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December 1st, 2010, 01:47 Posted By: wraggster
How would you describe Eric Ruth's 8-bit Pixel Force: DJ Hero game? A clever remake? An artifact from a fictional past? Whatever it is, we're pretty bummed that it's taken this long for mankind to get to the point where we can mix chiptune versions of songs by Madonna, Michael Jackson, INXS, and a ton more -- all the while scoring points and watching a little pixelated guy rock the wheels of steel. What are you waiting for? Fire up that PC, hit the source link to download your copy, and see all productivity cease
http://www.engadget.com/2010/11/30/8...-never-sounde/
http://www.ericruthgames.com/
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December 2nd, 2010, 00:06 Posted By: wraggster
The Wii Speak peripheral is likely to be discontinued.
That's according to IGN, which points out that a number of major retailers - including Amazon and GameStop - no longer sell the microphone peripheral new online.
Nintendo told the site that it'll continue supplying Wii Speak to retailers while there is demand for it - but there certainly doesn't appear to be much.
"The Wii Speak microphone is still available at limited retail locations," a Nintendo rep said. "Additional shipments can be made if consumer demand increases."
Last month, it was reported that Nintendo had told Conduit 2 developer High Voltage not to make use of Wii Speak for the upcoming first-person shooter.
Wii Speak went on sale in late 2008.
http://www.computerandvideogames.com...VG-General-RSS
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December 2nd, 2010, 00:41 Posted By: wraggster
News via http://www.palib-dev.com/forum/index...ic,1067.0.html
Lab Rec is a Lab recording, which allows you to record anything you want. Plus, theres a live microphone, then you can use the DS as a real microfone! The interface is really clean and cool, and, of course, easy to use. Enjoy it.
(It's a WIP project, so, expect more than this)
Bug's: You CAN'T use the Live Mic after recording.
You CAN'T record after using the Live Mic. That happens because I didn't get, yet, reset the memory.
Download:
http://www.4shared.com/file/6uveZ5Bw/LABREC.html
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December 3rd, 2010, 00:24 Posted By: bandit
Translation:shinhalsafar the developer at the origin of the bearing of FCEU (emulator BORN) and VBA (emulator GameBoy, GameBoy Color and GameBoy Advance) continues in its impetus on the bearings of the Nintendo emulators for our greater pleasure. Indeed it has just created a page google code on its new project, the bearing of dolphin a Wii emulator and GameCube on PS3.
Google Code Site: Dolphin PS3
Source: Logic-Sunrise forums
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December 3rd, 2010, 00:24 Posted By: bandit
Translation:shinhalsafar the developer at the origin of the bearing of FCEU (emulator BORN) and VBA (emulator GameBoy, GameBoy Color and GameBoy Advance) continues in its impetus on the bearings of the Nintendo emulators for our greater pleasure. Indeed it has just created a page google code on its new project, the bearing of dolphin a Wii emulator and GameCube on PS3.
Google Code Site: Dolphin PS3
Source: Logic-Sunrise forums
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December 3rd, 2010, 00:29 Posted By: wraggster
Not all videogames are bad and violence inducing - some can alleviate symptoms of one of the world's worst diseases: Parkinson's.
A British doctor has been awarded £35,000 to research the benefits that playing Wii can have for people with Parkinson's. Oscar-winning actress Helen Mirren, who was reported to have been paid half a million quid by Nintendo to advertise Wii Fit, is interested to see how the research turns out - she has a close friend with Parkinson's.
The Wii helps Parkinson's sufferers by physically and mentally challenging them - a process that can slow the degradation of nerve cells.
"Keeping moving is really important because of the stiffness. By doing the Wii I find that you loosen up the muscles that are constantly spasming," said Karen Rose, a lady who suffers from Parkinson's. She's been chosen to appear in Nintendo's real story TV adverts.
"Most people with Parkinson's find that they lose their confidence. So I tend to do exercise at home. I've got all the benefits of a gym, but I can do it to fit in with my lifestyle and my medication. It gives you a burst somehow, and it makes you feel better, and then you have a better day."
Dr Cathy Craig, the woman in charge of the research, added: "Our hope is to harness the benefits of the Wii technology to develop a system designed specifically for people with Parkinson's.
"If the project is successful the benefits could be twofold. It could allow us to develop a simple way to assess Parkinson's symptoms yet provide a safe and effective way for people with the condition to be more active and keep fit."
Presumably Microsoft's Kinect and Sony's PlayStation Move could help people with Parkinson's as well.
http://www.eurogamer.net/articles/20...insons-disease
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December 3rd, 2010, 00:31 Posted By: wraggster
Ubisoft has instituted a novel measure to combat freeloaders looking to pirate the DS version of Michael Jackson: The Experience: it's figured out a way to make hacked ROMs play a vuvuzela chorus over the classic Jacko tunes.
Tiny Cartridge spotted a YouTube clip that shows a pirated version of the game rendered unplayable by the obnoxious buzz of the South African horn. Not only that, but crucial on-screen prompts aren't displayed either.
Nice try Ubisoft but we'd imagine a spot of vuvuzela might actually enhance a few of Jackson's later numbers. Earth Song, say.
If the Wii version is anything to go by, the DS take on Ubisoft's homage to the erstwhile King of Pop might actually be worth shelling out for. Eurogamer's resident crotch-grabber Johnny Minkley awarded the game 7/10 earlier this week.
http://www.eurogamer.net/articles/20...cko-ds-pirates
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December 3rd, 2010, 01:02 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15970.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.019 (12/1/2010)
Fixed the worst of the scrolling bugs. Contra, Castlevania 2, Blaster Master, and many other games are now actually playable. Also, it seems that Yo Noid! crashed the emulator
(because bitwise and is NOT the same thing as modulus when you don´t have a power of 2!) so I very reluctantly fixed that as well.
