emulation core (for ports that don't use it).
* various optimizations.
[Gamecube/Wii]
---------------
* removed ROM load device selection from Load Menu: default ROM device must now be configured in menu settings.
* added specific load buttons, browsers & saved paths for each systems, this also fixes slowdowns caused by screenshot loading when browsing from slow devices.
* added support for left/right buttons as page up/down keys in ROM browsers
* added right analog stick as default "return to menu" key for Gamecube controllers
* added alternate remappable menu key combo for Gamecube controllers
* added an option to disable VSYNC (emulator is synced with audio hardware instead of video).
* added an option to boot system from "BIOS", with or without cartridge.
* added Master System & Game Gear "BIOS" support (files should be named bios_U.sms, bios_J.sms, bios_E.sms & bios.gg and copied to /genplus/bios directory).
* replaced "Hard Reset" button by a Soft Reset for systems having a Reset button (Mega Drive / Genesis & Master System)
* State & SRAM files are now only compressed when saving to Gamecube Memory Cards
* various fixes & cleanup.
* compiled with devkitPPC r26 & libogc 1.8.11.
[Gamecube]
----------
* improved progressive mode support when component cable is detected (hold B during startup to switch menu video mode configuration)
Site officiel: http://code.google.com/p/genplus-gx/
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July 3rd, 2012, 12:49 Posted By: wraggster
eke-eke updates its port of the Megadrive emulator Genplus Wii. The big news consits in adding support MegaCD games. It will first copy the appropriate bios (renamed bios_CD_U.bin, bios_CD_E.bin, bios_CD_J.bin) in / genplus / bios / and have your games in ISO format or BIN. The author states that the CD-DA tracks are not yet supported. The changelog of the size of a novel describing any changes, for the curious.
changelog Plus GX 1.7.0 (01/07/2012)
Genesis Plus GX 1.7.0 (01/07/2012) (Eke-Eke)
---------------------------------------------------------------------------------------------------------
[Core/SCD]
---------------
* added Mega CD / Sega CD hardware emulation (incl. Sub 68K, CDD, CDC, PCM, GFX rotation/scaling, etc)
* added .ISO & .BIN CD image file support
* added 512K backup cartridge RAM support
* added savestate support for CD games
NOTES:
~~~~~~
* to play CD games, original BIOS ROM files are required in /genplus/bios/ directory: unzip & rename them to bios_CD_U.bin, bios_CD_E.bin, bios_CD_J.bin
* CD audio tracks (CD-DA) are not supported (yet)
[Core/CPU]
---------------
* modified 68k core for Mega CD / Sega CD support
* optimized 68k core using prebuild const tables
[Core/VDP]
---------------
* improved DMA accuracy
* improved accuracy of nametables register & VSRAM writes during HBLANK: fixes "The Adventures of Batman & Robin" (graphical issues during 2nd Boss fight).
* added support for 8-bit VRAM writes with undocumented code value (verified on real hardware by Nemesis)
[Core/Sound]
---------------
* improved synchronization between SN76489 & YM2162 cores.
* improved accuracy of SN76489 core timings.
[Core/MD]
---------------
* added support for some recently dumped unlicensed games.
* improved emulation of 32k bankswitch hardware used by a few unlicensed games.
* fixed behavior of Z80 banked reads from 68k RAM (verified on real hardware).
* fixed support for 128K Pro Action Replay ROM.
[Core/MS]
---------------
* added support for all recent korean ROM dumps by SMS Power.
* added emulation of korean multi-game mapper (4-Pak All Action)
* added pseudo-random RAM pattern initialization on Mark-III and Japanese Master System (fixes "Alibaba and 40 Thieves" & "Block Hole")
* added port $3E emulation & internal BOOTROM support (Master System & Game Gear only).
[Core/General]
---------------
* added an option to set VDP mode (PAL/NTSC) independently from console region.
* added an option to select original system master clock frequency (PAL/NTSC/AUTO), emulation will run at selected frequency when VSYNC is disabled.
* fixed 68k context loading/saving (Sol Deace).
* fixed C89 incompatibilities for better portability.
* removed use of "long int" type for portability on 64-bit platforms.
* moved savestate zlib compression out of emulation core (for ports that don't use it).
* various optimizations.
[Gamecube/Wii]
---------------
* removed ROM load device selection from Load Menu: default ROM device must now be configured in menu settings.
* added specific load buttons, browsers & saved paths for each systems, this also fixes slowdowns caused by screenshot loading when browsing from slow devices.
* added support for left/right buttons as page up/down keys in ROM browsers
* added right analog stick as default "return to menu" key for Gamecube controllers
* added alternate remappable menu key combo for Gamecube controllers
* added an option to disable VSYNC (emulator is synced with audio hardware instead of video).
* added an option to boot system from "BIOS", with or without cartridge.
* added Master System & Game Gear "BIOS" support (files should be named bios_U.sms, bios_J.sms, bios_E.sms & bios.gg and copied to /genplus/bios directory).
* replaced "Hard Reset" button by a Soft Reset for systems having a Reset button (Mega Drive / Genesis & Master System)
* State & SRAM files are now only compressed when saving to Gamecube Memory Cards
* various fixes & cleanup.
* compiled with devkitPPC r26 & libogc 1.8.11.
[Gamecube]
----------
* improved progressive mode support when component cable is detected (hold B during startup to switch menu video mode configuration)
Site officiel: http://code.google.com/p/genplus-gx/
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July 3rd, 2012, 12:54 Posted By: wraggster
via http://emu-russia.net/en/
ZX Spectrum emulator for Nintendo DS has been updated. Changes:
+ Custom keyboard support. See custom/readme.txt for more info.
+ Favorite/recent files lists showing up to 500 most/last used files.
+ TR-DOS disk browser for viewing both disk directory and sector data.
It can be used to insert empty disk images as well.
+ TR-DOS disk images can be now saved in SCL format, too.
* Keep the file viewer visible while enabling button input by pressing R.
* Little UI graphics improvements (nicer icons, empty requesters).
+ Added skins/light/style.cfg for those who prefer black text on white.
* Few subtle TR-DOS changes (density check, zero files SCL).
* Few subtle tape related changes (tape block flush, PZX fast loading test).
* Other subtle changes (widget help tracking, virtual files stats).
* Minor bugfixes (IN[ID](R) postdecrement, libfat lseek).
News source: http://zxds.raxoft.cz
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July 3rd, 2012, 12:56 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Da Hua Shui Hu (NJ100)(Ch)[!], Final Fantasy X1 (Ch)[!], Final Fantasy X2 (Ch)[!], Kou Dai Zuan Shi (NJ010)(Ch)[!], Pokemon Diamond II (Ch)[!]. Today's carts provided by NusuttoSan, thanks a lot to him! There is a bunch of still undumped Nanjing/Nice Software games, based on the same RPG engine as many others. Two Pokemon games, two Final Fantasy games, and one Chinese style RPG game. These looks different, but mostly the same. Four games are mapper 4 based games, so they easily can be played on any emulator. Just one of this games is Mapper 162/163, looks closer to mapper 162, but surprisingly working on mapper 163 fine too. This is strange, so I need more mapper 162/163/164 carts for research and finally writing a good mapper for all this stuff.
News source: http://cah4e3.shedevr.org.ru
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July 3rd, 2012, 12:59 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
Okay, here is the new fixed version of DSx86, which has the problems I mentioned in the previous blog post fixed. A couple of the problems were actually not in DSx86 but in the tester program, so this list is a little bit different to the list in the previous blog post. Anyways, here are the changes: - Opcode adc used ARM assembler adc operation instead of add in address calculations. This was a simple copy-paste bug. When I originally (almost three years ago!) implemented the adc opcode, I simply copied the whole already existing add opcode handler, pasted it, and used find-replace to rename it to adc. This of course then also replaced the add opcode I used in the address calculation! However, this was just a cosmetic problem, as all the addresses are shifted right 16 bits after the addition, and the low 16 bits are originally zero, so this minor problem has not caused any actual errors.
- BCD opcodes (daa, das, etc) did not work properly. Now they should work better, however since DSx86 does not support the Adjust Flag, they still probably do not work exactly correct.
- Oveflow flag handling fixed in ADC and SBB opcodes. See my previous blog post for more information about this issue.
- Fixed flags handling in opcodes repne cmpsb and repne scasb when CX == 0. My code for repne prefix is a bit different to the repe prefix, but I had not taken this into account when the input CX register value is zero (meaning that those opcodes should not do anything). In the repe version the caller has saved the flags, but in the repne version the opcodes themselves need to save/restore the flags, but this code was missing. If the opcodes actually did anything (CX != 0), then they behaved correctly as the flags will always change in that situation.
- Fixed [bp+di+disp8] address calculation in several protected mode opcodes. This was probably the most serious issue I found. It affected many protected-mode-specific opcodes, like lldt, ltr, verr, verw, sgdt, sidt, lgdt, lidt, smsw, lmsw, and also the protected mode versions of les, lds, call and jmp. So, this fix might actually make some protected mode games/software (like Windows) work better.
- Opcodes lidt and lgdt did not clear the highest byte of the 32-bit base address. Since the 80286 processor can access only 16MB of RAM, these opcodes should clear the higher bits when they load a 32-bit memory address into some DSx86 internal variables. This probably caused no harm as the highest byte should have been clear anyways.
- Opcodes lar and lsl did not handle selector type 0 correctly. The case for selector type 0 was simply missing from the different cases for various selector types. This again probably caused no harm, but now all cases are handled properly.
- The Lords of Doom game seems to push EGA VRAM values directly to stack (based on some crash reports I had received). I had tried to implement this some time ago, but now I noticed that I had made a mistake in the register saving/restoring, so that the opcode handler wrote the value in some completely different memory area, possibly even crashing DSx86. This is now fixed.
- Fixed mouse scaling in proportional font 80x25 text mode. This is an additional last minute fix, thanks to sverx for pointing out this problem!
My summer vacation is starting now, so I should now have more time to work on DSx86 and DS2x86. I am still working on getting Windows 3.11 running in DS2x86, but I am somewhat stuck with it. I need to compare the behaviour to DOSBox, which is rather tedious and time-consuming work. But, I hope to now finally get some progress done with that, as I can focus on it properly. In any case, thanks again for your interest in DSx86 and DS2x86!
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July 4th, 2012, 02:15 Posted By: wraggster
The company thinks Nintendo's next-gen console is only on par with current-gen
After a less than impressive E3 showing for Nintendo, the industry is waiting for the company to announce the final pieces of the puzzle: launch date and price. Nintendo typically doesn't announce exact hardware specs, but with more games on display for Wii U, it's now becoming easier to size up its graphical horsepower (which beforehand some had said was better than PS3). Microsoft, however, recently told GamesIndustry International that it views Wii U as basically on par with Xbox 360.
Phil Spencer, corporate vice president of Microsoft Studios, commented to us in an in-depth interview, "I think their Pro Controller makes a lot of sense with the platform they've built. They are building a platform that is effectively a 360 when you think of graphical capability."
Spencer believes that Wii U will quickly become a machine for third parties to port a number of 360 games to, considering the 360-like Pro Controller.
"Now they are really making an on-ramp for the back catalog of games that are on 360. It is easy for those games to move over to the Wii U. They've moved the buttons around, and they've made a controller that feels familiar for 360 gamers, so I get why they are putting those pieces together," he said.
http://www.gamesindustry.biz/article...says-microsoft
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July 4th, 2012, 13:35 Posted By: wraggster
Nintendo's Audioguide Louvre, 3DS software designed to assist self-guided tours of the Louvre museum, may seem like a weird, random lark, but Shigeru Miyamoto is much more serious about the software than we thought.
"One big thing I recently handled is the Audioguide Louvre - Nintendo 3DS, referred to earlier in this meeting," Miyamoto told investors during a recent Q&A. "This has not made money yet, but it has the potential to be one of our core businesses in the future."
Later, in a nod to the announcement, reaction to, and eventual retraction of the announcement of Miyamoto's eventual retirement, Miyamoto admonished the assembled shareholders. " I should be careful about telling you about these things and I would like to add that we are not announcing any concrete business plans here. I would also be glad if you carefully tell someone else about my remarks."
http://www.joystiq.com/2012/07/03/mi...core-business/
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July 4th, 2012, 13:43 Posted By: wraggster
3DS sales momentum in Europe and North America is "currently weak", Nintendo has admitted.Nintendo president Satoru Iwata explained that Western sales are back in the doldrums, despite a healthy Christmas boost."While the Nintendo 3DS has a certain degree of sales momentum in Japan, the momentum in the US and Europe is currently weak," Iwata explained to company shareholders."Considering that the US and European markets are larger than the Japanese market in terms of the size of the population, sales in the US and Europe are supposed to be larger."Back in Nintendo's homeland, the 3DS regularly rules the Japanese hardware chart. Nintendo's weekly 3DS sales total averaged 83,000 at the start of the year, Iwata added, a momentum it has largely upheld."Considering that the US and European markets are larger than the Japanese market in terms of the size of the population, sales in the US and Europe are supposed to be larger."Satoru Iwata, president, Nintendo
"Sales of the Nintendo 3DS are constant in Japan and in fact we could say the sales volume is exceeding our forecast at the start of this fiscal year."But the situation in Europe and North America is far less rosy, Iwata concluded, hence the imminent arrival of another Mario game, New Super Mario Bros. 2."The sales proportion of the Nintendo 3DS is now about 20 per cent of the total video game sales in those markets. Thus, solid sales momentum has not been created.""For those investors who understand this situation, they might think that our earnings situation will not turn around in the way we have mentioned, or they might think it will take a much longer time than we expect to revitalise the profit situation."
http://www.eurogamer.net/articles/20...currently-weak
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July 4th, 2012, 13:49 Posted By: wraggster
Nintendo cannot rule out the possibility it will charge for "deep" online services on Wii U at some point."Ordinary" online services will remain free, though, Nintendo president Satoru Iwata has stated."We cannot promise that Nintendo will always provide you with online services free of charge no matter how deep the experiences are that it may provide," Iwata said in a meeting with company shareholders."But at least we are not thinking of asking our consumers to pay money to just casually get access to our ordinary online services."Iwata explained that paying for such services via a subscription, such as Xbox Live, did not suit more casual gamers."We have a wide variety of consumers, from the ones who enthusiastically play video games to those playing more casually, who are not always interested in them but try to play a game only when it has become a public topic or play it just during certain periods, like a year-end season and summer vacation."We cannot promise that Nintendo will always provide you with online services free of charge no matter how deep the experiences are that it may provide."Satoru Iwata, president, Nintendo
"We therefore believe that services which ask our consumers to obtain paid memberships are not always the best."Wii U will utilise the Nintendo Network online service, already in use with 3DS games such as Mario Kart 7. It's bolstered by Miiverse, the company's social-interaction software present on the Wii U dashboard.
http://www.eurogamer.net/articles/20...es-always-free
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July 4th, 2012, 13:52 Posted By: wraggster
Nintendo president Satoru Iwata said that the difference in graphics between the Wii U and its competitor's upcoming consoles will be less than that between the Wii and the Xbox 360 and PS3.During a Q&A session with investors , Iwata explained, "Other companies might launch a next-generation console with more power, but we don't necessarily think that the difference between the Wii U and such console will be as drastic as what you felt it was between the Wii and the other consoles because there will be fewer and fewer differentiators in graphics.""Naturally some consumers are very sensitive about such a small difference in graphics so that we will make efforts to make the most of the performance of the Wii U to keep up with technological innovations and not to make the system out-of-date soon."He admitted that some corners would have to be cut here because the Wii U is essentially two pieces of hardware in one between the GamePad and the console, so Nintendo needs to show restraint here to keep costs down for consumers."We are including both a video game console and a handheld device, if we were not careful about how luxurious both of them were, we could end up having to offer the price of the two hardware systems combined, which would not be an acceptable price for the consumers. We had to design it by balancing the performance and the costs."Additionally, Iwata praised the system for its user-friendly methods of sharing video content where users could search for online videos on the GamePad, then view them on the TV. "There are currently many videos on the Internet, many of which are very interesting and suitable for family entertainment. You have seen them by PC, smartphones or tablets, but with the Wii U you can search a good movie on the Wii U GamePad, tell everyone there to see it and easily move it to the TV screen. In this way, a video-sharing website can be a great form of entertainment."Also at the meeting, some guy complained about getting lost and requested that Nintendo provide shuttles for its shareholders. Iwata acknowledged this crucial issue by stating he would consider it for future conferences.
http://www.eurogamer.net/articles/20...s-like-the-wii
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July 4th, 2012, 13:54 Posted By: wraggster
Nintendo's first serving of paid-for 3DS DLC arrives in Europe this week, with eight new tracks for rhythm-based Final Fantasy spin-off Theatrhythm.Each new ditty costs 90 pence to download. There's a range of tunes on offer from throughout the RPG series' history: - A Fleeting Dream (FF10 - FMS)
- Ride On (FF08 - FMS)
- Cosmo Canyon (FF07 - FMS)
- In Search of Light (FF05 - FMS)
- Fighting Fate (FF13 - BMS)
- Fighters of the Crystal (FF11 - BMS)
- The Final Battle (FF04 - BMS)
- Battle Theme 1 (FF02 - BMS)
Songs labelled "FMS" are Field Music levels, while "BMS" are Battle Music melodies.The new content arrives in time for Theatrhythm's European launch on Friday (stand by for Eurogamer's verdict tomorrow).But that's not all. Ancient Game Boy title Castlevania: The Adventure is dusted off for a 3DS Virtual Console launch this week (£2.70), and there's a demo of Mutant Mudds, the 2D platformer from Dementium developer Renegade Kid.Zombie Slayer Diox (£5.40) features more undead hunting for 3DS, while Escape the Virus: Swarm Survival (£1.80) slithers onto DSiWare.
http://www.eurogamer.net/articles/20...shop-this-week
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July 4th, 2012, 22:51 Posted By: wraggster
The difference in graphical power will not be as wide as it was with the Wii', says Iwata
The difference in graphical power between the Wii U and other next-gen consoles will not be as drastic as with the Wii, Nintendo’s CEO has claimed.
Speaking at a recent shareholder meeting, Satoru Iwata said that whilst some consumers would be concerned by a potential lack of power compared to other consoles, Nintendo would try and make the most out of the performance of the Wii U to keep up with other tech.
He also said that the Wii U would have more multi-platform titles than the Wii, although admitted he could not promise this would last in the long-term
“We can at least assure you that the Wii U will not have such a big difference as the Wii had in comparison to how, on other platforms, developers could expect very different graphic capabilities of generating HD-applicable high-resolution graphics,” said Iwata.
“Other companies might launch a next-generation console with more power, but we don’t necessarily think that the difference between the Wii U and such console will be as drastic as what you felt it was between the Wii and the other consoles because there will be fewer and fewer differentiators in graphics.
http://www.develop-online.net/news/4...erful-consoles
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July 4th, 2012, 23:32 Posted By: wraggster
The download numbers of New Super Mario Bros 2 will be made public so that the industry 'can better understand' that market, Nintendo has said.
The platform holder will launch New Super Mario Bros 2 and Onitore (a new Brain Training) via retail and digital at the same time.