Known Issues:
Jump sound doesn´t cut off in world 1-2 of SMB
Zelda II won´t scroll correctly until real sprite 0 hit is implemented
Most games with a status bar on the bottom won´t display that bar
Sprites missing in Tiny Toon Adventures, Little Nemo
DuckTales status bar uses wrong graphics
Mario´s eyes are missing in SMB2
Basically every racing game uses the same scrolling trick that won´t look right
SMB3 and Marble Madness both crash and Silver Surfer resets itself
http://code.google.com/p/halfnes/
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December 4th, 2010, 23:48 Posted By: wraggster
Oh, noble Wii Speak, you promised to make taunting newbs and chiding teammates so much more of a social affair. Now you're being relegated to the cemetery of console accessories that simply never caught on. Nintendo has confirmed Wii Speak is only available now at "limited retail locations" ahead of an apparent discontinuation, and that while "additional shipments can be made if consumer demand increases," that doesn't sound particularly likely to us. If you'd like to pay your respects, visiting hours will be all weekend ahead of the final ceremony taking place on Monday between the Power Glove and Zapper plots.
http://www.engadget.com/2010/12/03/n...-speak-gently/
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December 5th, 2010, 00:13 Posted By: wraggster
Genesis Plus 1.4.1 released by EkeEke is an updated Genesis/Megadrive Emulator for Wii/Gamecube
Heres whats new:
Genesis Plus GX 1.4.1 (04/12/2010) (Eke-Eke)
---------------------------------------------------------------------------------------------------------
[Core/VDP]
---------------
* improved VBLANK flag accuracy, as observed on real hardware.
* improved DMA operations accuracy, writes are now performed on a scanline basis: fixes Gaiares (flickering title screen).
* improved DMA Fill timing accuracy.
* fixed DMA with bad code values: fixes Williams Arcade Classics (corrupted gfx after soft reset).
* fixed horizontal resolution changes during HBLANK: fixes Bugs Bunny in Double Trouble (2nd stage).
* fixed Vertical Counter in interlace mode 1, as observed on real hardware.
* fixed horizontal border width, as observed on real hardware.
* various code improvments & optimizations.
[Core/Extra]
---------------
* improved savestate format: added DMA, SVP, cartridge mapping & internal registers state informations
* improved unlicensed ROM mappers emulation
* added Chinese Fighters III mapper support
* added Top Fighter mapper support
* fixed Barver Battle Saga mapper support
* fixed cartridge hardware soft-reset (Game Genie, SVP, ...)
* fixed Game Genie registers byte reads
[Gamecube/Wii]
---------------
* added message box when inputs config uses disconnected controllers.
* added message box when settings are reseted to default on startup.
* fixed default inputs configuration.
* fixed memory leak in Cheat Menu causing spurious resets.
* added an option to enable/disable automatic cheat activation
* increased max number of cheat codes
* optimized cheat codes requiring RAM patching.
* improved default horizontal scaling to better match output from a real Mega Drive
[Gamecube specific]
---------------
* fixed inverted keys in cheat menu.
* fixed audio input frequency, now use exact audio hardware samplerate, as measured on my Game Cube (~48044 Hz),
(NB: Wii samplerate has been verified to be closer to 48000 Hz)
[Wii specific]
---------------
* added the possibility for any wiimotes to be used as input device, regardless of the connected expansion controller.
* fixed USB drive not being detected when application is loaded from USB (HBC), thanks to Tantric for the tips.
http://code.google.com/p/genplus-gx/
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December 5th, 2010, 00:13 Posted By: wraggster
Genesis Plus 1.4.1 released by EkeEke is an updated Genesis/Megadrive Emulator for Wii/Gamecube
Heres whats new:
Genesis Plus GX 1.4.1 (04/12/2010) (Eke-Eke)
---------------------------------------------------------------------------------------------------------
[Core/VDP]
---------------
* improved VBLANK flag accuracy, as observed on real hardware.
* improved DMA operations accuracy, writes are now performed on a scanline basis: fixes Gaiares (flickering title screen).
* improved DMA Fill timing accuracy.
* fixed DMA with bad code values: fixes Williams Arcade Classics (corrupted gfx after soft reset).
* fixed horizontal resolution changes during HBLANK: fixes Bugs Bunny in Double Trouble (2nd stage).
* fixed Vertical Counter in interlace mode 1, as observed on real hardware.
* fixed horizontal border width, as observed on real hardware.
* various code improvments & optimizations.
[Core/Extra]
---------------
* improved savestate format: added DMA, SVP, cartridge mapping & internal registers state informations
* improved unlicensed ROM mappers emulation
* added Chinese Fighters III mapper support
* added Top Fighter mapper support
* fixed Barver Battle Saga mapper support
* fixed cartridge hardware soft-reset (Game Genie, SVP, ...)
* fixed Game Genie registers byte reads
[Gamecube/Wii]
---------------
* added message box when inputs config uses disconnected controllers.
* added message box when settings are reseted to default on startup.
* fixed default inputs configuration.
* fixed memory leak in Cheat Menu causing spurious resets.
* added an option to enable/disable automatic cheat activation
* increased max number of cheat codes
* optimized cheat codes requiring RAM patching.
* improved default horizontal scaling to better match output from a real Mega Drive
[Gamecube specific]
---------------
* fixed inverted keys in cheat menu.
* fixed audio input frequency, now use exact audio hardware samplerate, as measured on my Game Cube (~48044 Hz),
(NB: Wii samplerate has been verified to be closer to 48000 Hz)
[Wii specific]
---------------
* added the possibility for any wiimotes to be used as input device, regardless of the connected expansion controller.
* fixed USB drive not being detected when application is loaded from USB (HBC), thanks to Tantric for the tips.
http://code.google.com/p/genplus-gx/
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December 5th, 2010, 01:40 Posted By: wraggster
news via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in SWP and SWPB opcodes.
- Fixed bug in LDM and STM opcodes.
- Fixed bug in POP and PUSH opcodes.
- Fixed bug in ROM Info and Properties dialogs.
- Fixed bug in Mode 4 render mode.
- Fixed bug in dma channels emulation.
- Added some speedup at the emulation.
http://ideasemu.biz/
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December 5th, 2010, 01:40 Posted By: wraggster
news via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in SWP and SWPB opcodes.
- Fixed bug in LDM and STM opcodes.
- Fixed bug in POP and PUSH opcodes.
- Fixed bug in ROM Info and Properties dialogs.
- Fixed bug in Mode 4 render mode.
- Fixed bug in dma channels emulation.
- Added some speedup at the emulation.
http://ideasemu.biz/
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December 5th, 2010, 02:03 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...42400f12801bcc
XEM makes the beta version 0.3 of "HomebreWifi" utility that allows you to download homebrew for your Nintendo DS through a wireless connection.
Application that participates in the Nintendomax DS Dev Competition 2010
Use:
- Configure the wireless on your console
- Put on your homebrewifi.nds linker (root or folder, whatever)
- Start homebrewifi
- Enter a code example for the game AAAARX Agent Eight
- It creates the appropriate files (/ HOMEBREW/111145 - Eight Agent /)
The number (111 145) for each different homebrew, lets not mix or crush homonyms, or different versions of the same homebrew on its linker.
- It downloads the game in this folder!
so here I wonder what happens to you:
my house is pretty slow: I have a DS FAT + a M3i Zero and it downloaded about 0.5 MB per minute.
- Wait until it says finished (it may be that it takes 4 minutes to Agent Eight)
- Ay, you can restart your console and play!
News:
- Bilingual site
- Bilingual Application
- Splashscreen
Coming soon:
- Management of multiple files
- Multiple downloads in a row
- Improved interface
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December 5th, 2010, 21:34 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15983.html
The NES emulator My Nes has been updated.
Quote:
Version 2.0.0.322:
I build this version from zero, I mean that i don´t use the old sourcecode from version 1.2.5.111 although I used some of and enhance it. The new source code brings new nes engine, it´s now EXACT NES CYCLE emulator, older versions were based on scanline, that´s mean the new version is more accurate and the compatibility increased.
My Nes tested on test roms, and it pass most of them.
Converted from scanline-based to cycle-based.
compatibility increased.
Fixed ppu scroll, timing, exact ppu nmi timing !! more accuracy.
Fixed apu frame IRQ and timing.
Fixed all cpu instructions.
Added mappers # 90, 92, 93, 94, 95, 97, 112, 114 and 212.
Fixed mappers # 4, 6, 19, 21 and 23.
Browser improved to be faster 2X the older one.
My Nes now boot faster than before.
ALOT of things changed so I cannot mention them all now.
http://sourceforge.net/projects/mynes/files/
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December 5th, 2010, 21:48 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6535
Cast size_t to unsigned long for printf to deal with (32-bit)
systems where size_t is typedef int.
It's either this or use the C99 %zu but while we can probably
safely assume C99 compilers, I am not at all sure that that's the
case for stdio libraries and this solution is fairly low-impact.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 5th, 2010, 21:48 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6535
Cast size_t to unsigned long for printf to deal with (32-bit)
systems where size_t is typedef int.
It's either this or use the C99 %zu but while we can probably
safely assume C99 compilers, I am not at all sure that that's the
case for stdio libraries and this solution is fairly low-impact.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 5th, 2010, 21:50 Posted By: wraggster
News of the latest work on the Dos Emulator for DS from Pate:
Last week was a very busy week at the office, we had a big customer delivery of our software, so that I did not even have time to work on DS2x86 on the evenings. Thus, nothing much has happened since the previous blog post. I started working on porting the EGA graphics code from the original DSx86 to DS2x86, though. That is a somewhat boring work, as it just means translating the same algorithms from ARM assembly to MIPS assembly. However, I decided to change the memory organization of the emulated EGA graphics to better suit the DS2x86 16-bit color screen blitting, so that will at least cause some changes.
Since the last blog post I have also improved the SB digital audio handling a bit, so that it now sounds pretty good in Wing Commander II. It is still not very good when playing LineWars II, most likely because LW2 uses very short DMA buffers and my 60Hz DMA buffer scanning rate in DS2x86 might be too slow for that. Other minor improvements include better debug screen handling, so that I can now print debug strings also while simultaneously showing the touchpad keyboard. This helps me in debugging the new features, but it won't affect the release version.
In general I have not had any problems with the DS2 SDK any more, DS2x86 seems now to start properly every time. Also my screen and audio updating routines seem to be quite robust at the moment, so that I can focus on improving the actual x86 emulation. There are still a lot of things missing, and my current focus is to get many of the same games that run in DSx86 running in DS2x86, so that I can release the first alpha version by the end of the year. After that I will focus on the 386-specific and protected mode features. The DS2x86.plg file is already almost 2 megabytes, and it takes 6 minutes to FTP-transfer to my DS Lite, which is quite annoying. I always try to think of something else to do while it transfers, but especially if there is a minor bug in the latest code, it is quite frustrating to fix the problem in a few seconds, build a new version, and then again wait over 6 minutes to see if the problem got fixed.