It comes in contrast to other digital heavyweights – such as Steam – which has been resistant in sharing digital download figures with the wider market. And it will allow the industry to directly compare physical sales with retail.
The news was announced by Satoru Iwata, who was answering a shareholder question on the prospect of making physical goods - such as books and CDs - available as an incentive to buy download goods from traditional retailers.
"We would like to show the public the number of New Super Mario Bros. 2 or Onitore that have been sold by download so that those
in this industry can make the next move after finding out the consumer behaviour toward download version," said Nintendo president Satoru Iwata.
"When they know the size of the digital distribution market, they might be inclined to accept a certain inventory risk to try the download sales with special features."
It is yet another progressive statement from Nintendo about the digital download market, and backs up recent calls from UKIE and Chart-Track, who want more publishers and retailers to share their download data.
http://www.mcvuk.com/news/read/ninte...ad-data/099016
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July 4th, 2012, 23:37 Posted By: wraggster
Consumers who buy New Super Mario Bros 2 from GAME or Gamestation will receive a special coin case.
The case is a replica of Mario's iconic coins, and can hold a 'number of small objects' including 3DS game cards.
The upcoming Mario title is part of a fresh push behind 3DS, and it follows the arrival of New Art Academy and 3DS XL later this month.
The game puts a twist on the traditional Mario platforming game, encouraging gamers to collect as many coins as possible.
New Super Mario Bros 2 arrives on August 17th for 3DS.
http://www.mcvuk.com/news/read/new-s...to-game/099014
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July 4th, 2012, 23:44 Posted By: wraggster
Trolling is wrong and trolls themselves are horrific beings. But is there a genuine business consequence to this most despicable of pastimes?
Yes, according to Nintendo boss Satoru Iwata.
Speaking to investors, the exec claimed: “There have recently been negative campaigns on the internet in which false opinions are deliberately posted to ruin the reputation of a product. Such vicious rumours are a big problem and could be considered business interference.”
That’s not the only problem trolls pose, either. They also make it hard for the company to distinguish between genuine criticism and online noise.
“It is very difficult to tell consumers’ real complaints from those that are posted as part of a negative campaign,” he bemoaned.
“If we were to delete anything negative about our games, it could constitute a suppression of free speech and you would not able to believe in even a good reputation. Luckily, those who are engaged just to be engaged in negative campaigns are in fact just a fraction of all users.”
http://www.mcvuk.com/news/read/iwata...-trolls/099012
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July 4th, 2012, 23:47 Posted By: wraggster
Nintendo president Satoru Iwata has claimed that more than 50 per cent of Japanese hardware sales are taken by 3DS.
The platform holder's CEO defended the handheld's sales performance during a recent meeting with shareholders, according to VG247.
"While the Nintendo 3DS has a certain degree of sales momentum in Japan, the momentum in the US and Europe is currently weak," said Iwata.
"Sales are constant in Japan and in face we could say the sales volume is exceeding our forecast at the start of this fiscal year. After the beginning of this calendar year, the average unit sales have been 83,000 units on a weekly basis.
"This means that about 55 per cent of all gaming hardware sales in Japan consist of the Nintendo 3DS. Now, with the level of sales momentum for the Nintendo 3DS created since the year end, we would say the center of the Japanese video game market has been the 3DS."
The Nintendo president estimated that the 3DS accounts for roughly 20 per cent in other major territories like the US.
However, while this is not as impressive as its Japanese market share, Iwata attributed this to cultural differences between the territories.
"One of the difficulties Nintendo is facing in terms of spreading the Nintendo 3DS is the difference of the mainstream products between Japan, where the handheld video games are the main products, and the US, where the home console video games are the main ones.
"In the US, video games means home console video games. However, in Japan, those who say that video games mean home console games are only about half of all respondents, and handheld-type games have more significant appeal."
http://www.mcvuk.com/news/read/3ds-a...e-sales/098991
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July 4th, 2012, 23:50 Posted By: wraggster
Opinions regarding the graphical power of Nintendo’s upcoming Wii U appear to be mixed.
Speaking to investors, Nintendo boss Saturo Iwata asserted that the new console will not lag as far behind its upcoming rivals from Microsoft and Sony as Wii did compared to Xbox 360 and PS3.
"We cannot promise that the Wii U will never be excluded from multiplatform software for eternity, but we can at least assure you that the Wii U will not have such a big difference as the Wii had in comparison to how, on other platforms, developers could expect very different graphic capabilities of generating HD-applicable high-resolution graphics," he insisted.
"Other companies might launch a next-generation console with more power, but we don't necessarily think that the difference between the Wii U and such console will be as drastic as what you felt it was between the Wii and the other consoles because there will be fewer and fewer differentiators in graphics.”
"Naturally some consumers are very sensitive about such a small difference in graphics so that we will make efforts to make the most of the performance of the Wii U to keep up with technological innovations and not to make the system out-of-date soon."
This assessment is not shared by Microsoft Studios’ corporate VP Phil Spencer, however. Speaking to Games Industry, he believes that Wii U is more comparable to the current crop of machines.
"I think their Pro Controller makes a lot of sense with the platform they've built,” he stated. “They are building a platform that is effectively a 360 when you think of graphical capability.
"Now they are really making an on-ramp for the back catalog of games that are on 360. It is easy for those games to move over to the Wii U. They've moved the buttons around, and they've made a controller that feels familiar for 360 gamers, so I get why they are putting those pieces together."
http://www.mcvuk.com/news/read/micro...l-clout/098987
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July 5th, 2012, 00:04 Posted By: wraggster
Nintendo CEO Satoru Iwata has likened pessimistic Wii U responses to concerns expressed about the console's predecessor in 2006.
"For the Wii, before its launch and right after its announcement, the feedback was similar to that of the Wii U," he told shareholders. "In other words, when something unique comes up, it's difficult for people to understand it at the beginning. A lot of misunderstandings and pessimistic observations, like, 'Will a product like this really spread in the market?' prevail and then after some time, after being able to experience it, the atmosphere changes."In fact, when the Wii was showcased at E3 in 2006, there were a lot of news stories which reported the strong receptions of the Wii by the visitors to the show; however, the questions I was asked then and there were all tough questions. Almost every one of the reporters asked, 'How in the world are you going to compete with Sony or Microsoft with a product like this?' Everyone has forgotten what the real situation was."
Following Wii U's E3 showing last month, Nintendo shares declined for three days running. Iwata responded to questions about the decline by telling investors to trust in the company based on its past success with DS and Wii.
"I would like you to look back on what we have done so far. We said, 'We are going to sell the Nintendo DS in this way and expand the gaming population.' We did as we said we would. Did the share price rise at the time of our making this statement? No, it did not. It only rose once the Nintendo DS started to sell well.
"We also said, 'With the Wii, we are going to get people who have never played games to play games.' We achieved what we said we would. But the share price did not rise (at the time of announcing this vision) but it only did so after (the Wii started to sell well). In the end, it's all about results. Therefore, we believe what we need to do now is show results."
http://www.computerandvideogames.com...to-understand/
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July 5th, 2012, 15:41 Posted By: wraggster
BootMii configuration editor allows you to modify the BootMii.ini file on the SD card to change the settings, and also to enable/disable or swap BootMii implementations by renaming the directories, without having to bring the SD card over to the PC and edit/change things.
Version 2.7 - Updated and compiled against latest libogc (1.8.11) / devkitPPC 26
- Modified auto-update URL
- http://www.pembo.co.uk/
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July 5th, 2012, 15:57 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x, Dingoo, Linux and PC:
Heres whats new;
-
r3711 | utunnels | 2012-07-03 21:27:59 -0400 (Tue, 03 Jul 2012) | 1 line
Changed paths:
M /engine/openbor.c
M /engine/openborscript.c
Fix a crash issue in 3710.
DOWNLOAD AND GIVE FEEDBACK VIA COMMENTS Attached Files
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July 5th, 2012, 16:03 Posted By: wraggster
The Acekard kernel known as AKAIO has been updated to version 1.9.0. Please see the change log for more information.
QUOTE: Change Log
- More of a "Game Fix/Compatibility" release
- Pokemons, Pokemons, Pokemons compatibility fixed
- Updated to compile with latest DevKitArm
- Cheats updated to CMP Cheat code Database version 6/29/2012
via http://gbatemp.net/
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July 5th, 2012, 16:06 Posted By: wraggster
Via http://forum.gbadev.org/viewtopic.ph...ce835d36cf7200
Hi there,
I'm developing a music player for FeOS. Currently it supports:
-AAC (.aac, .m4a)
-MP3
-OGG
-FLAC
-WAV (16 and 8 bit)
If you think there's a codec missing on this list, you can always write your own codec module: FeOSMusic will load this module and use it to decode a certain file (you can configure the module which FeOSMusic should load for a certain extension in audiocodecs.cfg).
I also added support for filtering: FeOSMusic comes bundled with a lowpass filter by default. And yes, you can add your own filters too
If you're not willing to compile FeOSMusic, you can download binaries at (a link to the source can be found there too):
The FeOSMusic site
Tomwi
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July 5th, 2012, 16:13 Posted By: wraggster
via http://www.aep-emu.de/
YoshiNES is a NES emulator written in Visual Basic and is based on basicNES.
YoshiNES is a Visual Basic Nes emulator. It's a modification of BasicNES, made by Don Jarret and David Finch. The BasicNES is a good emulator, but can be better. The YoshiNES have more stuff than BasicNES, like Pattern Table view, Pallete viewer, a lot of mappers, more filters, and more features.
YoshiNES current support this mappers: 1-4, 6-13, 15-19, 21-24, 26, 32-34, 40, 45, 47, 51, 53, 57, 61, 64-66, 68-69, 71, 73-75, 78-79, 83, 85, 88, 90-91, 94-95, 99-100, 115, 117-118, 130, 160, 151-152, 158, 185, 188, 200, 211-212, 226-228, 230-232, 245, 250, 255. Some games still very buggy and unplayable.
The sound engine are almost the same of BasicNES, i only made a sound level viewer. The sound use Midi Output, so, the games sounds wrongly sometimes. Sorry for my bad english.
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July 5th, 2012, 16:21 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Many of you wait for them, so here are the results of the 2012 Competition Nintendomax Wii Dev . It was again very tight on the podium. first - Hero City 2 by ThatOtherPerson (Canada) 2nd - Kurushi Wii tchagui (France) 3rd - Harmony by Mr. Reaper's Nightmare (USA) 4th - Newo Runner by Owen (Jamaica) 5th - Zombiies by sebskater29 (France) 6th - Wiimon by blabla (France) Congratulations to all participants and jury members who volunteered their time. I invite the first four to contact me via PM to me with their address can not send batches quickly. This year the projects are once again a higher standard than the previous year unfortunately the turnout was he half. I do not guarantee the progress of a possible " Nintendomax Wii Dev Competition 2013 ".
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July 5th, 2012, 16:25 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Commodore offers version 1.0.2 of its adaptation of the popular arcade game "Pong" for the Nintendo DS, " My Pong ".
Quote:
I am back, and have made a Pong clone! It only has a "Classic Mode" currently, but there are more to come!
Feel free to express your opinions!
6-20-12
I added splash screens, difficulty setting, player setting(does nothing yet), exiting the game(press X), and made the room transitions smoother.
-Commodore
6-25-12
I added Arcade mode, 2 player, and changed exitting to "Select". I also made the paddles easier to control and made the ball bounce correctly on the bottom edge of the screen.
-Commodore
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July 5th, 2012, 16:32 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4300 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:
r4299
refine timing of swapbuffers more. fixes 098 regression in devil survivor 2.
r4300
Cocoa Port:
- Fix thread-safety issue when changing the execution speed.
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July 5th, 2012, 16:38 Posted By: wraggster
via http://www.emucr.com/
Lambnes v0.0.8 is released. Lambnes is an open source NES emulator written in java mainly as an educational project.
Lambnes v0.0.8 Changlog:
version 0.0.8 has been released. It corrects some sprite transparency issues that were in the previous versions, and runs at correct speed, I think. 8x16 sprites are implemented in this version, but rendering appears to have some issues. MMC1 prg-ram is implemented in 0.0.8 and appears to work pretty ok.
features:
working ppu
visualizations of palettes and pattern tables.
unimplemented:
apu, several dozen mappers.
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July 5th, 2012, 16:39 Posted By: wraggster
via http://www.emucr.com/
WinDS PRO 2012.8 is released. WinDS PRO is a Nintendo DS & GameBoy Advance emulator package. This have NO$Zoomer, NO$GBA, NO$MOOZ, NOZ, myZOOM, NGZoom, NO$GBA 2X, iDeaS, DeSmuME, VBA Link & VBA-M.
WinDS PRO 2012.8 Changelog:
- Updated Nintendo DS emulator DeSmuME JIT r4298 32 and 64 bits.
- Updated tricks to DeSmuME Nintendo DS and NO $ Zoomer.
http://www.mediafire.com/?9pd2y6mzco8gtfj
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July 5th, 2012, 16:41 Posted By: wraggster
via http://www.emucr.com/
Dolphin Triforce Git 3.0-697 is compiled. Dolphin Triforce Git 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 Triforce Git changelog:
* Fixed "Virtua Striker 3 2002" stuck at boot regression and added working controls. Patch by MetalliC.
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July 5th, 2012, 16:47 Posted By: wraggster
via http://www.emucr.com/
Project64k v0.40 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.40 Changelog:
- Fixed Server list
- Deleted Dark mans input
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July 5th, 2012, 16:52 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2550 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2550
* updated docs
* new hotkey "Run Manual Lua function" (not mapped by default)
* Taseditor: general cleanup of codebase
http://bitshare.com/files/5itodabz/E...-r2550.7z.html
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July 5th, 2012, 16:55 Posted By: wraggster
via http://www.emucr.com/
HalfNES SVN r178 is released. HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application.
Current Features:
-Now cropping off the top and bottom 8 pixels of the video output, since these are not visible on most TVs and a lot of games render garbage on those lines.
-Added volume slider to options dialog (and rewrote the sound output code as well.)
-Fixed a lot of sound bugs. Crystalis, Zombie Nation, A Boy And His Blob etc. all sound right now.
-Fixed Twin Cobra
HalfNES SVN Changelog:
r175
fixed Galaxian which my last commit broke.
Fixed Low G Man with a special case hack (disabling WRAM based on CRC. Even
though the game doesn't have it, there's actually no way to indicate that in the
header.)
Tried to find why the DMC timing is wrong still and i have NO idea.
r176
oh yeah, wrote an oscilloscope and moved stuff around for that, made lowpass
filter more aggressive.
r177
added an ocilloscope. because why not?
r178
Fixed one key bug in VRC7 audio: envelope should be able to go from decay phase
straight to release if the key for that channel is set to off (but it CAN'T go
from attack straight to release though.) In a related bug channels on the
highest attack rate would never get out of attack state to a floating point
comparison mistake. Anyway, all that is fixed now and a couple other tweaks to
that stuff besides, and I think it's about time I did a release especially since
TASVideos are now testing my SVN versions for accuracy. (Not sure why they
bother since there is no way to make a TAS on this emulator at all.)
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July 5th, 2012, 16:58 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/06/29) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- AudioJS update.
http://www.grantgalitz.org/gameboy/
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July 5th, 2012, 17:16 Posted By: wraggster
via http://www.emucr.com/
Snes9x GX SVN r713 is released. Snes9x GX is a Super Nintendo(SFC) emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Snes9x GX Features:
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
Snes9x GX SVN changelog:
fix screen flicker when going back to menu
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July 5th, 2012, 17:18 Posted By: wraggster
via http://www.emucr.com/
Snes9x GX SVN r713 is released. Snes9x GX is a Super Nintendo(SFC) emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Snes9x GX Features:
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
Snes9x GX SVN changelog:
fix screen flicker when going back to menu
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July 5th, 2012, 17:24 Posted By: wraggster
via http://www.emucr.com/
Visual Boy Advance GX SVN r555 is released. Visual Boy Advance GX is a Game Boy(GB)/Game Boy Color(GBC)/Game Boy Advance(GBA) emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Visual Boy Advance GX/Wii Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
Visual Boy Advance GX/Wii SVN changelog:
r555
fix superstar saga sound glitch
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July 5th, 2012, 17:25 Posted By: wraggster
via http://www.emucr.com/
Visual Boy Advance GX SVN r555 is released. Visual Boy Advance GX is a Game Boy(GB)/Game Boy Color(GBC)/Game Boy Advance(GBA) emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Visual Boy Advance GX/Wii Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
Visual Boy Advance GX/Wii SVN changelog:
r555
fix superstar saga sound glitch
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July 5th, 2012, 17:25 Posted By: wraggster
via http://www.emucr.com/
1964 SVN r145 is compiled. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r145
Extreme-G 2 needs the same hack as South Park Rally to prevent the background from covering the screen.
brought ucodes into the correct order
disabled Conker's ucode map
http://www.mediafire.com/?in5o1bcesnw4ja4
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July 6th, 2012, 00:34 Posted By: wraggster
Comedian Rufus Hound is joining Nintendo to promote the upcoming Mario Kart 7 tournament.
Due to take place this summer, the Britian’s Fastest Family Tournament offers keen Mario Kart 7 players a chance to win a Honda Jazz and other Nintendo goodies as well as the coveted Mario Kart 7 trophy.
Rufus Hound will host a number of videos offering families tips and tricks to perfect player’s racing technique.
Hound said: “What are you doing just sitting there. Grab your Nintendo 3DS, call your father, harrang your grandpa, get practicing for glory awaits Britain’s Fastest Family!”
The tournament will run across England, Scotland and Wales with regional heats taking place at 30 HMV stores throughout August.
If you fancy yourself as a karting pro, and have a semi-competent family to back you up, then find out more information at www.nintendo.co.uk/britainsfastestfamily.
http://www.mcvuk.com/news/read/rufus...rnament/099059
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July 6th, 2012, 00:48 Posted By: wraggster
The "Summer of 8 Bit" begins with two downloadable 3DS releases of NES games that were, until now, exclusive to "Ambassadors:" The Legend of Zeldaand NES Open Tournament Golf. Each game will get eShop release updates, such as save states (Ambassadors can update their existing games). Also available on this spectacularly packed day are Family Tennis 3D and a demo for Square Enix's Heroes of Ruin.
Nintendo's "Game of the Weekend" promotion continues with a special $4.99 price on Sakura Samurai, from 12pm EDT Friday through midnight Monday morning. There's more, on 3DS, DS, and Wii, so check it all out after the break.
http://www.joystiq.com/2012/07/05/ni...uin-demo-more/
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July 6th, 2012, 01:03 Posted By: wraggster
Over at the Chinese Gadgets Online Store Chinavision they have released a new handheld system called Playmore which has Sega Genesis/Mega Drive, Nintendo NES, SNES and Gameboy, GBC/GBA emulation built in:
Old school gaming is back and better than ever with the PlayMore Multi-Platform Handheld Gaming Entertainment System. Featuring built-in NES, GBA, and Sega Genesis emulation, the PlayMore is the best way to relive joys from the past.