Tomorrow is the independence day of Finland, so it is a holiday and I can continue working on the EGA features. I hope to get something showing on the screen in an EGA game by tomorrow evening. That's all for this short blog post, hopefully I have something more interesting to tell in my next blog post. :-)
http://dsx86.patrickaalto.com/DSblog.html
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December 6th, 2010, 23:22 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15986.html
A new version of the Game Boy Color emulator GEST has been released.
Quote:
So, the last one wasn´t the final version. (But this one might be )
What´s new in v1.1:
added "mix more frames in GB mode" option
- in Castlevania 2, in the first stage when sprites are in the water, their blinking looks closer to that on a real GB (not clearly transparent or blinking but something in between)
- don´t know if this feature is useful for anything other than that
added option to load GB1 battery save to GB2
added save state support for GB2
added option to select slower autofire speeds
non-GBC game color palette switching works for GB2
GEST won´t create empty battery save files anymore
fixed Worms Armageddon freezing
fixed Samurai Showdown (and maybe others) sound stuttering
few other minor fixes and changes
tried to reduce cpu usage further (hopefully there won´t be sound problems)
removed a useless video filter
http://koti.mbnet.fi/gest_emu/
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December 6th, 2010, 23:55 Posted By: wraggster
[Jackson] decided he wanted to give his original Game Boy a bit more power so he replace the internals with those from a Game Boy Advance SP. This keeps the case work to a minimum, as the original was larger than the SP. He kept the buttons, speaker, headphone jack, and power switch but modified the enclosure to use the volume, charger, and battery from the newer hardware. The cartridge connector was relocated to match the slot in the back half of the case, with the color screen being the biggest giveaway that someone’s monkeyed with the device. Not a bad use for a dead Game Boy, as least you’ll be playing this one instead of dedicating it to virtual storage.
http://hackaday.com/2010/12/06/origi...oy-advance-sp/
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December 7th, 2010, 14:34 Posted By: wraggster
At least Animal Crossing keeps on going when a bit of snow lands in Your Town. In fact, the coming of snow is celebrated with a new Let's Go To The City download.
If you've played Animal Crossing: Let's Go To The City, you'll know about the snowman series of furniture. Now you can add to it with a snowman vanity.
Last month you could download a mush hanger for your house for Mushroom Month, but December is all about the snow as you can transform your house into a winter wonderland with this item to add to your Snowman series of furniture.
Yes, if you bump into Pete the postman between now and 12 December you'll be able to get hold of an otherwise unattainable Snowman Vanity.
If you want more Snowman furniture you'll have to meet the Snowman himself. Where is he? Well, you'll have to go out in the snow and make him from the snowballs you find around Your Town.
Talking of snowmen, ONM readers have recently been making their own snowmen based on their favourite Nintendo characters. Here are their Nintendo snowmen.
http://www.computerandvideogames.com...VG-General-RSS
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December 8th, 2010, 00:40 Posted By: wraggster
The rapid rise of mobile gaming, particularly on Apple's iOS devices, is stealing "significant" market share from the DS and PSP, which are beginning to "stagnate".
That's according to Courtney Johnson, research and analysis manager at industry research firm Interpret, speaking on the results of a recent US survey.
"Devices which satisfy a variety of entertainment and utility are fast outstripping single-function devices as consumer favorites," said Johnson, based on the responses of 9000 poled.
He acknowledges that gaming as a whole is on a "meteoric rise", while "Sony PSP and Nintendo DS stagnate".
Another recent survey conducted by research firm Neilson concluded that the iPad is the most wanted technology product among US kids aged 6-12.
And earlier this year Epic VP Mark Rein said the smartphones and tablets like iPad and iPhone "are the consoles of the future", seemingly optimistic over the devices' download-only systems and cheaper software price points.
"I'd rather sell 10 million games at $25 and have a chance to sell DLC than 5 million at $50 on a disc that gets traded around," he said.
http://www.computerandvideogames.com...VG-General-RSS
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December 8th, 2010, 00:52 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
DESERT BUS IS THE FIRST IN A NEW LINE OF VERISIMULATORS(tm)-- "GAMES STUPEFYINGLY LIKE REALITY."
In 1995 Penn & Teller produced a video game for the Sega CD called Smoke and Mirrors but the publisher went bankrupt before it could be released. One of the mini-games was called "Desert Bus", which has been faithfully reproduced here for the Wii.
The aim of Desert Bus is to drive from Tucson, Arizona to Las Vegas, Nevada. The full trip is 360 miles long, which must be completed without stopping. The bus can only reach 45 miles an hour and pulls to the right ever so slightly. The only things you're likely to see while on the road (besides the desert floras) are a few scattered bus stops, which you can stop at and open the door of the bus. Note that you probably won't find anyone waiting (it's the desert after all). Driving off with the door open is not allowed as it would be a safety violation.
If the bus engine overheats due to running off the road or remaining stationary for too long, a tow truck will be dispatched to collect you. When it arrives it will tow you back to the last starting point, and the game ends.
If you do happen to make it all the way to Las Vegas, you get 1 point. Then you get 12 seconds to decide if you want to attempt the return journey back to Tucson. If you don't push 2 within the 12 second countdown the game will end.
http://wiibrew.org/wiki/Desert_Bus
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December 8th, 2010, 01:33 Posted By: wraggster
DiiLC 1.2.2 released by Conanac
DiiLC is a simple application to download and insert the DLC (downloadable content) or HDLC (hacked downloadable content) into Animal Crossing City Folk savegame file (use Waninkoko's savegame extractor for extracting savegame file). This application searches the DLC and HDLC files from the distributing servers. It could download and insert four DLCs (for US, EU, JP, and KR regions) and one HDLC that are available at the time when the application is running. It will process item, design and associated chosen letter from the downloaded file (either DLC or HDLC). User could choose to directly store the letter with item or design pattern into either the chosen player pocket and design slots (including global design slot in Able Sister's shop) or ask Wendell and Pete to deliver those.