With today's addictive MMORPGs and FPS shooters, you probably can't remember the last time you even THOUGHT about playing your old consoles. Well, now it's time to take a nostalgia trip back to the past because the PlayMore Multi-Platform Handheld Gaming Entertainment System brings those classics to the palm of your hand - literally! Featuring these emulators for direct playback on a portable handheld with a 2.8 inch screen:
Sega Genesis (Sega Master Drive): Sonic may be phased out today, but that doesn't mean you can't enjoy a blast from the past with this cool blue hedgehog. Other Sega Genesis favorites include Gunstar Heroes (must play if you haven't before!) and Streets of Rage for some good old face-smashing fun.
NES (Nintendo Entertainment System): Experience the nightmare-inducing difficulty of Silver Surfer again, or have your kids tackle it on to let know what hard mode really means. As the best-selling gaming console of its time, the NES is also the origin for today's biggest game franchises, like Final Fantasy, Mega Man, and Metroid!
GBA (Game Boy Advanced)
And much more!
But that's not all, the PlayMore Multi-Platform Handheld Gaming Entertainment System also provides support for today's most popular digital music and video formats, so when you need a break for gaming, relax with a few relaxing tunes or movies.
More info --> http://www.chinavasion.com/4gb-mp4-p...-sega-genesis/ on sale now for £37
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July 7th, 2012, 23:24 Posted By: wraggster
Nintendo reportedly posted its 2012 Club Nintendo Elite prizes briefly, before taking them down. The evidence remains in a screencap taken by NeoGAFfer Pappasman and a post on IGN, revealing the prizes that "Gold" and "Platinum" status holders will be able to choose this year.
The Platinum-exclusive prizes include a fancy Mario playing card set or a collection of three posters. Both Gold and Platinum have the option of the usual desk calendar, or – a first for the Elite prizes – a Virtual Console game (Super Mario Kart, Metroid 2, Mario vs. Donkey Kong: Minis March Again, or The Legend of Zelda: Majora's Mask).
All of these games are available on the normal Wii (or 3DS) shop, so we only recommend opting for one of those if you really, really don't like any of the exclusive prizes.
http://www.joystiq.com/2012/07/06/cl...efly-revealed/
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July 7th, 2012, 23:30 Posted By: wraggster
Nintendo will utilise a unified eShop account system across 3DS and Wii U, claims a report today.
According to Nintendo World Report, citing an email from 'Nintendo Customer Service Representative David Marshall', the firm will ditch its current separate shop system to implement a more user-friendly one-for-all approach."A unified account system will be implemented later this year with the launch of the Wii U. Eventually this same account system will be made compatible with Nintendo 3DS systems," said the rep.
"At this time we have no additional details to offer and nothing to indicate how or if this will work outside the United States and Canada," he added.
They also went on to say that the digital version of New Super Mario Bros. 2 will not be released in Latin America. "The digital format will only be available in the United States and Canada. We have nothing to announce regarding Latin American availability," they said.
We'd hold tight for official confirmation, but were sure hope to see an end to the current split accounts we've endured with Wii, DSi and 3DS so far.
http://www.computerandvideogames.com...shop-accounts/
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July 8th, 2012, 00:32 Posted By: wraggster
The Superufo Pro 8 Snes Flash Cart is now available in the UK:
Compatible with all regions of SNES and Super Famicom (except USA consoles, still not tested).
Very RARE item, NEW,... drag and drop your files to the SD card and ENJOY!!!
Game Cart Special Chip Support: BSX, C4, DSP, SA1, SPC7110, Super FX,...
(All supported with game cart on top such as Mario Kart,...).
FX chip games compatible like Starfox 2, Mario Kart, etc...
Package contents:
- (x1) Pro8 Superdrive.
- (x1) MicroSD/TF to SD Adaptor.
- (x1) Driver CD.
- (x1) USB cable.
- (x1) User manual.
On sale now for £60 , details here --> http://www.ebay.co.uk/itm/Super-Nint...item27c8a3f234
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July 8th, 2012, 22:39 Posted By: wraggster
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x (http://www.snes9x.com).
[h=2]Features[/h]- Based on Snes9x 1.53
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- SNES Superscope, Mouse, Justifier support
- Cheat support
- Auto Load/Save Game Snapshots and SRAM
- Custom controller configurations
- SD, USB, DVD, SMB, Zip, and 7z support
- Autodetect PAL/NTSC
- 16:9 widescreen support
- Open Source!
[4.3.1 - July 7, 2012]
* Fixed PAL support
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July 8th, 2012, 22:39 Posted By: wraggster
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x (http://www.snes9x.com).
[h=2]Features[/h]- Based on Snes9x 1.53
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- SNES Superscope, Mouse, Justifier support
- Cheat support
- Auto Load/Save Game Snapshots and SRAM
- Custom controller configurations
- SD, USB, DVD, SMB, Zip, and 7z support
- Autodetect PAL/NTSC
- 16:9 widescreen support
- Open Source!
[4.3.1 - July 7, 2012]
* Fixed PAL support
Download and Give Feedback Via Comments
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July 8th, 2012, 22:44 Posted By: wraggster
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PCs. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* Famicom 3D System support
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.5
* Open Source!
[3.3.1 - July 7, 2012]
* Fixed PAL support
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July 8th, 2012, 22:44 Posted By: wraggster
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PCs. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* Famicom 3D System support
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.5
* Open Source!
[3.3.1 - July 7, 2012]
* Fixed PAL support
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July 8th, 2012, 22:47 Posted By: wraggster
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
[2.2.7 - July 7, 2012]
* Fixed PAL support
Download and Give Feedback Via Comments
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July 8th, 2012, 22:47 Posted By: wraggster
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
[2.2.7 - July 7, 2012]
* Fixed PAL support
Download and Give Feedback Via Comments
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July 8th, 2012, 23:20 Posted By: wraggster
Crediar , apparently in great form lately, a new version of its excellent cmIOS making it possible to run Gamecube games on Wii, from a USB device. This new update marks the return of retail games (on DVD so) , which could not be launched from the disc channel after an unfortunate bug, now fixed. The "PADHOOK" has also suffered a small correction (Dios Mios patchait still function even if the loader disabled it).
As usual, DM is provided as a WAD file that overwrites the original Wii MIOS (IOS ensuring the retro-compatibility Gamecube). =============== ============================================ Mini-tutorial installation and use: * Requirements: - DM 2.0 update 5 attached - Wad Manager or Channel File Manager (or other software capable of installing a WAD) - A loader manager Dios Mios 2.0 ( open wiiflow mod-R553 , usbloader GX r1193 , CFG loader mod r36 ) - A HDD compatible with a FAT32 partition, marked active , first on the HDD , formatted 32K if possible - conversion software games: DiscEX , GCReEX or Gamecube ISO Tool ( recommended) * Installation: - Install DM 2.0 with Update 5 or Wad Manager Channel File Manager (or other software capable of installing a WAD) - install the latest SVN version of your favorite loader (warning, the last compiled version is not necessarily the latest SVN version!) - Your Games Gamecube must be converted, two size choices available to you: discEX or GCReEX. Gamecube ISO Tool has a graphical interface and can convert in both formats. - The format DiscEX (-c) is recommended because it keeps the game in ISO format + bootloader while GCReEX unpacks all the files (making writing and transfer of the hardest games) - The GC games will be placed in a directory "Games" at the root of the FAT32 partition - The HDD should ABSOLUTELY be connected to the USB port of the Wii 0 * Usage: the loaders detect Dios Mios 2.0 and automatically look in the default directory "Games" at the root of a partition formatted as FAT32 and marked active, the HDD connected to port 0 console. No specific setting is required, UNLESS you want to enjoy your games with 480p PAL, you can force the options of your loader. Beware though, this option may cause minor problems with some video games. If you have any problem (black screen or otherwise), you can check the official FAQ Mios de Dios , fairly comprehensive on the subject. ====== ================================================== === Changelog: (2012-07-08) Fixed a bug broke Which retail disc loading bug Fixed a Which WAS DML_CFG_PADHOOK ignored if set or not (always patched PADHOOK in) (2012-06-30) Fixed a bug Which copied BI2 to the wrong address (fixed Pikmin) (2012-06-29) Fixed the error Muppet fixed some stuff in video GCLoader (2012-06-29) fixed some stuff in video GCLoader (2012-06-28) Added a new method of video mode forcing PADHook patch is now working for retail discs again Removed code from video mode power GCLoader Removed VIConfigure sane switch mode patch (2012-06-24) Added EHCI retry code, Which Should fix a Few More USB Devices That Were not working before. Fixed a crash DSI When using the progressive mode. prog Fixed patch mode Fixed a bug prevented the SRAM Which settings flushed To Be Added Which patch has fixed a green screen in some boxes (2012-06-23) Improved the USB / EHCI code, it now retries if year to initialize USB device facts. fixed some memory leaks Dios Mios 2.0 Update 5 Official site: http://code.google.com/p/diosmios/
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July 8th, 2012, 23:23 Posted By: wraggster
Free Pascal (aka FPK Pascal) is a 32 and 64 bit professional Pascal compiler.
It can target multiple processor architectures:
Intel x86, AMD64/x86-64, PowerPC, PowerPC64, SPARC, and ARM.
Supported operating systems:
Linux, FreeBSD, Haiku, Mac OS X/iOS/Darwin,
DOS, Win32, Win64, WinCE, OS/2, MorphOS,
Nintendo GBA, Nintendo DS, and Nintendo Wii.
Features:
The language syntax has excellent compatibility with TP 7.0 as well as with most versions of Delphi (classes, rtti, exceptions, ansistrings, widestrings, interfaces).
A Mac Pascal mode, largely compatible with Think Pascal and MetroWerks Pascal, is also available.
Furthermore Free Pascal supports function overloading, operator overloading, global properties and several other extra features.
Development Team:
Carl Eric Codère
Daniël Mantione
Florian Klämpfl
Jonas Maebe
Michael Van Canneyt
Peter Vreman
Pierre Muller
Marco van de Voort
Link: http://www.freepascal.org/
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July 8th, 2012, 23:23 Posted By: wraggster
Free Pascal (aka FPK Pascal) is a 32 and 64 bit professional Pascal compiler.
It can target multiple processor architectures:
Intel x86, AMD64/x86-64, PowerPC, PowerPC64, SPARC, and ARM.
Supported operating systems:
Linux, FreeBSD, Haiku, Mac OS X/iOS/Darwin,
DOS, Win32, Win64, WinCE, OS/2, MorphOS,
Nintendo GBA, Nintendo DS, and Nintendo Wii.
Features:
The language syntax has excellent compatibility with TP 7.0 as well as with most versions of Delphi (classes, rtti, exceptions, ansistrings, widestrings, interfaces).
A Mac Pascal mode, largely compatible with Think Pascal and MetroWerks Pascal, is also available.
Furthermore Free Pascal supports function overloading, operator overloading, global properties and several other extra features.
Development Team:
Carl Eric Codère
Daniël Mantione
Florian Klämpfl
Jonas Maebe
Michael Van Canneyt
Peter Vreman
Pierre Muller
Marco van de Voort
Link: http://www.freepascal.org/
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July 8th, 2012, 23:23 Posted By: wraggster
Free Pascal (aka FPK Pascal) is a 32 and 64 bit professional Pascal compiler.
It can target multiple processor architectures:
Intel x86, AMD64/x86-64, PowerPC, PowerPC64, SPARC, and ARM.
Supported operating systems:
Linux, FreeBSD, Haiku, Mac OS X/iOS/Darwin,
DOS, Win32, Win64, WinCE, OS/2, MorphOS,
Nintendo GBA, Nintendo DS, and Nintendo Wii.
Features:
The language syntax has excellent compatibility with TP 7.0 as well as with most versions of Delphi (classes, rtti, exceptions, ansistrings, widestrings, interfaces).
A Mac Pascal mode, largely compatible with Think Pascal and MetroWerks Pascal, is also available.
Furthermore Free Pascal supports function overloading, operator overloading, global properties and several other extra features.
Development Team:
Carl Eric Codère
Daniël Mantione
Florian Klämpfl
Jonas Maebe
Michael Van Canneyt
Peter Vreman
Pierre Muller
Marco van de Voort
Link: http://www.freepascal.org/
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July 8th, 2012, 23:25 Posted By: wraggster
Electronics manufacturer Foxconn has mistakenly placed the private keys and other design related documents for the Nintendo Wii-U on the public portion of their FTP server that they use for hosting drivers and software. The mistake was noticed by an engineer early Wednesday, but not before the documents had been downloaded more than a dozen times. Foxconn is primarily an original design manufacturer, and its clients include major American, European and Japanese electronics and information technology companies. Notable products which the company manufactures include the iPad, iPhone, Kindle, PlayStation 3, and Xbox 360. The Wii-U is Nintendo's next generation console set to supersede the 2006 Nintendo Wii. Nintendo has been ramping up production for the October release date with over 1 million units having been already produced. This is another blow to Foxconn's tarnished reputation that has been plagued in recent years by reports of employee suicides and specification leaks for the iPad2 while the unit was still in production. Attempts to seek comment from Foxconn's public relations department went unanswered.
http://www.eurasia.nu/modules.php?na...ticle&sid=3037
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July 8th, 2012, 23:28 Posted By: wraggster
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy/PS1 emulator has been updated recently. Changes:
July 5, 2012:
PSX: Fixed a very small memory leak in frontio.cpp.
Updated internal copy of miniLZO from version 2.01 to version 2.06.
July 4, 2012:
SNES: Removed some debug printf()'s that got left in the code from the work a few days ago.
Networking:
Don't pass a NULL pointer to the WSAIoctl() output length count pointer argument.
More verbose error reporting with Winsock2 network code.
Break out of the name resolution loop so that we don't erroneously connect() multiple times.
Fixed some socket leaks on error bugs.
PSX: Use only one 9-bit SPU RAM write address offset counter for voices 1 and 3, and CD-audio writing to SPU RAM, and never reset it during
runtime(sans reset/power condition, of course); fixes audio glitches with the guitar sounds in "Um Jammer Lammy".
July 3, 2012:
Wrote netplay code directly targeting BSD/POSIX and Winsock2 APIs, and removed SDL_net support. This change also brings support
for IPv6.
July 2, 2012:
/server and /connect no longer accept "[HOST]:[PORT]" form, only "[HOST] [PORT]".
/server and/or /connect with no arguments in the netplay console will now connect to the server as specified by "netplay.host" instead
of trying to connect to an empty string and trashing the "netplay.host" setting in the process.
July 1, 2012:
Fixed various internal problems with the netplay user interface code(memory leaks, using free()'d memory, definite multithreading unsafety,
/quit not working properly, trying to access the network when the connection is closed, etc.).
June 30, 2012:
Further disable state rewinding functionality during netplay.
SNES: Backported(sort of) a fix to the serializer code that was breaking 64-bit integer restoring.
June 29, 2012:
SNES: Change various instances of "if(scheduler.sync == Scheduler::SyncAll)" to "while(scheduler.sync == Scheduler::SyncAll)" in the
bsnes code, for better save state behavior.
SNES: Run S-SMP more tightly in sync with S-CPU, to further reduce frame timing jitter.
June 27, 2012:
Updated netplay protocol to increase the maximum number of allowed controllers per game from 8 to 16.
June 26, 2012:
Changed save-state header magic from the 16-bytes MEDNAFENSVESTATE to the 8-bytes MDFNSVST, to make room for a 64-bit creation
timestamp(which will be used in the future).
The old header magic is still recognized, for backwards compatibility.
June 25, 2012:
Cleaned up and remove VLA usage from core netplay code.
June 24, 2012:
NES: Fixed an annoying old compiler warning in "ines.cpp".
SNES: Disable some warnings to keep compilation of the bsnes code from spamming the screen with warnings.
SNES: Implemented kludges to prevent sound clicks and scratchiness when state rewinding functionality is enabled(but it's still plenty
scratchy when actually rewinding ). A more proper fix does not seem possible, due to the way bsnes works.
SNES: Modified bsnes core to prevent S-SMP(and S-DSP) from running as far ahead of the CPU as it did before, to reduce timing jitter.
This change has a small negative speed impact.
June 23, 2012:
Tidied up netplay join/leave messages.
May 30, 2012:
Fall back to nearest-neighbor scaling when blitting a screen image segment with a height less than 2(or less than 4, for scale4x); fixes an
assert-triggered "crash" when using scale2x with PSX emulation(and possibly Genesis and PC Engine emulation with some games, as well).
May 29, 2012:
PSX: Fixed a stupid bug in the FB fill GPU command; the height iteration variable was being tested in respect to drawability(interlace mode,
dfe, etc.), rather than the actual destination Y coordinate into GPU RAM. Fixes major graphical problems with "Dead or Alive".
May 28, 2012:
PSX: Altered data structures to avoid instantiating a templated struct with 0-size arrays.
May 26, 2012:
PSX: The Pause CDC command will "complete" much, much faster now if the drive is already paused. Fixes the lack of music after pausing
and unpausing in "Dead or Alive".
PSX: Corrected GPU line draw command coordinate precision handling, in regards to x,y drawing offset, per tests on a PS1; fixes a
flickering line issue in "Triple Play 97".
May 25, 2012:
PC-FX: QuickTime movie recording will now (indirectly) take the "pcfx.high_dotclock_width" setting into account, to reduce the
size of the raw recorded image data when the setting is set to "256". (Note that this setting should still not be changed from the default
of "1024", unless you understand the graphical degradation smaller setting values will cause in some games.)
MD: Fixed a bug that was causing the QuickTime movie recording code to instantly crash right after emulator startup with MD/Genesis emulation.
May 24, 2012:
PCE_FAST: Some 32-bit x86 inline assembly was listing "rbp" in the clobber list, when it should have been listing "ebp". Fixed.
May 23, 2012:
PSX: Improved the emulation accuracy of GPU texture windows(and made the texture window code much simpler), per tests on a PS1.
May 23, 2012:
PSX: Mask sprite width and height for custom/variable-sized GPU sprites against 1023 and 511, respectively, per tests on a PS1.
File: Download
News source: http://forum.fobby.net
http://emu-russia.net/en/
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July 8th, 2012, 23:29 Posted By: wraggster
The past week was my first summer vacation week, and after spending much of my free time with the extra project I have been working on, I wanted to have some actual vacation time for a change. So, I did not code anything for DS2x86 until today, when I finally got a bit bored with simply being lazy. Today I then began again working on the Windows 3.11 support for DS2x86. No major progress yet, I am still debugging it to see why the VGA graphics register handling differs between DOSBox and DS2x86. I believe I first need to determine the cause of this difference before I can progress further, as the problems I am currently having seem to be related to the way that Windows 3.11 accesses the graphics card.
I did however hack together a simple text-mode screen copy routine, mostly just to be able to get some screen copies of my progress to my blog. :-) This is what the actual error message looks like. I believe this is caused by some VGA register handling difference.
So, I will continue working on this issue, hopefully I will eventualy get Windows 3.11 to actually start in DS2x86!
http://dsx86.patrickaalto.com/DSblog.html
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July 9th, 2012, 23:21 Posted By: wraggster
The Wii U offers developers huge scope for innovation, but not all studios are enthusiastic about the possibilities.
Specifically, the man behind Namco Bandai’s Tekken series has spoken of his concerns that the use of two screens might be “distracting” for players.
"Looking at the small screen and the big screen at the same time is pretty distracting for a fighting game," Katsuhiro Harada toldEurogamer.
"So we're thinking of making it useful as a way of having shortcuts or by making progressing through the game more convenient. Or by playing alone on the GamePad screen."
Tekken Tag Tournament 2 will be released first on Xbox 360 and PS3 on September 14th. It is then expected to be a Wii U launch title later in the year.
http://www.mcvuk.com/news/read/tekke...raction/099229
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July 9th, 2012, 23:27 Posted By: wraggster
During the first half of 2012, Japan’s overall video game market was valued at ¥193.40 billion, up 0.7 percent over the same period last year, based on a 9.4 percent rise in software sales, to ¥122.67 billion, but with a 11.4 percent decline in hardware sales, to ¥70.73 billion.
The software market's positive year-over-year growth is largely thanks to the fact that H1'12 was blessed with a total of six 500K-plus-sellinghits, which included the 1.6m-selling "Pocket Monster Black 2 / White2," compared to H1'11's just one with no million seller.
The hardware market, having been in a generational transition period of platforms, actually grew 3.0 percent year-on-year in volume terms, with the 3DS almost doubling its sales from H1'11's 1.154 million units to 2.220 million, but ended up in the negative territory in value terms, partly as a result of August 2011's 3DS and PS3 price drops.
Looking at the semiannual software sales chart, "Pocket Monster Black 2/White 2," 2012's first and only million seller, comfortably claimed the top spot by selling 1.619 million copies within two days of going on sale. Notably enough, its debut figure represents the third largest on the DS platform's all-time opening-week sales list. "One Piece: Pirate Warriors" took the second spot with 807K copies sold. The attention-grabbing collaboration between "Dynasty Warriors" and the "One Piece" blockbuster manga series scored the second-quickest start in the history of the PS3 platform.
On the hardware front, the 3DS outsold all other systems by a strong margin, shifting 2.220 million units during the six months alone. Major contributors to its solid H1'12 performance include its substantial lineup of new releases for the half-year, most notably "Dragon Quest Monsters: Terry no Wonderland 3D," in addition to the continued consistent boost from late-2011 releases like "Mario Kart 7."
Incidentally, the handheld stays on the top of the monthly console/handheld sales list for more than a year dating back to June 2011.
Looking ahead to the second half of 2012, we have the scheduled releases of the Nintendo 3DS XL and Wii U, in addition to several triple-A titles like "New Super Mario Bros. 2," "Dragon Quest X," and "Resident Evil 6" lined up to hit retailer shelves. With these factors
http://www.mcvuk.com/news/read/analy...n-japan/099224
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July 9th, 2012, 23:59 Posted By: wraggster
In what counts as a massive media explosion for such a little franchise, NiGHTS' new HD update will occur alongside the franchise's appearance in Sonic & All-Stars Racing Transformed. During a "Summer of Sonic" event over the weekend, Sega showed footage of NiGHTS and Reala (as vehicles) in the upcoming racer.
The dreamy flight game will also be represented in track form, with shown as a prototype, and another track based on Nightmare is in progress at developer Sumo Digital. It's nice to see NiGHTS come back into prominence, even if he has somehow transformed into a car along the way.
http://www.joystiq.com/2012/07/09/ni...-stars-racing/
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July 10th, 2012, 00:15 Posted By: wraggster
Attendees of the San Diego Comic-Con this week will have the opportunity to go hands-on with the new 3DS XL, Nintendo has confirmed.
The new machine isn't out in America until August 19 (weeks after the UK launch on July 28), so it'll be a nice early preview for anyone interested.As well as its booth at the show, Nintendo will also have a Nintendo Gaming Lounge that'll be open to the public - you won't need a ticket to Comic-Con to get in.
Inside, you'll find playable versions of:
Nintendo 3DS / Nintendo 3DS XL
- New Super Mario Bros. 2
- Luigi's Mansion: Dark Moon
- Kid Icarus: Uprising
- Mario Kart 7
- Super Mario 3D Land
- Castlevania: Lords of Shadow - Mirror of Fate
- HEROES OF RUIN
- KINGDOM HEARTS 3D [Dream Drop Distance]
- LEGO Batman 2: DC Super Heroes
Nintendo DS family
- Pokémon Conquest
Wii
- Kirby's Dream Collection: Special Edition
- Just Dance 4 (Ubisoft)
Comic-Con takes place from July 12-15 at the San Diego Convention Center. The Nintendo Gaming Lounge will be located in the San Diego Ballroom at the Marriott Marquis & Marina at 333 W. Harbor Drive, adjacent to the San Diego Convention Center.
http://www.computerandvideogames.com...-at-comic-con/
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July 10th, 2012, 00:17 Posted By: wraggster
Nintendo will launch 3DS photo-editing software Sparkle Snapshots this week as a paid download from the eShop.You might picture such software would come free. Well, you'd be painting the wrong impression for yourself. Nintendo has designs to charge £4.50 for this latest masterpiece.And, confusingly, photos taken with the software will not display in 3D. That's despite saying "3D" in the software's name.Mario and Mario Kart 7-themed extras are available to download as paid DLC for 90p each.More Theatrhythm: Final Fantasy DLC also hits the eShop this week. Four new tracks are added, each 90p: The Archylte Steppe (FF13 - FMS), Matoya's Cave (FF01 - FMS), Battle 1 (FF03 - BMS) and The Final Battle (FF05 - BMS).Also in this Thursday's update: time-sensitive puzzler 99Seconds (£1.80) and mini-game collection Topoloco (£4.50), both for DSiWare. Frogger: Hyper Arcade Edition hops onto WiiWare, meanwhile. It will cost 1000 Wii Points (about £7).
http://www.eurogamer.net/articles/20...-for-3ds-eshop
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July 10th, 2012, 00:27 Posted By: wraggster
JXD the company who have released many consoles such as the JXD301 a console that emulated Snes, Nes and GBA amongst others, have now released a new console that looks like a WiiU Tablet and supports Android up to the Ice Cream Sandwich variant, it comes with a 5 inch screen and has built in emulators for Nintendo 64 and all consoles lower such as Snes, Megadrive, GBA, PS1
Heres a video of it in action:
Want to see more then head on over to ebay here --> http://www.ebay.ca/itm/JXD-S5100-Del...#ht_7286wt_979
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July 10th, 2012, 23:31 Posted By: wraggster
Rovio's mobile phenomenon will swoop into living rooms this Christmas as Angry Birds Trilogy arrives on Xbox 360, PS3 and 3DS.
The compilation includes Angry Birds, Angry Birds Seasons and movie tie-in Angry Birds Rio, according to IGN. The trio have a combined sales count in the billions.
Angry Birds Trilogy was first teased by Activision at E3 and has now been formally announced as a Christmas release.
"Think of the game as the ultimate collector's edition," said Petri Järvilehto, Rovio's EVP of Games.
"There are new cinematics, extras and other entertaining content. In addition all of the existing material has been uprezzed and re-treated for the high-resolution and big screen."
Each SKU will feature unique functionality, whether that's motion controls via Kinect or PlayStation Move, or StreetPass on 3DS.
http://www.mcvuk.com/news/read/angry...onsoles/099302
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July 10th, 2012, 23:33 Posted By: wraggster
One of the most experienced games designers to have worked with Nintendo’s legendary Shigeru Miyamoto has compared him to the late Apple boss Steve Jobs.
“Most definitely Miyamoto,” Q Games’ Dylan Cuthbert answered when asked from whom he took most inspiration from in a GAME-organised Q&A on Facebook.
“His private face is different to his public face, and his style of chasing ideas and cutting through bull**** is brilliant – internally he’s kind of like a slightly more friendly Steve Jobs but just as cutting.”
Cuthbert also offered an insight into how Miyamoto works, recalling the days when he worked on SNES title Starfox as part of Argonaut Software.
“I remember many years ago when I presented an idea for a game with elaborate concept art and a strong storyline to Miyamoto-san at Nintendo and he quickly rushed through the document and then said ‘ok, and where’s the game?’.
“He then went onto a bit of a rant about how games should be made from a core concept and only vaguest of story concepts, and then once you find the core of the game you start layering on the story and the world, and he used Zelda as an example of this.
“Thinking back to StarFox too and it was similar; we developed the game without any sign of intrepid furry space explorers for the first 70 per cent or so, and then suddenly POW!, ‘let’s put a fox in the concept and make it a saga about his missing dad and the fight against Andross’ and it sewed the game up nicely.”
http://www.mcvuk.com/news/read/miyam...ve-jobs/099295
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July 11th, 2012, 00:25 Posted By: wraggster
The Tekken developer is working hard on the Nintendo fighting franchise
[h=3]Namco Bandai Games[/h]
[h=3]Nintendo[/h]www.nintendo-europe.com
Smash Bros for the Wii U is a "big priority" for co-developer Namco Bandai, according to Tekken producer Katsuhiro Harada. Harada told NowGamerthat the game is seeing a company-wide effort.
"Obviously it's a big priority for the company, so company-wide there are a lot of people involved with that particular project. Not just from Tekken but a lot of our franchises," said Harada.
"Although our main core staff is busy with Tekken Tag tournament 2 and trying to finish that up, I do think we'll support the initiative in some kind of capacity."
Harada declined to confirm if any Tekken characters would be appearing in the title.
"We're not really sure at this moment but when thinking of the playerbase who is playing Smash Bros, maybe Tekken characters is something they wouldn't want, so I've been pulling back on that a bit. But I don't know," he said.
http://www.gamesindustry.biz/article...r-namco-bandai
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July 11th, 2012, 00:33 Posted By: wraggster
[h=3]More Info[/h]
If you like your portable gaming three-dimensional, clam-shelled and big, then Nintendo's 3DS XL fulfills those broad, unconventional requirements. It's a design refresh that more closely references bothprevious generations of DS hardware (and the incoming Wii U) -- all while touting a substantially bigger, 3D-capable, parallax-barrier screen. Aside from a larger battery, the XL's internals rehash what we first saw over a year ago: the controls remain the same, with no addition of a (mildly) hardcore gamer-courting second analog stick. For what it's worth, the device does arrive with a 4GB SD card in-box (up from 2GB in the original), matching the approximate doubling in physical dimensions. 18 months is a long time in gaming,especially these days, and although 3DS sales have recently rallied against Sony's latest, we reckon the 3DS XL has double the appeal of its forebear. We'll explain why right after the break.
http://www.engadget.com/2012/07/10/n...3ds-xl-review/
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July 11th, 2012, 21:40 Posted By: wraggster
Panini has bolstered its trading card game portfolio with hit Nintendo title, Kid Icarus Uprising.
Over 40 million people in Europe have played the Nintendo game, with over 100,000 units already sold. There are 1.4m members on Club Nintendo and 12,000 Kid Icarus card packets sold out on the site in just one day.
There are 404 cards to collect, which include special codes. A Starter Pack includes a binder and three trading card packs.
Licensing.biz has the full story.
http://www.mcvuk.com/news/read/kid-i...rd-game/099373
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July 11th, 2012, 21:53 Posted By: wraggster
While fans are no doubt waiting for Zelda HD, Shigeru Miyamoto has other Nintendo properties on his Wii U wish list.
The iconic developer told IGN he is interested in seeing how Metroid would benefit from the upcoming console and its tablet-like GamePad controller.
"With Metroid, it's very easy to imagine some interesting implementation for Wii U," the Nintendo development legend said.
"I think that having another screen with the gyro built in really gives you a lot of interesting opportunities for development, and we can bring a lot of our games to life in a completely unique way with that.
"I feel the possibilities of the GamePad for Metroid could be really fantastic. There's certainly a lot that you could do there for that game."
Metroid had two outings on Wii, most recently with the divisive Metroid: Other M in 2010.
Miyamoto added that the series he personally wants to see the most on Wii U is Star Fox.
Aside from a 3DS re-release of N64 title Lylat Wars last year, there has not been a new Star Fox game since 2006's DS title Star Fox Command. The series last console outing was 2005's Star Fox Assault on GameCube.
http://www.mcvuk.com/news/read/miyam...tar-fox/099363
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July 12th, 2012, 15:00 Posted By: wraggster
This update was posted over at the google page:
UPDATE 2012/07/03: Since this project is now more or less feature-complete in relation to the original id Software GLQUAKE, it has been on idle for a while. But there are still many novel things to be done and I'm accepting patches begining now.
There were already some patches that were sent to me, but I've lost them among other things, my life was very turbulent for a while, but now everything is settled again. (If you sent me a patch during this time, may you know that I'M SORRY!)
Also, if you have experience with the Quake engine and want to help clear the list of issues here on googlecode, I will HAPPILY give you access to the repository. Who knows when I will be able to really dig into this code again.
By the way, google wasn't sending me updates on the issues list either.
http://code.google.com/p/quake-gamecube/
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July 12th, 2012, 15:00 Posted By: wraggster
This update was posted over at the google page:
UPDATE 2012/07/03: Since this project is now more or less feature-complete in relation to the original id Software GLQUAKE, it has been on idle for a while. But there are still many novel things to be done and I'm accepting patches begining now.
There were already some patches that were sent to me, but I've lost them among other things, my life was very turbulent for a while, but now everything is settled again. (If you sent me a patch during this time, may you know that I'M SORRY!)
Also, if you have experience with the Quake engine and want to help clear the list of issues here on googlecode, I will HAPPILY give you access to the repository. Who knows when I will be able to really dig into this code again.
By the way, google wasn't sending me updates on the issues list either.
http://code.google.com/p/quake-gamecube/
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July 12th, 2012, 15:02 Posted By: wraggster
Version 1.2 of HorvatM's Soviet Union 2011 is out. This release primarily adds new music and sound effects. It also fixes some minor bugs.
- There is now a demo mode. If you leave the game on the title screen for five seconds, you will see the game play itself.
- There is now music on the title screen.
- The automatic pause feature now works correctly.
- Player death is now accompanied by a sound effect.
- There are now sound effects in the menu screens.
- Cannon ships now produce only one sound and not one for each projectile when shooting.
- Satellites no longer mysteriously reappear after being killed.
- Fixed background parallax effects.
Download & Discussion
http://www.planetvb.com/modules/news...hp?storyid=346
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July 13th, 2012, 00:45 Posted By: wraggster
Not content with admitting for the first time that 3D “ain’t all dat”, Nintendo boss Saturo Iwata has also confessed that smartphones and tablets HAVE changed the games industry.
Although not as much as many observers believe, of course.
“I don’t think this is a central factor,” he told The Independent when asked if Nintendo was feeling the heat from the extra competition offered by Apple.
“I think it’s much more about our lack of ability to release software in a timely matter that will motivate people to go out and buy our gaming hardware.
“But obviously smartphones and tablets have changed the environment that we operate in and we can no longer offer some kinds of games experiences that couldn’t also easily be offered on a smartphone, so we need to differentiate and offer something exclusive.”
“We’ve seen this in the past, as personal computers became cheaper people were saying ‘we don’t need more home consoles then do we?’ Then, with the advance of mobile phones, people were questioning the need for dedicated gaming machines and now with smartphones again.
“Under the conditions I mentioned earlier, I think if we can offer exclusive entertainment that cannot be replicated on other devices then we’ll have the chance to survive.”
http://www.mcvuk.com/news/read/iwata...ndustry/099446
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July 13th, 2012, 00:48 Posted By: wraggster
Nintendo president Saturo Iwata has for the first admitted that the firm’s focus on 3D visuals for the 3DS will likely not be repeated with future machines.
“Now we’ve created the 3DS and 3DS XL and also have some games out there that are really using that 3D effect that we can see, from my point of view, that it’s an important element,” he toldThe Independent.
“But as human beings are this kind of surprise effect wears off quickly, and just have this 3D stereoscopic effect isn’t going to keep people excited.
“I think it’s an important element, it makes graphics more impactful, it proves a sense of immersion that 2D doesn’t have, so I would say generally that 3D is better than 2D.
“It’s nice to have good graphics but not necessarily on their own, so I don’t think we’ll present [3D graphics] as one of the key features of our consoles but will probably stick with 3D as one of the minor elements of our consoles in the future.?”
The 3D functionality of the 3DS formed the central message of Nintendo’s early marketing of the machine. However, in recent time the majority of its advertisements don’t mention the feature.
http://www.mcvuk.com/news/read/3d-wi...ndhelds/099445
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July 13th, 2012, 00:50 Posted By: wraggster
The lead developer of Tekken Tag Tournament 2 says that the Wii U’s processor speed is “maybe a little bit” slower than both the PS3 and Xbox 360.
"As far as graphical processing and such, it's not much of an issue. But as far as the CPU goes, the clock is kinda low,” Katsuhiro Harada told Digital Spy.
"I guess they're trying to keep power consumption down so we have to come up with creative ways to get around that and that's taking a little bit of time.
"For example on PS3 it was kind of difficult at first, but if you made good use of the different cores, you could split up the processing tasks and you could achieve very good effects. But this is kind of a different issue than that."
However, Harada did say that the Wii U version of Tekken Tag Tournament 2 “isn’t far behind” the work they’ve achieved on Sony and Microsoft’s machines.
Earlier this month Microsoft and Nintendo seemed to conjure different assessments of the Wii U’s raw technical power.
“We can at least assure you that the Wii U will not have such a big difference as the Wii had in comparison to how, on other platforms,” Iwata told investors.
"Naturally some consumers are very sensitive about such a small difference in graphics so that we will make efforts to make the most of the performance of the Wii U to keep up with technological innovations and not to make the system out-of-date soon."
However, Microsoft Studios boss Phil Spencer offered a different perspective, claiming: They are building a platform that is effectively a 360 when you think of graphical capability.”
http://www.mcvuk.com/news/read/tekke...and-ps3/099435
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July 13th, 2012, 01:07 Posted By: wraggster
The NPD Group says Nintendo has checked off another milestone for the portable
[h=3]Nintendo[/h]www.nintendo-europe.com
[h=3]Nintendo of America[/h]
The Nintendo 3DS has sold 5 million units in North America, according to data from the NPD Group. The Legend of Zelda: Ocarina of Time 3D also became the third 3DS title to sell over 1 million units. Super Mario 3D Land and Mario Kart 7 are the other two titles, with 2.1 million units and 1.75 million units sold, respectively.
"Nintendo 3DS is entering the next phase of its life cycle with new hardware, new games and proven franchises. This milestone shows we've got a great foundation to build from," said Nintendo of America executive vice president of sales & marketing Scott Moffitt.
"The game lineup for Nintendo 3DS last holiday season was one of the strongest in our history. We're poised to top it this year. Every week, gamers will have the best franchises in the world in a glasses-free 3D experience that can't be found anywhere else. Add Wii U into the mix and it's a great time to be a Nintendo fan."
Nintendo sold 155,000 3DS systems, 95,000 Wii systems, and 150,000 DS family handhelds in the month of June. The platform holder is preparing to launch the Nintendo 3DS XL in North America on August 19, alongside New Super Mario Bros. 2.
http://www.gamesindustry.biz/article...on-sold-in-u-s
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July 13th, 2012, 01:08 Posted By: wraggster
Nintendo of America is not ready to confirm any payment implications for unified accounts
[h=3]Nintendo of America[/h]
Earlier in the week, we ran a story that Nintendo of America had confirmed a "unified account" system for the 3DS and upcoming Wii U console. The idea would be that by tying together 3DS and Wii U accounts gamers could swap content between the devices (similar to PS3/Vita). Nintendo is not ready to make any such announcement, however.