Changelog
1.2.2 – 05 December 2010
Fix a bug for built-in item
http://wiibrew.org/wiki/DiiLC
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December 9th, 2010, 00:05 Posted By: wraggster
Anti-piracy measures don't come more ingenious than overlaying hacked DS versions of Michael Jackson: The Experience with a vuvuzela drone. Especially when you consider that Ubisoft apparently knew nothing about it.
But the inventor, Marcelo Oliveira, knows that annoying as the South African plastic horn can be, it may take a teensy bit more to curb piracy completely.
"When I came up with the idea," he said (according to Tiny Cartridge), "I thought it would at least make the game pirates laugh.
"I never imagined it would become so popular and show up on so many sites, and that the original Youtube video would have over 140,000 views."
Oliveira worked for Ubisoft São Paulo, for which MJ: The Experience is reported to be its last ever game.
http://www.eurogamer.net/articles/20...was-for-laughs
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December 9th, 2010, 00:19 Posted By: wraggster
THQ said last week that it had a plan to support the uDraw Wii tablet through the 2012 calendar year, and today CFO Paul Pucino started to clarify the level of support. Speaking at the UBS Annual Global Media & Communications Conference, Pucino said that four to five titles would arrive for the device from THQ in the next fiscal year (April 2011 – March 2012). He didn't offer any more specifics, only revealing that one of the games would feature SpongeBob SquarePants.
Okay, we're gonna cut to the chase here, THQ: Convince Nintendo to let you develop a new Mario Paint for uDraw, and you can have all the money. How does that sound? All. The. Money.
http://www.joystiq.com/2010/12/08/th...ncluding-spon/
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December 9th, 2010, 00:22 Posted By: wraggster
How can the government reach out to teenagers to stop them romping without wearing condoms? Make a videogame-inspired campaign for YouTube, obviously.
Game On!, a video, parodies Mario and Mega Man as a boy searches a side-scrolling level for a condom. If he reaches the end without one, he'll blow everything.
Along the way he'll need to avoid slipping into a an alcohol bottle (green pipe) and being hit by STI monsters, which look more or less like the baddies in Mario.
The campaign is the brainchild of Leicester's branch of the government's Teenage Pregnancy Strategy, an initiative set up in 1999 to "dramatically reduce" the number of teenage pregnancies in the UK.
http://www.eurogamer.net/articles/20...mario-mega-man
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December 9th, 2010, 00:42 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator for Windows Vista/7 has been updated. Changes:
- Sound engine improvements - audible adjustments to playback frequency are essentially eliminated;
- Fixed IRQ behavior following CLI, PLP, and RTI instructions (fixes Pinbot, High Speed, and some test ROMs);
- More accurate MMC3 implementation;
- Fixed sprite DMA from non-CPU memory (fixes Noah's Ark);
- CRC-based detection for ROMs that aren't adequately described by iNES headers
ROMs are cached on startup for smoother scrolling through the menu (can be disabled in nemulator.ini);
- Hotkeys for resetting games (F2) and switching between fast and accurate emulation modes (F3);
- Emulation of emphasis bits and grayscale mode;
- Fixed handling of OAM reads via $2004 while rendering; Micro Machines is working properly now;
- A lot of code reorg/cleanup and a few bug fixes.
- Added support for the following mappers: MMC6 - Startropics, 23 - Contra (J), Parodius, Crisis Force, 67 - Fantasy Zone 2 (J), 78 - Holy Diver (J), 93 - Fantasy Zone (J), 94 - Senjou no Ookami, 119 - Pinbot, High Speed, 184 - Atlantis no Nazo, 185 - Spy vs. Spy (J), Mighty Bomb Jack (J).
http://nemulator.com/
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December 10th, 2010, 00:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15991.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.020 (12/8/2010)
Fixed the missing sprites bug and games with a status bar on the bottom. Super Mario 3, Tiny Toon Adventures, Marble Madness, Kirby´s Adventure and Battletoads are playable. (Tiny Toons doesn´t quite put the status bar in the right place, but it´s not too far off.)
Fixed 4-screen mirroring (Gauntlet)
Also added mapper 34 support (Deadly Towers)
Dragon Warrior 3 + 4 still won´t start, Zelda II and Crystalis still have problems.
http://code.google.com/p/halfnes/
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December 11th, 2010, 01:23 Posted By: wraggster
What to get for the Nintendo fan in your life who already has everything? How about this guitar made out of a Nintendo Entertainment System? GetLoFi.com hacked a working electric guitar together from the body of an NES, and as you can tell from the YouTube video after the break, it sounds ... ok?
So it's not great, but then again it's basically a box made out of plastic. The guitar is being sold for $150 on GetLoFi's web shop, and because it's custom made (the neck is a reused oak guitar neck), they've only got one for sale, but they seem game to make more if the demand is there. The NES itself has been hollowed out for all the other electronics, so if you want to play your favorite NES games while strumming their tunes, you'll need your own console for that.
http://www.joystiq.com/2010/12/09/gu...out-of-an-nes/
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December 11th, 2010, 01:31 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6552
Changed the GC controller timer from a host based one to one based on the emulated hardware. This helps the emulator become more deterministic.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 11th, 2010, 01:31 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6552
Changed the GC controller timer from a host based one to one based on the emulated hardware. This helps the emulator become more deterministic.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 11th, 2010, 01:34 Posted By: wraggster
news via http://emu-russia.net/en/
NES emulator for Windows Vista/7 has been updated. Changes:
- The number of games displayed in the menu is now customizable. See menu_columns option in nemulator.ini.