Charlie Scibetta, Sr. Director of Corporate Communications at Nintendo of America, told us, "Nintendo has already announced the Nintendo Network as a unified 'network platform' that delivers current and future online services to the Nintendo 3DS system and the upcoming Wii U console. These services include, but are not limited to, multiplayer online game play and the ability to download both add-on content and full games that are also available as packaged software. Further details on these services will be revealed at a later date."
"However, there is no current announcement concerning a unified online "account system" between Wii U and Nintendo 3DS, which suggests payment implications that Nintendo is not ready to confirm at this time. We hope this clarifies any misunderstanding."
http://www.gamesindustry.biz/article...ystem-comments
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July 13th, 2012, 01:09 Posted By: wraggster
Satoru Iwata claims 3D was seeing a boom when they first launched 3DS but now it's a "minor feature"
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo 3DS sales, after a sluggish start, picked up nicely late last year and the handheld continues to do well, but it certainly doesn't appear to be thanks to the system's 3D visuals. If anything, Nintendo has been continually distancing itself from 3D as a major selling point. Nintendo President Satoru Iwata has admitted that it's now a "minor" element.
"I think when we launched the 3DS there was a kind of 3D boom, which is perhaps slightly on the wane again, but there are plenty of people out there that create 3D video and I think that some of those who create and distribute 3D video would be very interested in the 3DS XL
," he told The Indpendent.
Iwata seemed to hint that Netflix might offer 3D video for the 3DS at some point: "I think there's a lot of potential there as we look to improve the distribution of digital content, and we also have streaming services, for example North America has Netflix; I think there's a lot of potential in that direction."
But 3D for gaming does appear to have been minimized. "I think it's an important element, it makes graphics more impactful, it proves a sense of immersion that 2D doesn't have, so I would say generally that 3D is better than 2D. It's nice to have good graphics but not necessarily on their own, so I don't think we'll present [3D graphics] as one of the key features of our consoles but will probably stick with 3D as one of the minor elements of our consoles in the future," he continued.
Another important change for Nintendo is that it's going to be selling games both digitally and at retail for the 3DS and upcoming Wii U. Iwata stressed, however, that this does not mean that retail is any less important to their business.
"From my point of view, we're not looking to digital distribution as a means to skip someone [high street retailers] and therefore increase our margin. I think it's more that with traditional packaged products we need to produce them, ship them, there's the stock keeping loss risk, and loss associated with products being sold out or you can have certain items overstocked," he said.
"I think in general digital distribution will allow us to be more efficient in distributing content. I think the games that we make with this improved efficiency we can use to maintain our profitability or, even if software development costs improve for some reason, we balance it out that way; that's what I'm hoping for from digital distribution," Iwata continued. "We have the example of Apple out there that's very successful which is based on skipping the intermediates and therefore increasing profitability or lowering prices. That's one way of approaching it [digital distribution], our way is quite different, we still think retailers are important.
"
He added that Nintendo simply cannot rely on consumers to visit the eShop every week, and that "for a lot of consumers it's still important that they can go to a store and in-store they have a presence of our products and this is where they can be informed and then purchase our products."
http://www.gamesindustry.biz/article...the-wane-again
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July 13th, 2012, 01:20 Posted By: wraggster
Nintendo CEO Satoru Iwata revealed one way Nintendo is working to stop selling the 3DS at a loss, which it has since last year's price drop. "First of all to the 3DS XL, we will not be selling this at a loss," Iwata told the Independent. "We don't have a huge profit margin on it, we intend to sell it at a profit." He wasn't as forthcoming about the Wii U's pricing, of course. "As for Wii U we haven't even announced price so it's too early to comment."
He also had some thoughts on the future prospects of 3D. Though "3D is the normal state for human beings, it's how we see our environment," Iwata doesn't believe 3D television will really take off until it can work glasses-free. The 3DS was able to include 3D, he said, "because there are various circumstances on a handheld machine which make it possible. You have the screen and the console being one, normally you have almost constant distance between [the user] and the screen, so with the currently available technology it is possible to provide a high quality 3D experience without glasses. "
That said, 3D in video games had a "surprise effect" that Iwata admits is wearing off. "But I think it's an important element, it makes graphics more impactful, it proves a sense of immersion that 2D doesn't have, so I would say generally that 3D is better than 2D." Iwata added, "It's nice to have good graphics but not necessarily on their own, so I don't think we'll present [3D graphics] as one of the key features of our consoles but will probably stick with 3D as one of the minor elements of our consoles in the future. "
http://www.joystiq.com/2012/07/12/iw...minor-element/
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July 13th, 2012, 23:37 Posted By: wraggster
We spent a good chunk of time getting to know Nintendo's 3DS XL, which sidesteps the notion of a second analog stick -- despite peripherals adding one to the older model. Now Nintendo president, Satoru Iwata, has weighed in on the game maker's decision, saying that trade-offs were made for both battery life and the overall size of the unit. Iwata shrugged off those controller complaints, saying: "[The lack of a second stick] isn't my main focus when I look at the 3DS XL, it's one point we had to cover, but for me personally I'm quite happy with the product we're able to offer. " If you're serious about your strafing and shooting, at least there's the eventual super-sized add-on.
http://www.engadget.com/2012/07/13/n...-analog-stick/
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July 15th, 2012, 18:44 Posted By: wraggster
Disappointed by the lack of a second analogue stick on the upcoming 3DS XL? Well, Nintendo boss Saturo Iwata says you’ll “have to live with it”.
The inclusion of two control sticks was considered for the unit, Iwata has confessed, but the idea was ultimately rejected as it would have led to too many other compromises.
“When we looked at the design of the 3DS XL we had to look at various factors, one was battery life, one was the overall size of the unit, and we had to make some trade-offs,” Iwata told The Independent.
“The choice, if we were going to include the second analogue stick, was to reduce the size of the batters or make the unit much bigger. What we wanted to do was have a bigger screen in comparison with the overall size of the system, so had various discussions and had to make trade-offs and this is the outcome.
“Attaching a second analogue stick is possible but it would have made the system even bigger and, though it perhaps puts a burden on people that really want that second stick, it’s a call we had to make and these people will have to live with it.
“This [the lack of a second stick] isn’t my main focus when I look at the 3DS XL, it’s one point we had to cover, but for me personally I’m quite happy with the product we’re able to offer.”
http://www.mcvuk.com/news/read/no-se...s-iwata/099554
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July 15th, 2012, 18:45 Posted By: wraggster
The Hip Hop Dance Experience, the latest title in Ubisoft’s Experience series, will be released for Xbox 360 and Wii this November.
Experience was the second largest dance IP of 2011 behind Just Dance (also owned by Ubisoft) and has sold upwards of 5m units to date worldwide.
Features include dance routines from recognised choreographers, authentic music videos and live performance footage, multiplayer that accommodates mixed difficulty levels and a host of customisation options.
The full track list is as follows:
· Amerie – “1 Thing”
· B.o.B – “So Good”
· B.o.B featuring Hayley Williams of Paramore – “Airplanes”
· Cassie – “Me & U” **
· Chris Brown featuring Juelz Santana – “Run It!”
· Chris Brown featuring Lil Wayne & Busta Rhymes – “Look At Me Now”
· Ciara – “One, Two Step (featuring Missy Elliott)”
· Da Brat – “Funkdafied”
· Drake – “Over”
· Flo Rida featuring Sia – “Wild Ones”
· Iyaz – “Replay”
· Jay Sean featuring Lil Wayne – “Down”
· J-Kwon – “Tipsy” **
· Kid Cudi – “Day ‘N’ Night”
· Lil Wayne featuring Static Major – “Lollipop”
· LMFAO – “Sexy And I Know It”
· M.I.A. – “Bad Girls” **
· Mark Morrison – “Return of the Mack”
· Mystikal featuring Nivea – “Danger (Been So Long)”
· N.E.R.D. – “She Wants to Move”
· Naughty by Nature – “Hip Hop Hooray”
· Nelly – “Hot In Herre”
· New Boyz – “You’re A Jerk”
· New Edition – “If It Isn’t Love”
· Nicki Minaj featuring Drake – “Moment 4 Life”
· Ol’ Dirty Bastard featuring Kelis – “Got Your Money” **
· Outkast – “B.O.B.” **
· Pitbull featuring Chris Brown – “International Love”
· Q-Tip – “Vivrant Thing”
· R. Kelly – “Ignition (Remix)”
· Rihanna featuring Jeezy – “Hard”
· Rob Base & DJ E-Z Rock – “It Takes Two” **
· Run-DMC – “It’s Tricky” **
· Snoop Dogg featuring Pharrell Williams – “Drop It Like It’s Hot”
· Terror Squad featuring Fat Joe, Remy – “Lean Back”
· The Sugarhill Gang – “Rapper’s Delight” **
· TLC – “Creep”
· Too $hort – “Blow the Whistle” **
· Trey Songz featuring Fabolous – “Say Aah”
· Wiz Khalifa – “Work Hard, Play Hard” **
(** will appear only on the Xbox 360 version)
http://www.mcvuk.com/news/read/ubiso...erience/099550
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July 15th, 2012, 18:48 Posted By: wraggster
With the upcoming release of Nintendo’s 3DS XL system and New Art Academy, the publisher has confirmed that the original DS game sold over half a million copies in the UK.
The original Art Academy “continues to be one of the top performing Nintendo DS games each week,” confirmed marketing assistant Rebecca Archer.
“With all its new lessons and features we expect that New Art Academy for 3DS to meet, and hopefully succeed, our sales expectations.”
New Art Academy and the 3DS XL are both due out on the 28th of July.
The game will include new lessons and tutorials shared by SpotPass, as well as new painting tools.
http://www.mcvuk.com/news/read/art-a...k-in-uk/099216
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July 15th, 2012, 18:54 Posted By: wraggster
Scribblenauts developer adds fuel to Wii U power speculation
[h=3]5th Cell[/h]www.5thcell.com/
[h=3]Nintendo[/h]www.nintendo-europe.com
The Wii U remains something of an enigma for the general gaming population in terms of technical ability. There has been much talk from around the development community on how exactly Nintendo hoped to beat out the current console generation with the Wii U, and it seems that more and more are affirming its power.
"[Wii U is] definitely more powerful than Xbox 360 and PlayStation 3," said 5th Cell CEO Jeremiah Slaczka. "It's kind of frustrating to see the rumors and speculation of people going back and forth saying it's weaker or more powerful. It's definitely more powerful."
Slaczka's comments ring similar to other developers such as Crytek CEO Cevat Yerliand Gearbox co-founder Brian Martel. The Wii U has shown off quite a bit of games and technical features, but many are still looking to developers for answers on how powerful the console really is.
"I think we were one of the first developers to see the Wii U," added Slaczka. "Nintendo came to our studio and demoed it to us. A couple of weeks later Warner Bros. got to see it, and we said we should do this. This game was originally a Wii title but later moved to Wii U. It's been about two years in development."
Of course, not all developers are saying the same thing; an earlier interview with a source GamesIndustry International spoke with said that the console was not living up to the expectations that many developers had hoped for. Said source believes that the graphics simply are not as powerful as current offerings.
At the end of the day, the proof will be in the pudding, so to speak. As the Wii U games are released this year and next, we'll all be able to judge for ourselves.
http://www.gamesindustry.biz/article...ent-hd-systems
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July 16th, 2012, 19:37 Posted By: wraggster
A Sega press release has suggested that Wii U will be available by November.
UPDATE: A Sega spokesperson has contacted CVG to clarify that the below Wii U date is incorrect and that only Xbox 360, PS3, Vita and 3DS versions currently have a release date.
Original story continues...
The press release in question announces that the title character of upcoming Disney animated comedy Wreck-It Ralph will appear in Sonic & All-Stars Racing Transformed. It goes on to state that the game will launch on Xbox 360, PS3, Vita, 3DS, PC and Wii U "this November".Nintendo has said it plans to launch Wii U in all major markets this year, but has yet to announce a more defined release window.
Last month Rayman Legends engine architect David Martinez also hinted at a November Wii U release date. In the US, GameCube released on November 18, 2001 and Wii on November 19, 2006.
Scribblenauts developer 5th Cell recently waded in on the Wii U performance debate to declare that Nintendo's new console is "definitely more powerful than Xbox 360 and PS3".
http://www.computerandvideogames.com...vember-update/
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July 16th, 2012, 21:18 Posted By: wraggster
Debate surrounding console's capabilities are 'frustrating', says Scribblenauts developer Jeremiah Slaczka
Nintendo’s upcoming Wii U will be more powerful than current-gen consoles Xbox 360 and PS3, claims the CEO of Scribblenauts developer 5th Cell.
Speaking to Game informer, as reported byVideogamer, Jeremiah Slaczka said it was frustrating to see the debate on the system’s capabilities spreading across the internet as he felt it was definitely capable of more than many believe.
"The Wii U is definitely more powerful than Xbox 360 and PlayStation 3,” he said.
“It's kind of frustrating to see the rumours and speculation of people going back and forth saying it's weaker or more powerful. It's definitely more powerful."
Slaczka’s comments come after numerous developers have spoken out on the capabilities of Nintendo’s Wii U, with the console giant yet to reveal the full specs of its next-gen system.
http://www.develop-online.net/news/4...an-current-gen
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July 16th, 2012, 23:56 Posted By: wraggster
Nintendo designed the Wii U Pro Controller because Activision refused to develop a Call Of Duty game for the console using only the standard GamePad.
The claim comes from Wedbush Securities analyst Michael Pachter, who made clear his disdain for Nintendo's new console at the Develop Conference in Brighton last week, saying the console simply "isn't going to work."
"I don’t get it," he said. "I think that essentially this is a solution in search of a problem. I mean, somebody had an idea - 'let's make the controller a tablet' - and there aren't many games that are going to take advantage of that.
"Activision never said anything to me, but I know that [for] big games like Call Of Duty they said, 'No, we're not putting it on there if you don't give us a conventional controller'. So they gave in."
Pachter has been outwardly sceptical about Wii U's prospects for some time - but he wasn't a fan of Wii, either, describing the current generation's runaway market leader as "gimmicky. It worked, they got lucky, [but] I don't think they're getting lucky with Wii U.
"I don't think they suck - I just think that they really believe that, 'If we're still novel, everything we do will work'. This isn't going to work.
"Hardcore gamers will buy them; hardcore Nintendo fanboys will buy it. They could put out a piece of cardboard and say that it'll play Mario and they'll buy it."
Nintendo is pitching the Pro Controller, announced on the eve of E3 by company president Satoru Iwata during a Nintendo Direct broadcast, as ideally suited to extended gameplay sessions on multiplatform games. It's been closely modelled on Microsoft's Xbox 360 pad, with the positions of the face buttons and right stick swapped around.
With the announcement out of the way, Nintendo's E3 2012 press conference focused solely on the Wii U's main controller, the GamePad, playing up its capabilities for asymmetrical multiplayer. This further reinforced the sentiment that the Pro Controller had been designed, not just for players of thirdparty games, but the thirdparties themselves. Batman: Arkham City Armored Editionshows the amount of work that has to be done to tailor a thirdparty game to the tablet controller; the more traditional Pro Controller, however, makes it much easier for Xbox 360 and PS3 games to be released on Wii U without major changes to the control system.
If Pachter is correct it shows how seriously Nintendo is taking thirdparty support in the coming console generation. The company has traditionally thrived on the strength of firstparty exclusives, but it seems Nintendo realises that may not be enough for Wii U. While 3DS's turnaround was doubtless driven by Mario Kart 7 and Super Mario 3D Land, in Japan at least, it was arguably Monster Hunter Tri G that did the job.
Mark Lamia, studio head of Black Ops II developer Treyarch, recently told GamesIndustry International that the Pro Controller made Wii U a viable platform for Call Of Duty games, saying: "They announced a Pro Controller which… would be really good for firstperson shooter games. It just so happens that's what we specialise in. So that's an interesting development."
http://www.edge-online.com/news/nint...cure-call-duty
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July 17th, 2012, 00:01 Posted By: wraggster
Nintendo UK has named Shelly Pearce as the firm’s UK marketing and PR director.
Pearce joined Nintendo in 1998 and has been head of European PR since 2002. The current Nintendo marketing team: trade marketing chief Ben Taylor, marketing manager James Honeywell and head of communications Jo Bartlett, will all report to Pearce.
Pearce replaces Dawn Paine, who left the firm for a role at Universal Pictures earlier this year.
“This is an exciting time to be joining the UK team with two major hardware launches on the horizon, Nintendo 3DS XL on July 28thand Wii U later this year,” Pearce said.
“I started my Nintendo career as part of the UK team and it’s great to return as we start this new chapter in our company’s history.”
http://www.mcvuk.com/news/read/pearc...ng-boss/099637
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July 17th, 2012, 00:02 Posted By: wraggster
Outspoken American analyst Michael Pachter has issued the following damning verdict of Nintendo’s Wii U: “This isn’t going to work.”
The analyst issued his verdict at last week’s Develop Conference, according to Edge, telling the crowd:
"I don’t get it. I think that essentially this is a solution in search of a problem. I mean, somebody had an idea – 'let's make the controller a tablet' – and there aren't many games that are going to take advantage of that.
“[The Wii was] gimmicky. It worked, they got lucky. I don't think they're getting lucky with Wii U. I don't think [Nintendo] suck – I just think that they really believe that, 'If we're still novel, everything we do will work'. This isn't going to work.
"Hardcore gamers will buy them; hardcore Nintendo fanboys will buy it. They could put out a piece of cardboard and say that it'll play Mario and they'll buy it."
Pachter also claimed that Nintendo only decided to make the Pro Controller for the Wii U after the decision was forced on it by Activision.
He added: "Activision never said anything to me, but I know that [for] big games like Call Of Duty they said, 'No, we're not putting it on there if you don't give us a conventional controller'. So they gave in."
http://www.mcvuk.com/news/read/pacht...troller/099635
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July 17th, 2012, 01:12 Posted By: wraggster
That sweet collector's edition package for Wayforward's Adventure Time: Hey Ice King! Why'd You Steal Our Garbage?! – which includes a custom stylus, packaging and more for $40 – will not be exclusive to GameStop. A rep for the game retailer has confirmed as much with Joystiq, and says GameStop will also sell a standard package.
The standard editions for Adventure Time on DS and 3DS are already listed on GameStop's site for $30 each. We expect to see the collector's edition popping up at other retailers soon enough.
http://www.joystiq.com/2012/07/16/ad...top-exclusive/
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July 17th, 2012, 10:30 Posted By: wraggster
Our friends over at Neoflash are having a new coding contest, heres the details:
NEO Summer Retro Coding Contest 2012 for all retro platform announcement
*** close time: Aug.20th 2012 ***
more info: http://www.neoflash.com/forum/index.php/topic,7435.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP ......
The rules of NEO Summer retro coding contest 2012:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it when start to run.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$300 total value.
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July 17th, 2012, 10:30 Posted By: wraggster
Our friends over at Neoflash are having a new coding contest, heres the details:
NEO Summer Retro Coding Contest 2012 for all retro platform announcement
*** close time: Aug.20th 2012 ***
more info: http://www.neoflash.com/forum/index.php/topic,7435.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP ......
The rules of NEO Summer retro coding contest 2012:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it when start to run.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$300 total value.
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July 17th, 2012, 11:01 Posted By: wraggster
tueidj had revealed a few months ago , through a video: the new loader USB / SD Gamecube, Wii mode and turning the promising possibility of using wiimotes and other accessories on GC games, is finally available. It This is a first version, which shows the viability of the loader, only compatible with GC controllers currently. The games will be ripped by you using CleanRip, and placed in ISO format unmodified in a directory "games" at the root of an SD or a FAT32 partition. You can run games from the launcher or use the latest SVN version of Open-wiiflow-mod (with the module provided by loader.bin tueidj in a separate archive), which already includes support for Devolution.
Note that in the first game launch, the original will be required. This is a maximum protection to counter illegal use of the loader. A database will store each original for not needing to enter the game at every boot (probably being generated files encrypted with unique keys of your Wii to counter the crafty who would exchange databases) Future developments planned for this loader: - Support for wiimotes - Emulation of Broad Band Adapter - Supports USB microphones (instead of micro GC) - Wifi - (maybe) Connectivity GBA (emulator) over TCP / IP Devolution R93
http://wii.gx-mod.com/modules/news/a...p?storyid=3132
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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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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, 11:15 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, 11:28 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, 11:32 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, 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 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 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 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 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, 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, 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 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 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 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 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, 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, 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, 22:39 Posted By: wraggster
Most of us got our first glimpse of Mario's depraved doppelganger in the TV advert for Super Mario Land 2: 6 Golden Coins, way back in 1993, and it was a troubling moment. There you were, idly enjoying an ad break in the Chart Show when that familiar Nintendo logo popped up on the screen. A minute or so of typical Mario stuff followed - jumping, running, collecting everything in sight - and then there he was, his head vast and horrifically detailed, leering out of the TV with crazed eyes and a high-pitched cackle.The huge nose, the lightning bolt moustache, the disgustingly over-pronounced chin: Wario was a real shocker. He looked a bit like Mario, of course, but that only made things worse. He was sufficiently similar to platforming's greatest hero to trick you into lowering your defences for a half-second, and that was just enough time to realise something was wrong - horribly wrong.
It's fine that we were scared. Why wouldn't we be? We didn't know Wario yet, and it turns out that Nintendo didn't know him either. For the next few years he was a mean-spirited cypher: a Bowser under-study with a Halloween pumpkin grin who only turned up in offshoots and second-string affairs. There he was on the Game Boy, on the Virtual Boy, or in some weird block puzzler headed for the discount bin. What was his problem?
Little by little, though, he settled into his own peculiar character. The Wario Land games introduced a bit of his gleeful anarchy, for example, and also helped develop his roguish, money-grabbing impulses. Wario wasn't just somebody to fight against during the final boss sequence: he was somebody you could control, too. Sure, he wasn't Mario, but maybe there was a pleasure to be had in being the anti-Mario for a few levels. Mario never shoulder-barged anyone, after all, or had end-of-level goals built of skulls and assorted other bones. Mario was never so morbidly in love with gold and jewels and crisp bank notes. Wario could be fun.
http://www.computerandvideogames.com...retrospective/
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July 22nd, 2012, 22:40 Posted By: wraggster
What we mean is, this is a sequel to Castlevania: Lords Of Shadow on Other Formats, the celebrated series reboot that took Castlevania's hallmarks - the intricate, two-dimensional room-based maps and RPG stat-management - and punted it several hundred yards closer to the boisterous stylings of God Of War and Uncharted, transforming it into an intensely action and combat-focused platformer that, crucially, remained true enough to the series' roots to successfully avoid annoying everybody.Mirror Of Fate is a 3DS sequel that follows in that swarthy, action-minded vein. You're a moody vampire slayer violently carving your way through a fantastical catalogue of undead nasties who've taken up residence in flying buttress-addled cathedrals and crenellation-pocked Gothic architecture. The plot's your typical Castlevania affair, so don't worry if you've not played the 360/PS3 predecessor: the vampire-hunting Belmont family are in a bit of a tizzy following the Jeremy Kyle-esque revelations of Lords Of Shadow's denouement, and as such are redoubling their efforts to smite the (once again) resurrected mortal form of Dracula. What a shocker.
Because it's a big job, the Belmonts will do this over four generations. Mirror Of Fate will star a quartet of playable (and fully voice-acted: Robert Carlyle makes a return here, hence our desperately tenuous strapline) Belmont characters in four different timelines, each with their own weapons, skills and abilities. Trevor Belmont (yes, there are vampire slayers called Trevor) is the fearless vampire killer in our demo, running through one of the game's early areas, the entrance to the infamous castle grounds and, presumably, the beginning of the Belmont family saga.
[h=3]TREV THE IMPALER[/h]Our boy Trevor stands before the dominating fortress, the wide opening shot framing a pale, fat moon hanging in the sky and casting creeping blue shadows across the structure's cold walls. Mirror Of Fate is a fiercely beautiful game, one whose finely detailed 3D character models do their best to ensure you won't miss the pixellated sprites of old, and whose subtle presentation of depth and space transforms catacombs and crypts into miniature Gothic dioramas. Fancy lighting techniques and neat camerawork mean that, already, this is shaping up to be one of the handheld's prettiest games - the variety and breadth of environments, even in our short playthrough, goes far beyond anything seen in the 2D Castlevania outings.
http://www.computerandvideogames.com...-nintendo-3ds/
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July 22nd, 2012, 22:41 Posted By: wraggster
All the fuss over 3DS XL's big screens caused Nintendo to neglect mentioning one other notable upgrade - special anti-glare treatment.
Nintendo says the the 3DS XL has the least reflective handheld screen in Nintendo history, and that's thanks to an additional anti-glare treatment that's been applied to its LCD screens.Nintendo's Takeshi Murakami explains, "On a LCD screen there are basically three reflective layers, which all of them reflects and cause glare. So this time, we specially treated all the layers. Reflectivity on the Nintendo 3DS was about 12%, but we decreased that to about 3%."
Anti-glare tech has been around for years, so why has Nintendo only chosen to incorporate it now? Simple - it was expensive, but is now cheap enough thanks to advances in technology and manufacturing processes.
Nintendo boss Iwata said, "Anti-reflection has been a topic every time since the Game Boy Advance system, but most of the time we had to give it up because of the cost."
Murakami chimed in, "The time finally came! When it comes to anti-reflection, this device beats all previous Nintendo game systems."
http://www.computerandvideogames.com...glare-upgrade/
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July 22nd, 2012, 22:53 Posted By: wraggster
Nintendo will launch the Wii U this fall, at least a year before fellow hardware makers Sony and Microsoft release their own new gaming consoles. But Nintendo isn't launching early to beat out the competition. They just want to change the world.
"Being first in the next generation race is not important at all," Nintendo president Satoru Iwata told Gamasutra in an interview published today. "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."
Important to the world? While the Wii U's tablet-like controller could indeed provide a cheaper, living room-centric alternative to Apple's ubiquitous iPad, I'm not sure it's a world-changer.
Speaking further to Gamasutra, Iwata also stressed that Nintendo isn't concerned with the Wii U's power problem. No matter how heavy duty Sony and Microsoft go with their respective consoles, Nintendo is just going to do its own thing.
"We have not changed our strategy," he said. "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]."
http://kotaku.com/5927709/nintendo-s...-for-the-world
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July 23rd, 2012, 16:41 Posted By: wraggster
Studio to begin prototyping new ideas for next-gen system by end of 2012
Sydney developer Nnooo has become the first studio in Australia to receive approval to work on the Wii U.
The firm has previously worked on Nintendo titles such as WiiWare launch game Pop, MyLifeCollected and EscapeVektor: Chapter 1.
The studio is currently developing DSiWare augmented reality RPG Spirit Hunters and 3DS and Vita game EscapeVektor, both expected to be released by the end of the year.
"We're thrilled to receive developer approval for this exciting new console," said Nnooo creative director Nic Watt.
"We can't wait to see what the console is capable of and already have a number of ideas we'd like to experiment with."
http://www.develop-online.net/news/4...U-approved-dev
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July 23rd, 2012, 19:33 Posted By: wraggster
Retailer GAME has become the first to go live with its trade-in offer for Nintendo’s 3DS, which is released in the UK this Friday.
Those willing to hand over their old console can buy the brand new machine for £79.99.
That represents a £100 saving over buying the machine outright. Imported machines or consoles without their packaging are exempt from the deal.
GAME is also offering an official 3DS AC adapter as part of the deal – Nintendo’s new machine doesn’t include a power adapter in the box.
The trade-in deal will run until August 9th.
Of course, this doesn’t address the issue of how gamers will transfer data from an old 3DS to the new machine. Data transfer functionality is offered, but the owner needs to have access to both machines to pull it off. Hopefully some stores will allow gamers to perform the operation at the time of purchase.
http://www.mcvuk.com/news/read/game-...in-deal/099988
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July 23rd, 2012, 19:37 Posted By: wraggster
New Super Mario Bros 2 will be the first Nintendo game to get a simultaneous digital and retail release – and Nintendo wants its customer base to experiment.
All Nintendo games come with a Club Nintendo Coins card that can be redeemed against goodies. The standard Coins reward for a boxed game is currently 50 Coins.
However, those who choose who buy NSMB2 over Wi-Fi rather than the shop counter will be rewarded with 100 Coins.
The deal has so far only been announced for the US market.
New Super Mario Bros 2 will be released in the UK on August 17th.
http://www.mcvuk.com/news/read/ninte...-bros-2/099975
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July 23rd, 2012, 19:41 Posted By: wraggster
EA veteran and investor Bing Gordon weighs in on the big N
Nintendo continues to be pressured on all sides - not only will Microsoft and Sony likely exert pricing pressure on Wii U this holiday, but the onslaught of smartphones and tablets and free-to-play has completely changed the gaming ecosystem, and specific Nintendo hardware may not be greatly desired in the future, notes entrepreneur Bing Gordon.
Speaking to GamesIndustry International in a wide-ranging interview on the state of the games business, the EA veteran commented, "I think Nintendo's already on track to become primarily a software company."
"I can imagine a day when Nintendo wonders - and maybe it's generational change - when Nintendo wonders if they ought to take some of their best games and make them apps."
Gordon does point out, however, that unlike Sega, Nintendo hasn't made any huge missteps and having Shigeru Miyamoto on your team always helps. "So far, when Miyamoto makes a perfect game, in his career he makes games worth $200 - it's worth buying a system for," Gordon said.
While it's about as likely as hell freezing over, Gordon commented that a Nintendo-Apple partnership would really be a force to be reckoned with. "Neither Apple or Nintendo - both those companies like control - is likely to want a partnership, but a partnership would be stunningly cool," he said.
http://www.gamesindustry.biz/article...ny-says-gordon
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July 23rd, 2012, 22:26 Posted By: wraggster
Publishing giant insists there is no 'huge research and development investment' in Wii U
[h=3]Ubisoft[/h]www.ubisoft.com
Ubisoft has today revealed that development costs for the Wii U simply are not as expensive as once believed. CEO Yves Guillemot has gone on record to say that his company "doesn't have a huge investment" in the next-gen console, despite a strong showing at this year's E3.
At a recent investors call with Ubisoft, the question arose as to how much is going into development for the new console. Guillemot made it clear to investors that many of the games being launched on the Wii U are not new games, but they are ports from Xbox 360 and the PS3.
"Out of seven games we are planning to launch five games are ports, so those are games for which there is a quite small reinvestment to do," said Guillemot. Ubisoft indicated that Wii U ports cost about 1 million euros (a little over $1.2 million).
Of course, this still leaves the new Rayman and ZombiU titles, but Ubisoft again insists that the cost of those two games is nowhere near the kind of expense that would be seen on the current HD consoles.
"The two games that are original are ZombiU and Rayman Legends, so those ones of course are more expensive but we are not talking about games today, like we were spending on Ghost Recon or Assassin's Creed. So they are much smaller of cost."
"Because as we've always said when there is such an innovation the need is not to have big production value but to concentrate on the innovation This is what we are trying on Rayman and ZombiU."
http://www.gamesindustry.biz/article...USD1-3-million
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July 23rd, 2012, 22:29 Posted By: wraggster
We know what you're likely thinking: "I want this. I want it now" -- or, you know, something along those lines. Unfortunately, don't expect this transparent beauty to show up at retail stores when the supersized 3DS launches later next month, as it's nothing but a mere demo unit. The see-through XL was recently used by Nintendo to showcase the handheld's guts during a Q&A session on its website, and while it's currently just an extra-large test dummy, it could potentially be a sign of big things to come. We wouldn't hold our breath, though, so for now you'll have to be satisfied with one of those opaque options you have to choose from.
http://www.engadget.com/2012/07/23/n...parent-3ds-xl/
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July 23rd, 2012, 22:37 Posted By: wraggster
Those crafty Templars at Ubisoft are at it again, seemingly planning to subjugate the masses with a "season pass" for Assassin's Creed 3. A letter purportedly sent to GameStop employees both thanks them for their "hard work" in snapping up pre-orders of AC3 from customers, and, more importantly, warns them of an upcoming "season pass concept" for this October's game.
"We are currently in the process of creating a complementary development team that will begin working on post-launch episodic content to continue the Game of the Year experience that Assassin's Creed 3 will undoubtedly deliver," reads the letter. It's not exactly uncommon for Ubisoft to support its games post-launch, and the AC franchise is no exception – each of the last three AC games, starting with AC2, were bolstered by post-launch content.
Precedents set by previous "season pass" offerings dictates that a variety of DLC (multiplayer, single-player, or both) would be packaged and sold ahead of its launch, giving the buyer an aggregate discount across all of it. Ubisoft enacted such a scheme with the last AC title, Revelations, albeit only via PC. Still, neither Ubisoft nor Gamestop can confirm this letter or a "Season Pass" for AC3. And no, DLC for Assassin's Creed 3 has not yet been announced, outside of the ambiguous "special DLC" heading exclusively to PlayStation 3 players.
http://www.joystiq.com/2012/07/23/ru...a-season-pass/
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July 23rd, 2012, 22:40 Posted By: wraggster
Nintendo has moved to allay concerns over the visual quality of games on 3DS XL.
Addressing Takashi Murakami, who works in Nintendo's research and engineering department, company CEO Satoru Iwataasked: "With regard to the LCD, many customers appear to be worried, asking questions like 'If the screen is bigger, won't the dots stand out?' and 'Will the screen get blurry?' As a developer, what do you think about that?"Murakami responded: "Apparently I have incredible eyesight, so if you look at it with eyes like mine, you can tell. (laughs) But for normal play, I don't think anyone will be able to sense anything awkward."
Iwata continued: "The dots are indeed smaller than on the Nintendo DSi XL1 system. When I played it, I wasn't bothered by anything at all."
Murakami added: "To get a bit technical, it is thought that you need the screen to have at least 100 ppi2 to view good 3D images, and I've set it as a goal. What's more, the Nintendo 3DS XL's attraction as a product is that it's bigger than the Nintendo 3DS and shows 3D graphics with impact - and when it comes to that, it's just fine."
In our 3DS XL review we said that the super-sized handheld's biggest problem is that it sports the same resolution as its smaller predecessor.
"Just like the DSi XL, imperfections such as jaggies and low resolution textures are now much more apparent on the larger screen. Again, like the DSi XL, you can occasionally make out the individual pixels on the top screen, which means that smaller 3D objects look a little less detailed. The lower, 4.18 screen features the same imperfections as the top."
But we also agreed with Murakami's assertion that 3DS XL improves on the original system's 3D effect, noting: "A redeeming side effect of the stretched screen is that the 3D effect is noticeably improved. As you'd expect with a larger display, the sweet spot in which you have to angle the device to consume your trio of dimensions is far easier to find on the XL, and the effect as a whole is better executed."
http://www.computerandvideogames.com...blur-concerns/
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July 23rd, 2012, 22:43 Posted By: wraggster
Adventure RPG Planet Crashers slams onto the 3DS eShop this Thursday, priced £9.99.You'll be exploring rolling planetoids similar to Super Mario Galaxy, all dressed up in Animal Crossing-style graphics. There's fighting, looting, and heaps of customisation too.This week's 3DS Virtual Console release is Kirby's Pinball Land. The 1993 Game Boy title costs £2.70.Another four Theatrhythm: Final Fantasy tracks will be available to download for 90p each - Tower of the Magi (FF02 - FMS), The Darkness of Eternity (FF09 - BMS), Desperate Fight (FF12 - BMS) and Battle 1 (FF05 - BMS).DSiWare platformer Candle Route (£1.80) and futuristic on-rails WiiWare shooter Horizon Riders (800 Points, about £5.60) round out the week's releases.
http://www.eurogamer.net/articles/20...shop-this-week
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July 26th, 2012, 00:18 Posted By: wraggster
Nintendo made a loss of ¥17.2 billion (£141.76m) in the financial quarter ending June 30, though the company is heading in the right direction ahead of the launch later this year of Wii U. This time last year, losses were ¥25.5 billion.
Net sales revenue for the quarter came to ¥84.8 billion (£697.7m), a drop of 9.7 per cent year on year - but an improvement on the 50 per cent decline the company was hit with last year.
3DS sales totalled just 1.86 million worldwide, with almost half of the hardware total sold in Japan. Around 920,000 units were sold in Nintendo's home country - which given the impact the strong yen has had on revenue from exports isn't the worst thing in the world, but does reflect the struggles Nintendo has had in building and sustaining momentum for its 3D handheld in the west.
Cause for cautious optimism, then - and Nintendo still forecasts a return to profit by the end of the fiscal year - but a breakdown of the company's historic performance in this quarter shows just how far it has fallen. In 2009, net sales were ¥423.4 billion - almost five times its revenue for the quarter just gone.
Nintendo says the release of 3DS XL will "solidly revitalise" the handheld's performance overseas, with the belated, vital acknowledgement of the importance of digital sales also expected to help. New Super Mario Bros 2 will be the first game to benefit from simultaneous digital and retail releases when it launches next month.
Internally, though, the immediate priority must surely be making 3DS hardware profitable again; Nintendo has been taking a loss on every system sold since the dramatic price cut last August. But one suspects Wii U's launch will be key. Nintendo will be first to market in the next generation of consoles, and it must ensure that opportunity is not wasted, with a substantial installed base required before Microsoft and Sony release next-gen consoles of their own in 2013.
http://www.edge-online.com/news/nint...ntinue-improve
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July 26th, 2012, 13:21 Posted By: wraggster
Nintendo's results for the latest quarter reveal growth in profit for the Japanese games maker. Gross profit totaled 24.9 billion yen -- more than double that made from last year's Q1. Operating income remains negative, but substantially reduced since last quarter's statement -- presumably due to strong3DS sales. Today's results tie in with the launch of both the 3DS XL and Nintendo's first downloadable titles for the 3DS, with sales of the handheld reaching 1.86 million units during the last quarter. Conversely, sales of the Wii have tailed off, with only 710,000 units sold in Q1, down from 1.56 million sold in the same period last year. Fortunately, according to the press release, Nintendo still aims to launch its Wii successor by the end of this year.
http://www.engadget.com/2012/07/25/n...011-but-3ds-s/
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July 26th, 2012, 14:38 Posted By: wraggster
Newly launched pop-up communications agency Commercial Break will work with college leavers from underprivileged backgrounds over the summer to provide a marketing campaign for Ubisoft's upcoming Wii U game, Zombi U.