- Widescreen/fullscreen aspect ratio is selectable via app.widescreen option in nemulator.ini.
- Fixed bug that could cause nemulator to hang while exiting.
http://nemulator.com/
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December 12th, 2010, 20:47 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...43b3c17b323c8c
Spinal proposes "Ghostbuster" for the Nintendo DS, Utility to repair / correct the defects of ghosting that appears on DSi.
Ghosting is a replica of the transmitted image, offset position, which is superimposed over the main image on analog broadcasting.
As Some People Have Noticed semi permanent ghosting occuring On The DSiXL,
Especially after using a Specific emulator for Prolonged Periods of Time. This
The Attempt to remove software ghosting by Cycling the brightness of Each
pixel in Much The Same Way That Can Be corrected this problem we plasma TV.
Use - Simply load your DSiXL ghostbuster.nds it and leave it running for as
long as possible, Leaving the DSiXL Düring open this time (It Will closing
Send the DSiXL Into a sleep mode).
http://spinalcode.co.uk/ds/ghostbuster/
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December 12th, 2010, 20:48 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...43b3c17b323c8c
New revision for the popular Wii homebrew, the file explorer "WiiXplorer" that passes for revision 208.
R208
* Added support for Hermes IOS202 v5 and v5.1
* Added support for Drive with a GUID Partition Table (GPT)
* Added Possibility to start GameCube homebrew we Selecting a fraud
* Fixed booting of Wii ™ and maybe have homebrew Some Other Well with it (thx
Tantric)
* Optimized memory usage for file browsers filenames
* Updated language files
http://code.google.com/p/wiixplorer/
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December 12th, 2010, 20:50 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...43b3c17b323c8c
Stealth offers a new version of "Engine02" 2D game engine for DOS, Windows, Linux, Intel / PPC MacOS, PSP, and Wii. The games created, their maintenance and updating of the program are directly downloadable from the program.
Engine02 Is A script-driven, multiplatform 2D game engine for DOS With builds, Windows, Linux, Intel / PPC MacOS, PSP, and Wii.
Complete documentation for Creating games IS Included with PC and Mac builds, and est disponible On the website.
Created Games gold hosted by the Author and His Team are downloadable from Directly Inside the program. Updates for the program, in gold "any game installed, can aussi Be Downloaded From The Same interface When They Become available.
Currently-available games:
Megaman: Triple Threat - A Megaman 7 style fangame. Currently in-progress demo year
Sonic the Hedgehog: Project Mettrix - A Sonic 3 style fangame. Currently in-progress demo year
http://stealth.hapisan.com/E02/
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December 12th, 2010, 20:53 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12681&f=19
dheart offers a playable demo of "Kartz: Animalia World!" kart racing game in 3D for the Nintendo DS. Games included in the Nintendomax DS Dev Competition 2010.
Multiplayer 3D racing kart game, "still 30% of total progress ... It Should Be is finished march-june next year (2011).
I'm making 90% Of The resources we like game 3D model, texture and sprites. There are 10% ripped sprites .. It'll Be Later removed. I'm still doing The multiplayer part now. And, There's no story mode for a while
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December 12th, 2010, 20:57 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12679&f=19
Popolon offers version 0.87 of "msxDS" MSX/MSX2/MSX2 + excellent emulator for the Nintendo DS.
Version 0.87 (11-12-2010)
* Update file for several Carts.crc megarom of Spain (translated CAS), etc..
* The key LED CAP and Kana are now truly emulated.
* Mouse Emulation.
* The L and R triggers are used for F2 and F3 for Metal Gear (ROM versions only).
* Use the source code fMSX v.3.51 for emulation of the Z80.
* Optimization code emulation of Z80.
* Fixed bug in color 0 in the snapshot backup.
* Documentation in PDF.
http://www.alternate-fmsxds.webs.com/index-fr.html
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December 12th, 2010, 21:25 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16005.html
An update of the NES emulator nemulator has been released.
Quote:
12/9/2010
nemulator 2.2.1
* The number of games displayed in the menu is now customizable. See menu_columns option in nemulator.ini.
* Widescreen/fullscreen aspect ratio is selectable via app.widescreen option in nemulator.ini.
* Fixed bug that could cause nemulator to hang while exiting.
12/6/2010
nemulator 2.2
Lots of changes in this release:
* Sound engine improvements - audible adjustments to playback frequency are essentially eliminated
* Fixed IRQ behavior following CLI, PLP, and RTI instructions (fixes Pinbot, High Speed, and some test ROMs)
* More accurate MMC3 implementation
* Fixed sprite DMA from non-CPU memory (fixes Noah´s Ark)
* CRC-based detection for ROMs that aren´t adequately described by iNES headers
* ROMs are cached on startup for smoother scrolling through the menu (can be disabled in nemulator.ini)
* Hotkeys for resetting games (F2) and switching between fast and accurate emulation modes (F3)
* Emulation of emphasis bits and grayscale mode
* Fixed handling of OAM reads via $2004 while rendering; Micro Machines is working properly now
* A lot of code reorg/cleanup and a few bug fixes
* Added support for the following mappers:
o MMC6 - Startropics
o 23 - Contra (J), Parodius, Crisis Force
o 67 - Fantasy Zone 2 (J)
o 78 - Holy Diver (J)
o 93 - Fantasy Zone (J)
o 94 - Senjou no Ookami
o 119 - Pinbot, High Speed
o 184 - Atlantis no Nazo
o 185 - Spy vs. Spy (J), Mighty Bomb Jack (J)
http://www.nemulator.com/
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December 12th, 2010, 21:26 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16006.html
gbpablog is a new, cross-platform Nintendo Game Boy emulator available for Windows, Linux and Mac Os.