The agency will open in London for two months over the summer, providing eight places on the team for students aged 18 to 19 from colleges across the city.
"Fundamentally this is a great initiative to give these students an insight into the creative industries and hopefully a foot in the door for their future careers," says Ubisoft head of brand Mark Slaughter. "There are many inspiring jobs out there that these guys may not even be aware of so it’s a great opportunity to show them what choices they could have.
"Selfishly though, I’m really excited to see what this group of individuals can produce in terms of ideas. These guys are part of the demographic that plays our games and engages with our marketing (or not as the case may be), so it will be great to see how they would deliver the message from their perspective."
After the campaign is complete, Commercial Break will help the students find paid internships at a variety of marketing agencies.
"The sad fact is that your background still largely dictates the opportunities that come your way," says Commercial Break co-founder James Hillhouse. "We want to make sure that creatively-talented young people, who just happen to be from under-privileged backgrounds, get the break they deserve.
"We really believe that the sort of young person involved in Commercial Break is going to bring a different kind of creativity to the industry."
While Commercial Break is only opening for two months, Hillhouse and co-founder Susie Burdekin intend to undertake more projects in the future - though what form they will take is as yet unclear and will be dictated by the success of this first partnership with Ubisoft.
http://www.edge-online.com/news/zomb...ugh-pop-agency
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July 26th, 2012, 14:44 Posted By: wraggster
The British summer rains have departed for now, but they'll be back and Capcom has just the pre-order bonus you need.
Anyone that pre-orders Resident Evil 6 from the publisher's online store will receive a full-size Umbrella Corporation-branded umbrella for free.
Capcom has warned that supplies are limited and that this item will only be made available through the Capcom store.
For those not in the know, the Umbrella Corporation is the dark, mysterious company behind the various zombie outbreaks in the popular survival horror series.
Fans will find out what they latest atrocity is when Resident Evil 6 arrives on October 2nd.
Capcom has previously said Resi 6 pre-orders have already smashed records for the series.
http://www.mcvuk.com/news/read/resid...-bonus/0100121
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July 26th, 2012, 14:45 Posted By: wraggster
Nintendo has detailed the three ways in which consumers will be able to purchases digital games for the 3DS.
Andriasang reports that gamers have three options.
Firstly, they can download the game directly onto their machine from the Nintendo eShop. Simple. Secondly, they can buy a code from an online retailer which can then be input into their console.
Thirdly, they will also have the option of buying a physical card from a retailer which itself contains a code. These will be redeemable for 150 days from the date of purchase.
And then, of course, there’s always the option with high-profile titles of buying an actual game in an actual box from an actual shop. Like we did in the ‘90s.
New Super Mario Bros 2, which is out on August 17th, will be the first Nintendo title to launch digitally at the same time that it hits High Street retail.
http://www.mcvuk.com/news/read/ninte...ptions/0100120
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July 27th, 2012, 00:09 Posted By: wraggster
Crytek producer Mike Read says Crysis 3 not 'ruled out' for a Wii U launch in the future
[h=3]Crytek[/h]www.crytek.com
Crysis 3 may still make it to Nintendo's new console one day. Crytek producer Mike Read says that the possibility has not been "ruled out." The developer had previously stated that there was "not a fat chance" that the game would come to the new platform.
"I wouldn't say there's no chance [for Crysis 3 on Wii U], I wouldn't say no chance," said Read to CVG. "I mean the Wii U still doesn't have any kind of release attached to it at this point.
"Who knows what the future will bring with it. I can definitely say that we are working with Nintendo, and that's about all I can say on that front."
Crysis and the CryEngine have long been associated with being powerful enough to stop even some of the best PC setups with its graphical requirements. With a possible launch to Wii U, the game would likely need to be scaled down from the upper echelon PC specs.
Crysis 3 launches on Xbox 360 and PS3 in February next year.
http://www.gamesindustry.biz/article...-u-says-crytek
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July 27th, 2012, 00:25 Posted By: wraggster
Alleged to have sold over 90,000 copied games
The Korean Customs Service has identified a ring of 25 software pirates, and passed on their details to prosecutors.
The Korea Herald reported that the suspects have sold over 90,000 illegally copied games in the form of Nintendo DS titles, as well as R4, DS TT devices.
15 of the 25 operated online, and the suspects earned around $35 to $87 per item.
"Considering that most of the game users are adolescents and children, such illegal purchases will make the kids less guilty in terms of illegal acts," said customs official Min Byeong-jo.
http://www.gamesindustry.biz/article...ntendo-pirates
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July 27th, 2012, 01:02 Posted By: wraggster
Once again, the 3DS eShop is rich with content, including the 8 Bit Summer releases of Wario Land and Mole Mania, the latter being a somewhat under-the-radar puzzle game designed by Shigeru Miyamoto and a small team. There's also the fascinating Dot Runner: Complete Edition, a new game that mashes up Pac-Man and first-person RPGs into some kind of psychedelic anime monster, and Planet Crashers, a top-down dungeon RPG with a cute sci-fi theme, developed by Renegade Kid.
Two games are on sale on 3DS at the same time(!): Super Mario Bros. and the versatile drawing app Colors! 3D.
There's even a new Virtual Console game on Wii in the form of World Heroes Perfect, one of the Neo Geo's many, many fighting games.
http://www.joystiq.com/2012/07/26/ni...anet-crashers/
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July 27th, 2012, 16:45 Posted By: wraggster
Nintendo has released a UK launch trailer for 3DS XL ahead of the system's European release tomorrow.
As Nintendo points out, 3DS XL has the biggest screen ever on a Nintendo handheld. The system's 4.88-inch upper screen is 90 percent larger than the size of the original 3DS's LCD.In our Nintendo 3DS XL review we praised the redesigned handheld's friendlier 3D presentation and improved battery life.
For those thinking about making the jump to the new handheld, we've done a little leg work and rounded up all the best 3DS XL deals.
http://www.computerandvideogames.com...er-than-yours/
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July 27th, 2012, 16:46 Posted By: wraggster
The Nintendo 3DS XL releases in Europe this Saturday, July 28.
In our Nintendo 3DS XL review we said "friendlier 3D, improved battery life and a stylus you can actually reach, are worthwhile - if not quite essential - reasons for upgrading."
For those thinking about making the jump to the bigger, better version of Nintendo's handheld or picking one up for the first time we've done a little leg work and collected up all the best prices. Take a look below, your wallets will thank you for it.
As always if you find better deals elsewhere, let us know in the comments below.
http://www.computerandvideogames.com...nd-up-in-full/
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July 28th, 2012, 16:46 Posted By: wraggster
Its Now the 28th of july and Nintendo have finally released thier larger screened 3DS Console called the 3DS XL in Europe or 3DS LL in Japan. Our friends in the USA will have to wait till Mid August.
The 3DS XL features a 4.88 inch stereoscopic 3D top screen, which is quite a bit bigger than the 3DS's 3.53 inch screen. The bottom screen measures 4.18inch bottom screen, compared to 3.02 inches on the 3DS. Battery life will be anything from 3 and a half hours to 6 and a half hours. Also you now have a 4GB Memory Card instead of the 2GB card bundled with the 3DS:
The release colours are Blue/Black, Red/Black and Silver/Black, Nintendo also demoed a transparent 3DS XL :
The New 3DS XL also features the least reflective handheld screen in Nintendo history, and that's thanks to an additionalanti-glare treatment that's been applied to its LCD screens, Reflectivity on the Nintendo 3DS was about 12%, but its been decreased now to about 3%.
Those of you looking to buy a 3DS XL can see from the following sites theres already a battle for the lowest priced console:
Heres the UK Prices:
Heres the Euro Prices:
Amazon Germany its retailing for 199 Euros
Amazon France is selling the 3ds XL for 184 Euros
Amazon Spain the price is 188 Euros
Amazon Italy are selling it for 188 Euros
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July 29th, 2012, 11:07 Posted By: wraggster
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress and updates will happen whenever I can find the spare time. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code.
Version 0.70 is now released - see Changelog You can download latest version from the link provided or just run an older version of the game and it will ask if you wish to update. The update feature is available in versions from 6.0 and above.
http://code.google.com/p/wii-bolt-thrower
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July 29th, 2012, 14:39 Posted By: wraggster
via http://www.scummvm.org/news/20120727/
Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.
We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.
Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:
- Backyard Baseball 2003
- Blue Force
- Darby the Dragon
- Dreamweb
- Geisha
- Gregory and the Hot Air Balloon
- Magic Tales: Liam Finds a Story
- Sleeping Cub's Test of Courage
- Soltys
- The Princess and the Crab
As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.
Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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July 29th, 2012, 14:39 Posted By: wraggster
via http://www.scummvm.org/news/20120727/
Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.
We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.
Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:
- Backyard Baseball 2003
- Blue Force
- Darby the Dragon
- Dreamweb
- Geisha
- Gregory and the Hot Air Balloon
- Magic Tales: Liam Finds a Story
- Sleeping Cub's Test of Courage
- Soltys
- The Princess and the Crab
As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.
Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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July 29th, 2012, 14:43 Posted By: wraggster
GBAMusRiper is a brand new utility that allows you to rip music from many commercial GBA games into a combination of MIDI (.mid) and SoundFont (.sf2) formats.
Although a few rippers already exist, this is the most complete one as it allows you to replay music that sounds exactly like the original but without emulating the GBA.
RHDN Project Page
Relevant Link: (http://www.romhacking.net/utilities/881/)
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July 29th, 2012, 14:49 Posted By: wraggster
via http://www.play-asia.com/SOap-23-28-...-3kt-84-n.html
The ultra large package is finally here! Today's the day Nintendo 3DS's little brothers make their debut. Choose between three hot colours, Red, Silver and Silver.
The Nintendo 3DS LL has a 3D screen 90% larger than the Nintendo 3D, so the massive monsters and the special effects look even more impressive.
It show more powerful visuals, the batteries last much longer. A fully charged console lasts 3.5 to 6.5 hours when gamers make use of the 3D function, and 6 to 10 hours if they play DS games. The package comes with a 4GB SD Card but not the adaptor.
Gamers who already own the 3DS can use that adaptor to charge their LL console, however, customers who are making their first purchase in the 3DS family, please be sure to purchase their own
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July 29th, 2012, 14:54 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7436.0.html
My entry for Neo Compo 2012 comes here:
Nickname: NightFox
Project Name: Spirits DS
From: Spain
Division: GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Spirits DS is a remake for the Nintendo DS game based on the popular game SPIRITS from TOPO SOFT who in 1987 make this game for MSX, Spectrum and Amstrad 8 bit computers . The project's goal is to make a remake and keep the spirit of the original, but adapted to the possibilities of the Nintendo console.
- The original game.
Spirits is an adventure game. In it, we play the role of a skilled sorcerer. The story begins when an evil sorcerer steals us our crystal ball, a book of spells and magic wand without which our powers are greatly reduced. Also, he curses the castle where we dwell, fill it with creatures of the night guarding our precious belongings. Not only that, it has also charmed the princess of the castle and one of the armors. These two characters are each one with one half of the only spell capable of defeating so evil sorcerer, which has been transformed into an eagle to chase us around the castle. We will disenchant these two characters to retrieve the spell and to defeat the cause of our problems.
- How to play.
The game is divided into two screens. The upper screen shows your character and is where the action is. At the bottom, we see where the next objective or purpose to be achieved. At first, we just see where is the crystal ball, main purpose and essential, without which the other objects and characters are hidden from our eyes. Having gained the crystal ball, these objects were no longer invisible in the castle and we can recover them. In addition with the crystal ball in our possession, we can locate the other goals. The ball will show us on the lower screen the exact location of the book of spells, magic wand, the Princess and armor, as well as the magician transformed into an eagle. With the corresponding buttons we can change the object or character that we want to see on the bottom screen. Next you'll get the book of spells and magic wand. Once we have these items in our possession, we will save the princess and disenchanting armor, which we provide half of each his spell to defeat the sorcerer.
Having done all this, we can only look for the eagle and defeat it, shooting the spell succeeded.
Remember that there are several enemies in the castle, of which only we can defend our dodging or throwing a stun spell of short duration, something which gives us time to escape from them. Shoot the eagle without the final spell is totally useless and contact with it, is certain death.
One last point. The location of the objects changed in each game, so you have game for awhile...
Download the lastest version: http://www.mediafire.com/?i7dmp3vbz45u8mt
Video of remake mode:
Link to game project page: http://www.nightfoxandco.com/index.p...ts-ds/?lang=en
ToDo:
Some graphics on remake mode.
Some soundtracks and sound effects.
How to play.
Credits.
Hope you like the game.
Regards!
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July 29th, 2012, 14:58 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7443.0.html
Nickname: BassAceGold
Project Name: BAGASM RC2
From: Canada
Division: APP
Platform: Currently compiled for PC and Supercard DS2 for the nintendo DS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
I'm not entirely sure that this entry will be accepted or not based on its current platform ports, however, I will try entering anyway on the basis that it is open source, fairly portable, and retro in the sense it is based on an old programming language.
BAGASM is a portable interpreter for an assembly like scripting language in which
one can bind their own functions. The interpreter is written completely in C originally
for the Supercard DSTwo flashcard for the Nintendo DS, but can also be easily ported and compiled for other platforms.
Currently there is only a PC and Supercard DS2 port, the PC side uses SDL for graphics, timer and input functions which would make it really easy to port to the Wii or Dingoo if one wanted to.
The performance of this interpreter is not bad. Currently, a test program containing 843441 operations completes in
0.37 seconds on the 396mhz clock of the DS2.
Changes from first release:
BAGASM RC2
-added JMPBK function. This will jump back to the line after a previous jump, requires no arguments
-removed $VMX define for video memory access and added SETPIX screen,color. This results in better video access performance
-constant values and jumps are now stored in the virtual ram (4kb) to improve read performance
-new memory access routines for better performance
-pc interpreter will now count the number of operations executed within a programs run time
-added white space handling to code parsing, can now use tabs or spaces to indent lines, and new lines to organize code. Functions still must follow "FUNC ARG1,ARG2" format (white space sensitive)
-vastly improved general performance (test program took ~1.5 seconds to complete in RC1, now it takes ~0.36 seconds to complete)
-moved some data off stack declarations to dynamic allocations for better memory handling and reduced errors for portable environments.
-white space doesn't matter before and after lines
Downloads, Source, Documentation, and Example Programs:
can all be found at: https://github.com/BassAceGold/BAGASM
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July 29th, 2012, 16:30 Posted By: wraggster
via http://gbatemp.net/
GBAtemp community member Prof. 9 has released a new patch for the Gameboy Advance Boktai series of titles that are noted for using a solar sensor as a key element of gameplay. See the release notes below for more information, and join the on-going discussion for the full scoop about this new game hack.
QUOTE: Release Notes (07/25/12)
All-new Boktai solar sensor patches written from scratch for every region and version of the game, with features not found in many other solar sensor patches. Also includes cleaner patches to revert any patched ROM back to its original, clean state.- Button activators chosen to interfere with button combinations used by the game as little as possible.
- Adjust sunlight by 1 bar per button press instead of a continuous increase/decrease as long as the button is held down.
- Does not affect save format or Real Time Clock.
- Boktai 1 patch does not have the sensor blocking bug.
- Boktai 3 patch affects all game elements that require sunlight.
http://filetrip.net/gba-downloads/tr...00-f30114.html
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July 29th, 2012, 16:31 Posted By: wraggster
via http://gbatemp.net/
Swiss, the "swiss army knife of Gamecube homebrew" by emu_kidid has recently been updated to version 0.3 revision 174. See the change log for what's new, and be sure to check out the on-going discussion for more information about this project. Note that an IDE-EXI, or SD Gecko is needed to use this utility.
QUOTE: Change Log (07/24/12)
- Added 16:9 widescreen forcing for games (thx Extrems!)
- Added WiiRD Support for Games from all devices
- Added 576p video mode support to Swiss/Games (thx Extrems!)
- Added memory card emulation from SDGecko in slot A (WIP)
- Added Ocarina Cheat engine support (.gct files or .qch archive still supported)
- Added USBGecko PC browsing and game launch support (swissserver.exe)
- Added automatic device selection priority (wiikey fusion, sd gecko (if "default device"), dvd if medium up)
- Added Wiikey Fusion flashing support
- Added IPL and DVD disc dumping via BBA HTTP (point browser at GC IP addr)
- Added audio muting during reads if enabled (disabled by default)
- Added boot.dol launching from an SD Card if detected at startup
- Added GUI user friendly enhancements
- Fix IDE-EXI support
- Fix wiikey fusion and 32GB SD cards
- Fix input scanning blocking threads (BBA now works a lot better)
- Fix large files trying to get patched (Fifa 2004)
- Fix Linux compiling issue
- Removed GCARS cheat engine (in favour of Ocarina)!
http://code.google.com/p/swiss-gc/
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July 29th, 2012, 16:56 Posted By: wraggster
Yet another week where I have been slowly trying to get Windows 3.11 to progress further. The progress just seems to get slower and slower, this time all the progress I have managed to get done fits within a few lines of ASM code! Here is the part of the code (in the KRNL386.EXE of Windows 3.11) I have been working on, with the problem locations numbered (1., 2. and 3.):
Here are the problems I have been having listed, with the numbers corresponding to the source code above: - The "system halted" problem I mentioned in the previous blog post happened within the call to the DPMI entry point. I finally found that the problem was caused by Windows 3.11 having the LDT (Local Descriptor Table) in virtual memory. When I some time ago fixed my IDT and GDT tables to support having their base address in virtual memory, I of course should have also fixed the LDT table at the same time, but for some reason I did not. So, what goes around comes around (and bites you!).
- After I implemented the LDT virtual memory support, I got a drop to debugger with an "IRET to lower priviledge!" error message. This was simply a sort of assertion in my protected mode IRET routine, as I had not yet encountered a program that would return from a higher priority level (ring 0) code to lower priority level (ring 3) code using an IRET operation. Windows 3.11 seems to do that, in the built-in DPMI mode change routine. Supporting that needed some coding into the IRET handler, and I also combined my 16-bit and 32-bit IRET handlers into a single routine while I did this. I have been wanting to do that for some time now, as both of those routines are practically the same, they just load either 16-bit or 32-bit values from the emulated x86 stack.
- The next (and current) problem is that Windows 3.11 exits with a message KERNEL: Inadequate DPMI Server. It took me a while to debug where this happens, but in the end I found that it is inside the call numbered 3. above. Windows manages to create an alias descriptor for CS (code segment), and after that it tries to get a vendor-specific DPMI entry point (in this case it wants to make sure it uses Windows' own DMPI code instead of 386Max or Borland 32RTM or some other possibly installed DPMI server). It gives a string "MS-DOS" as input to the DPMI call, but the call returns an error (call not supported). The DMPI server it calls is indeed Windows' own server, so at first I was pretty much at loss as to why it reports it does not support it's own server. After quite a bit of debugging I found out that even though KRNL386.EXE contains the "MS-DOS" string, and it gets loaded to RAM into a correct position, the DPMI server still does not find the string in RAM. For some so far unclear reason the virtual memory page mapping tables have an invalid address for the page where that RAM address should be. I have not yet been able to determine why the page tables change suddenly, as I have determined that initially the value is correct. This is the problem I am currently fighting with.
Rather discouraging seeing that I have only progressed about a dozen ASM opcodes within KRNL386.EXE during the whole week. But I guess I just need to keep debugging the code to see where the problem is, fix that, and then just continue to the next problem...
http://dsx86.patrickaalto.com/DSblog.html
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July 29th, 2012, 16:57 Posted By: wraggster
Sadly, today marks the last day of my summer vacation. The four weeks went by pretty fast again. During this week I have not worked much on DSx86 or DS2x86. I had planned some other things I wanted to do during my summer vacation, and of course I had not gotten around to those before it suddenly was the last vacation week and I really had to do them!
One interesting task I did was to replace the CMOS battery of my old Acer Travelmate 803 laptop. It had started to behave erratically with the system time, so I assumed that the CMOS battery was dead. Strangely the clock had not completely stopped working, instead after I set it to the correct time, it kept time for a little while (for a few hours), then suddenly jumped a couple of hours backwards and then stopped running.
I had purchased the laptop in May 2003, so it is over 9 years old. It just has been working so well that I have not had a need to replace it with a more modern machine. I have replaced the hard disk with a 32GB SSD disk, and I have also upgraded the RAM to 1.5GB, so the machine is reasonably fast (and what is more important to me, it is dead silent when running in Max Battery mode, regardless of CPU usage).
Anyways, I had found a blog post describing some important information about the CMOS battery, like the type (CR1220) and location (underneath the motherboard!) of it. Replacing it meant pretty much disassembling the whole thing, changing the battery, and then trying to put everything back together again. Surprisingly, no screws or other parts were left over after I had done this, and the machine even seems to work (and the clock keeps correct time)!
I was also given a heads up that NeoTeam is holding a Neo Coding Compo 2012, and it looks like also existing projects (like DSx86) are allowed to participate. Thus, I am thinking about possibly taking part in that competition. I would need to add a splash screen to DSx86, and I also would like to do some enhancements to it (I don't think the point of the competition is to simply add a splash screen and be done with it). I have not yet decided whether to take part, but I might.
Anyways, from now on I don't have all that much time to work on DSx86-related stuff, but I still try to continue working on the Windows 3.11 support for DS2x86. It would be fun to get that working, even though at the moment it seems very difficult and frustrating. But, the more difficult it is to achieve, the sweeter it feels when you finally get it working!
Thanks again for your interest in DSx86 (and for reading my blog!) :-)
http://dsx86.patrickaalto.com/DSblog.html
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July 29th, 2012, 20:40 Posted By: wraggster
XotoB offers version 2.4 of " EmuCenter2 "simplistic interface that brings together the best emulators for video game console for greater simplicity, the Nintendo DS, Nintendo Wii, Gameboy Advance and Nintendo Gamecube.
Quote:
New version 2.4: - AMENDMENT: Storage directory data in EC2: "C: \ ProgramData \ EMUCENTER2" inftead of "C: \ Users \ username \ AppData \ Roaming \ EMUCENTER2" (fixes a bug if user installs without privilege EC2) - CORRECTION: Refresh list pc games, after adding, not made - CORRECTION: display some unreadable characters in the descriptions downloaded (thank you JV.COM) - IMPROVEMENT: Auto Search function descriptions - FIX: erroneous activation of certain menu entries context - FIX: Various inconsistencies ... - JUST IN: Function search game on the web (FR jeuxvideo.com = / = U.S. gamespot.com) (right click the Quick Access Toolbar) - ADD: Enable hardware acceleration for naviguation web (image search and search the web game) - ADD: a display mode (the list of games) more - ADD: Option "Enable background image for the whole interface" (replace "C : \ Program Files (x86) \ EmuCenter2 \ background.png "in installation directory to one of your choice) (recommendation:. PNG image with transparency and for best effect) - ADDED: Ability to define the level of transparency of background.png (edit with notepad "C: \ Program Files (x86) \ EmuCenter2 \ background.ini") - ADD: Audio Options: Quality Sampling and Rendering for emulators compatible - AMENDMENT: Allows scrolling games with keyboard arrows to display Advanced mode - ADDED: The games are added to favorites labels with a heart on the top right corner - MODIFICATION: Various optimization codeinterface entire
http://www.nintendomax.com/viewtopic...e4a64a68ff9434
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July 29th, 2012, 20:43 Posted By: wraggster
via http://www.emucr.com/
FBZX-Wii v5 is released. Port of ZX Spectrum emulator FBZX to Wii. FBZX is a Sinclair Spectrum emulator, designed to work at full screen using the FrameBuffer or under X-Windows.
FBZX-Wii v5 Changelog:
* Added precision emulation setting (floating bus, contention, interrupt timing)
* Added NTSC 48K machine
* Added 320X240 framebuffer resolution
* New screen setting menu
* Added framerate setting
http://www.mediafire.com/?ookmwb3r1f2pmhi
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July 29th, 2012, 20:44 Posted By: wraggster
via http://www.emucr.com/
DeSmuME 0.9.8 SVN r4334 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:
r4334
0.9.8: reset firmware at the beginning of movie playing/recording when desmume doesn't use external firmware.
0.9.8: add firmware to savestate by an experimental way.
Since Ragnarok Online DS (J) writes to firmware during the game (at the very beginning of the game, at least), this change is needed for anti-desync purpuse. I want to apply the same thing to trunk, but I guess it should be done by more polished way. This change to saves.cpp looks too hacky, but I have no idea how I can improve it.
http://www.mediafire.com/?7rahyyo39rxjtqw
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July 29th, 2012, 20:51 Posted By: wraggster
via http://www.emucr.com/
Gekko Git (2012/07/27) is compiled. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko Git Changelog:
* fix for shitty cards like mine that crash. thanks Nanimo
http://www.mediafire.com/?46e3se3av2tbdws
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July 29th, 2012, 20:53 Posted By: wraggster
via http://www.emucr.com/
Dolphin win32-dump Git 3.0-741 is compiled. Dolphin win32-dump Git 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 win32-dump Git changelog:
* oops, missed a compiler warning
* Keep retrying a BITS job for up to 30 days. This is an arbitrary value.
http://www.mediafire.com/?yvmh6di252a9hh5
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July 29th, 2012, 20:54 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2559 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2557
Updated SVN link and fixed paths in BATs
r2558
Taseditor: auto-starting Note editing when creating Marker by double-click
r2559
Taseditor: straighten out pause_frame logic; fixed AdjustLag
http://www.mediafire.com/?e0nwxg341g7scjb
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July 29th, 2012, 20:55 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/07/26) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Fix the GUI
http://www.grantgalitz.org/gameboy/
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July 29th, 2012, 20:57 Posted By: wraggster
via http://www.emucr.com/
Project64 Git (2012/07/26) is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.
Project64 Git Changelog:
* added sound_crap/speex_resampler in preperation for new aud plugin design
http://www.sendspace.com/file/i5gn02
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July 29th, 2012, 20:59 Posted By: wraggster
via http://www.emucr.com/
SaveGame Manager GX SVN r126 is released. SaveGame Manager GX is a SaveGame & Mii Manager for the Wii with GUI based on LibWiiGui by Tantric,
SaveGame Manager GX Features:
SDHC and USB2 support
Protected save support
Mii Support
Multilanguage support with Custom Font
WiiTDB support
Display information about savegames/miis in a special windows
Extract, Install, Delete, Copy, Move fonctions are available
Online AutoUpdate
Widesreen support
ScreenSaver
SaveGame Manager GX SVN Changelog:
r126
* Changed the update fonction
* Added a script to generate and put on the good place update files for new
update fonction while compiling (easy release)
* Fixed Issue 168
Forwarder:
* Fix crash on drives with physical sector size > 512 bytes (USBLoader GX)
* Added a 10 seconds loop to wait slow HDD (USBLoader GX)
* Changed video init fonction to work with last libogc
* Synchronized to Issue 168 fix
http://www.mediafire.com/?zudlfel662bkqai
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July 29th, 2012, 21:03 Posted By: wraggster
via http://www.emucr.com/
YoshiNes v0.6 is released. YoshiNes is a NES emulator. It's a modification of BasicNES, made by Don Jarret and David Finch. The BasicNES is a good emulator, but can be better. The YoshiNES have more stuff than BasicNES, like Pattern Table view, Pallete viewer, a lot of mappers, more filters, and more features.
YoshiNES current support this mappers: 1, 185, 2, 5(unplayable) 73, 130, 188, 232, 3, 4, 45, 118, 119, 115, 95, 151, 12, 64, 158, 74, 245, 6, 7, 51, 53, 226, 8, 66, 107, 229, 9, 10, 11, 234, 201, 46, 13, 15, 16, 17, 18, 19, 21, 22, 23, 25, 32, 33, 34, 40, 61, 200, 231, 57, 64, 65, 68, 69, 71, 75, 78, 79 (unplayable), 146, 85, 90(partial), 160, 91, 94, 99, 117, 151, 211, 212(partial), 228, 250, 255(unplayable), 47(partial). But some games still very buggy and unplayable.
The sound engine are almost the same of BasicNES, i only made a sound level viewer. The sound use Midi Output, so, the games sounds wrongly sometimes. Sorry for my bad english.
http://www.mediafire.com/?t7cej3apwpcocnk
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July 29th, 2012, 21:04 Posted By: wraggster
via http://www.emucr.com/
NESbox Beta is released. NESbox is a Nintendo Entertainment System emulator, built on Adobe Flash technology and it can only be run directly in your browser's window (beta version).
NESbox Beta Changelog:
- Slight improvement in multiplayer parts. The emulator now adjusts according to the quality of network connection. However, for players who are far away, it's still pretty bad.
http://nesbox.com/
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July 29th, 2012, 21:10 Posted By: wraggster
via http://www.emucr.com/
lsnes rr1 delta12 is released. lsnes is a SNES rerecording emulator based on bsnes core.
lsnes rr1 delta12 Changelog:
- Support reload ROM image (if someone wants to play with ROM corruption or something).
- Support true savestate-anchoring.
Using compat core instead of accuracy gives about 2x speed and should only affect Air Strike Patrol (which uses graphics effects Compat can't emulate).
http://www.mediafire.com/?lgtvf2zzm22cj1c
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July 30th, 2012, 16:44 Posted By: wraggster
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–—–—–—– –—–—–—–—–—–—–— —–—–— —–—–—–—–—–—–—– —-—–-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.2.8 - July 29, 2012]
* Fixed lag with GameCube controllers
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July 30th, 2012, 16:44 Posted By: wraggster
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–—–—–—– –—–—–—–—–—–—–— —–—–— —–—–—–—–—–—–—– —-—–-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.2.8 - July 29, 2012]
* Fixed lag with GameCube controllers
Download and Give Feedback Via Comments
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July 31st, 2012, 12:40 Posted By: wraggster
The near-future of Nintendo's handheld looks bright, whatever size screens you're playing on, writes Johnny Minkley
[h=3]Nintendo[/h]www.nintendo-europe.com
One year, four months and four days after the launch of the tiny original, Nintendo's 3DS XL arrived in the UK on Saturday. It was, as Chart-Track pointed out for trivia nerds, only the second weekend console launch to take place on these shores, the other being N64, which hit on March 1st 1997.
But 15 years on from pioneering 3D gameplay in Mario 64, Nintendo's promised glasses-free 3D revolution has fallen so flat even its president now refers to it as a"minor" feature.
"The XL shifted a figure a little shy of five figures, outselling the original 3DS (whose total is based on seven days' data) by a factor of just over 2:1"
XL, then, comes at a critical time in the young platform's life, its momentum in the West faltering again - it's been "weak" this year, acknowledges Iwata - following an earlier revival propelled by last summer's emergency price cut.
How did it do? With only one day for the hardware revision to leave its mark in the weekly sales report (although some retailers were selling it from Friday), and a nation's eyeballs glued to the Olympics, making a splash was always a big ask.
Chart-Track doesn't give out hardware numbers, but I understand XL shifted a figure a little shy of five figures, outselling the original 3DS (whose total is based on seven days' data) by a factor of just over 2:1. At the same time, old 3DS was down slightly on its previous week.
As for software, sales were up 11 per cent for the week overall (following a 31 percent leap the previous week, probably inspired by the launch of Kingdom Hearts 3D). For specific titles, Mario Kart 7 jumped by 45 per cent, up to 13th in the all-formats chart, with Super Mario 3D Land up 37 per cent to 20th and Mario & Sonic's London Olympics caper predictably up 25 per cent into the bronze medal position.
In other words, it was a positive bump, but if there were empty seats across Olympic venues it's unlikely it was due to Nintendo fans leaving them to take part in the virtual version on its new handheld instead.
Given the sporting distractions and the short window, we'll get a clearer picture of early interest in XL next week. But bigger hopes are rightly pinned two and a half weeks hence on the arrival of a certain New Super Mario Bros. 2.
It's hard to overstate the importance of this release in timing and legacy. And it highlights both the strengths and weaknesses of Nintendo's current position. Big first-party IP is the backbone of any Nintendo console, of course, but the stature of the company's tentpole releases on Wii and DS is nevertheless astonishing - as is its reliance on them.
"The platform hasn't seen a single big-impact, platform-exclusive launch in the first seven months of the year"
Consider this: of the eight biggest-selling individual format titles in UK chart history, only one is not from Nintendo: Rockstar's GTA: San Andreas at number five. The original New Super Mario Bros. on DS is the seventh best-selling single-format title of all-time - its global total now in excess of 26m copies - out-performed on the handheld only by Brain Training.
Slashing a third off the price of the console within five months of launch and turning the marketing campaign on its head were dramatic examples of Nintendo's efforts last year to inject life back into the struggling platform.
But Iwata put it best himself, addressing analysts recently, when he said: "In order for dedicated video game hardware to be needed continuously, it is necessary to provide games with fun elements unique to a certain video game system which cannot be realised on smartphone devices. We would like to introduce such games one after another."
Well, the only time "one after another" has happened on 3DS was last Christmas, when the rushed-forward release of Mario Kart 7 joined Super Mario 3D Land and sales duly soared. To date, both titles are the top-sellers on the platform by a country mile in the UK, each selling over twice as much as the next nearest, the 3D remake of Ocarina of Time.
If momentum has subsequently waned, then, it's hardly surprising when you consider the striking lack of big releases and must-buy games. Nintendo's biggest in 2012 thus far, Kid Icarus and Mario Tennis Open, flopped at launch, Square's Kingdom Hearts 3D's modest opening weekend tally notably bigger than either managed.
Overall 3DS UK software sales last week were double that of the same week in 2011, which you'd expect with a significantly larger installed base. But the platform hasn't seen a single big-impact, platform-exclusive launch in the first seven months of the year. And collective game sales, it's worth noting, are still some way short of what ageing DS software is doing on a weekly basis.
Nintendo's troubles were ostensibly underlined in April when the company posted its first ever annual loss after a year that saw Iwata take fierce criticism on the chin and a 50 per cent pay cut in the wallet following the 3DS pricing fiasco.
Despite all this, plus XL's apparently underwhelming debut and a lingering air of negativity around Nintendo's handheld strategy and its forthcoming home console launch, 3DS looks in a much better place today than it did one year ago.
In XL it has delivered hardware that offers a markedly improved user experience for anyone who doesn't possess child's hands. Considering the abject lack of major releases, the disastrous near total-focus on 3D at launch, the tabloid-concocted health scares and the panic-fuelled price-cutting, Nintendo has still managed to shift over 19 million 3DS systems worldwide in 16 months. What Sony would give to be in a similar position with Vita this time next year.
"Nintendo has managed to shift over 19 million 3DS systems worldwide in 16 months. What Sony would give to be in a similar position with Vita this time next year"
In handheld-loving Japan the console has already found its groove and, as of July 25th, Nintendo is no longer selling the system at a loss. Meanwhile, the software the system so desperately needs is coming: New Super Mario Bros. 2, Luigi's Mansion: Dark Moon, more Brain Training, more Pokémon. More of the same, sure, but more of the same in one franchise beloved of the hardcore and three of the biggest, most reliable series on the planet. It could be worse.
Iwata looked to precedent to allay the fears of analysts: "Nintendo DS gained momentum within a year in Japan; however, it took more than two years in the US and in the end the total sales of the Nintendo DS exceeded the Wii there."
That ignores the rather large and pressing fact that DS launched into a world without smartphones. But the sheer enduring strength and popularity of Nintendo's core franchises means that, for all the digital doubts (e.g. the painfully high price of downloadable back catalogue titles and, staggeringly, only now with the arrival of New Super Mario Bros. 2, a first toe in the water of paid-for DLC), the company can look to the near-future at least with confidence.
Which is to say, with another major hardware launch coming later this year, Nintendo has bigger things to worry about than 3DS. Even XL-sized.
http://www.gamesindustry.biz/article...-hurt-nintendo
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July 31st, 2012, 22:19 Posted By: wraggster
Nintendo strikes it big with new Mario and new 3DS XL model
Nintendo has much to celebrate, as both New Super Mario Bros 2 and the 3DS XL have gotten off to a promising start in Japan. New Super Mario Bros 2 has performed exceptionally, surpassing 430,000 units in just two days on the market. At the same time, the larger, new model 3DS has been grabbed from store shelves 200,000 times.
Interestingly, sales figures for the latest Mario game, as reported by Famitsu, only offer retail figures for the title. This could very well mean that sales could be much higher since the game was launched digitally at the same time.
Gamers in the US will have to wait until August 19 to get both New Super Mario Bros 2 and the new 3DS XL.
http://www.gamesindustry.biz/article...-days-in-japan
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July 31st, 2012, 22:35 Posted By: wraggster
The 3DS XL has sold an estimated 193,441 units in its two days on the Japanese market, according to an Enterbrain report published by Famitsu. New Super Mario Bros. 2, which was released concurrently, sold an estimated 430,185 copies. It's unlikely that number includes sales of the download version, which was launched at the same time. There must have been at least some eShop copies sold.
The original 3DS reportedly burned through its full initial Japanese shipment of 400,000 units in 24 hours, making the upsized unit's launch softer in comparison. The PlayStation Vita, the 3DS's most direct competition, sold321,407 units in its December 2011 launch in Japan, though sales have slowedquite a bit since.
http://www.joystiq.com/2012/07/31/3d...panese-launch/
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July 31st, 2012, 22:42 Posted By: wraggster
Chart-Track doesn't give out hardware data, but according to an unverifiedGamesIndustry.biz report the new console outsold the regular 3DS with ease last week despite launching on Saturday, July 28, which was the last day of the retail monitor's tracking period."XL shifted a figure a little shy of five figures, outselling the original 3DS (whose total is based on seven days' data) by a factor of just over 2:1," the report claims. "At the same time, old 3DS was down slightly on its previous week.
"As for software, sales were up 11 percent for the week overall (following a 31 percent leap the previous week, probably inspired by the launch of Kingdom Hearts 3D)," it adds.
In comparison, Nintendo sold 200,000 3DS XL units in Japan during the handheld's first two days of availability.
http://www.computerandvideogames.com...nits-on-day-1/
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