Quote:
gbpablog 0.7 (2010-12-07)
* Fixed bug in windows intaller.
* Added preferences dialog:
o Window size
o Greenscale / grayscale
* Added support for zipped roms
* Added about dialog with number version and url to the webpage
Introduction
Game Boy Emulator written in C++ with wxwidgets and sdl. Cross-platform: Windows, Linux and MAC. It´s only for learning purposes.
Requirements
Windows
- You must install the visual c++ runtime 2010
Mac
- You must install the sdl runtime libraries in /Library/Frameworks
Linux
- You need internet connection when installing the debian package. The dependencies will be automatically installed.
http://code.google.com/p/gbpablog/
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December 12th, 2010, 21:57 Posted By: wraggster
Pate has posted more news of his Dos emulator for the DS:
Last week I worked on the EGA opcodes. Currently the great majority of the opcodes (that are supported in DSx86) have been ported to DS2x86, so a couple of EGA games are already running fine. Some string opcodes are still missing, all the BIOS-based character output functions have yet to be coded, and I currently only have a blitting routine for the 320x200 resolution mode, so many games still fail. I just this morning decided to experiment with the EGA mode linear interpolation screen scaling routine. I first coded it by handling the palette calculations while blitting, and after I got that working I switched to a precalculated look-up-table that has the interpolated output pixel colors precalculated for each two input pixels. Since the 16-color EGA mode uses 4 bits per pixel, it is simple to lookup the output pixel value based on an 8-bit input value containing two adjacent pixels. The routine that handles the LUT filling whenever the palette value changes is obviously rather slow now, but since that specific routine is only used in the 16-color modes, and those rarely perform fast palette animations, this will most likely not be much of a problem. The actual blitting routine is almost as fast as the non-scaling routine, so there will be practically no performance penalty in using the scaled screen mode!
I was mainly interested in seeing what the scaling quality would be when scaling screens with some small text, so here below are screen copies of some screens from Duke Nukem 1 and Duke Nukem 2. In my opinion the text is for the most part quite readable, much better than with the hardware scaling as used in the original DSx86.
I also figured out a faster way to handle the separate memory access methods between normal RAM, EGA VRAM and ModeX VRAM. Since the graphics mode memory is organized so that each input byte addresse maps to a word address in the emulated VRAM, I now precalculate the two-bit-shifted memory addresses into the main page mapping table, so that the result address into the graphics memory can be taken simply by shifting the address generated by the common memory address calculation macro. Previously I first had to subtract the logical memory start address, then shift the value, and then add the physical graphics memory start address to the value. This simple change increased the Trekmo framerate by 0.5 fps, which together with some earlier general speedups now give a total framerate of 12.9 fps. Compared to the 11.9 fps value a few blog posts back, that is quite a nice increase. Now DS2x86 runs Trekmo at about the speed of a 40MHz 386 machine. There is most likely still room for improvement in various locations in the code, I just haven't yet figured out proper ways to improve them yet.
I have a two-week Xmas vacation starting on the 20th, so my current plan is to work on DS2x86 adding the most essential missing features, so that I can then release the first alpha version before the new year. Some of the biggest features that exist in DSx86 but are still missing from DS2x86 are:
Mouse support.
CGA graphics mode support.
Other EGA modes besides the 320x200 resolution.
Many Mode-X graphics opcodes are still missing.
All graphics BIOS features besides setting the graphics mode are missing, the most essential being the BIOS character output features.
All audio support (besides 8-bit SB digital audio) is still missing, and even that one still needs improvement.
All the configuration features on the touchscreen (including updating the lower screen upper part based on the current configuration) are still missing.
The blinking cursor in the text mode (command prompt) is missing.
The crash logging feature is still missing.
A lot of other minor things here and there.
I will certainly not be able to add all of these before the new year, so the first alpha version of DS2x86 will be quite limited. It will mostly be meant as a technical demonstration and as a test bench for you DSTwo card owners, so that you can help me in testing various games on it and report the still missing features.
http://dsx86.patrickaalto.com/DSblog.html
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December 13th, 2010, 23:18 Posted By: wraggster
Nintendo talisman Shigeru Miyamoto has admitted that at one time he intended to try and "destroy" the game genres that he had helped create.
Speaking in a lengthy, fascinating interview with The New Yorker, the Mario creator explained how he watched on with admiration as his favourite manga artists created a brand new genre from nothing and then later completely subverted it.
"When they became much older, they started to destroy the style they themselves had created," he explained.
"When I started working for the company, I thought that someday I would like to do the same. I wanted to destroy the styles that we ourselves created.
"I don't think we can do so completely, but I think that in the way that we are making video games today we might be getting closer to my idea of destroying the original style.
"Because we ourselves have created the original format or style of video games," he continued, "we understand why we had to do it at the time. Because we understand that, we can also understand why some of them must be kept intact and why some of them we can destroy."
Once famously banned from talking about his current hobbies by Nintendo top brass out of fear competitors might steal his game ideas, Miyamoto also shed a little light on what currently floats his boat outside of the office.
"I like changing the interiors of the house, or sometimes even the exterior of the house. Sometimes I'm called the Sunday carpenter," he revealed.
"Even at midnight or at some early hour in the morning, I will change the location of the sofa in the living room. That's me. Something tells me that by changing it my life is going to be more enjoyable. At least it's going to give me some fresh feeling."
Elsewhere in the piece, Miyamoto offers insight into perfectly balancing difficulty in his games, why he's not interested in photorealism and who he most admires in the games industry.
http://www.eurogamer.net/articles/20...nintendos-past
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 15th, 2010, 00:59 Posted By: wraggster
POWDER 115-1 released by insin
A port of POWDER to the Wii using SDL Wii.
115-1 - 14th December, 2010
Updated to version 115 of POWDER, see the POWDER releases page for changes.
Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.
My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.
Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.
When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The delete key should work on Macs. (Konstantin Stupnik)
Typos in the animate forest description fixed. (Paul Nguyen, Kender)
You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
Items that fall in a hole will not be revealed up on the next level's map. (Kender)
Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
Giant Spiders have defences better fitting their explevel. (Mental Mouse)
The earth hammer is now made from stone as you'd expect. (Kender)
The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
Typo fixed in Golden Tridude description. (Mental Mouse)
Clarify cave troll description. (Metnal Mouse)
s/byte/sting/ for scorpion description. (Mental Mouse)
Clarify butcher skill description. (Mental Mouse)
Water elementals no longer leave corpse.
Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
Vampire bats will no longer chase players which they aren't interested in. (Kender)
Option to email character dumps on the iPhone to get them out of the black box.
Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone.
Makefiles for Linux have $(LDFLAGS) added.
The torches in the Lomaka tiles have been fixed to show up in the correct hand. (Martin Rittweger)
The Wish command now includes the ability to take on a monster's form and stats, so you can play as a monster if you wish. (Robert Barber)
On level up, the number of Piety points you have in each class is displayed beside the class name so you can better judge which class to pick. (Matthew Wyatt)
http://wiibrew.org/wiki/Powder
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December 15th, 2010, 01:06 Posted By: wraggster
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS and Now Apple Iphone
Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.
My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.
Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.
When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The delete key should work on Macs. (Konstantin Stupnik)
Typos in the animate forest description fixed. (Paul Nguyen, Kender)
You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
Items that fall in a hole will not be revealed up on the next level's map. (Kender)
Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
Giant Spiders have defences better fitting their explevel. (Mental Mouse)
The earth hammer is now made from stone as you'd expect. (Kender)
The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
Typo fixed in Golden Tridude description. (Mental Mouse)
Clarify cave troll description. (Metnal Mouse)
s/byte/sting/ for scorpion description. (Mental Mouse)
Clarify butcher skill description. (Mental Mouse)
Water elementals no longer leave corpse.
Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
Vampire bats will no longer chase players which they aren't interested in. (Kender)
Option to email character dumps on the iPhone to get them out of the black box.
Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone.
Makefiles for Linux have $(LDFLAGS) added.
The torches in the Lomaka tiles have been fixed to show up in the correct hand. (Martin Rittweger)
The Wish command now includes the ability to take on a monster's form and stats, so you can play as a monster if you wish. (Robert Barber)
On level up, the number of Piety points you have in each class is displayed beside the class name so you can better judge which class to pick. (Matthew Wyatt)
http://www.zincland.com/powder/index...gename=release
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December 15th, 2010, 01:06 Posted By: wraggster
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS and Now Apple Iphone
Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.
My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.
Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.
When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The delete key should work on Macs. (Konstantin Stupnik)
Typos in the animate forest description fixed. (Paul Nguyen, Kender)
You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
Items that fall in a hole will not be revealed up on the next level's map. (Kender)
Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
Giant Spiders have defences better fitting their explevel. (Mental Mouse)
The earth hammer is now made from stone as you'd expect. (Kender)
The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
Typo fixed in Golden Tridude description. (Mental Mouse)
Clarify cave troll description. (Metnal Mouse)
s/byte/sting/ for scorpion description. (Mental Mouse)
Clarify butcher skill description. (Mental Mouse)
Water elementals no longer leave corpse.
Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
Vampire bats will no longer chase players which they aren't interested in. (Kender)
Option to email character dumps on the iPhone to get them out of the black box.
Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone.
Makefiles for Linux have $(LDFLAGS) added.
The torches in the Lomaka tiles have been fixed to show up in the correct hand. (Martin Rittweger)
The Wish command now includes the ability to take on a monster's form and stats, so you can play as a monster if you wish. (Robert Barber)
On level up, the number of Piety points you have in each class is displayed beside the class name so you can better judge which class to pick. (Matthew Wyatt)
http://www.zincland.com/powder/index...gename=release
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December 15th, 2010, 01:35 Posted By: wraggster
News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9422
The Cyclops team, which announced the arrival of a new linker there is a little over a month, is back with new details on their youngest, but not least.
They announce that indeed it would be able to run in native mode DSi, which would make the first real DS linker (other backward compatibility mode using the DS).
This opens the door to a new generation of homebrew (and later to commercial games) that could benefit from additional capacity of the DSi: camera, SD card, more power (ram, processor). A free copy will be distributed to the same legitimate homebrew developers who request them.
Quote:
As promised, the Cyclops team is proud to announce a revolutionary new feature to its next linker, available soon. The competition that currently does to run the linkers in DS mode, depriving them of features unique to the DSi: camera, wifi improved, additional RAM, processor speed greater, DSP, etc..
IEVO the linker will be the first market to enable these features, initially for the homebrew, and later for commercial games. It will be possible to take advantage of multiple ways, and we are sure that the homebrew scene will be pleased to support these features.
The Cyclops team will be happy to provide free, homebrew developers to legitimate copies of their linker to assist development. Please send an email to "support@teamcyclops.com" for more information.
A new era seems well and truly on, much to the delight of fans of homebrew.
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December 15th, 2010, 01:47 Posted By: wraggster
In honor of the 25th anniversary of Super Mario Bros., and the release of Super Mario All-Stars: Limited Edition, Satoru Iwata has gathered up more members of the Mario team for another round of questioning. The developers probed include Katsuya Eguchi, who joined the team in 1986, and Super Mario Galaxy director Yoshiaki Koizumi, who didn't join until 1991.
As always, Iwata proves an expert interrogator, drawing neat information out of his employees. For example, New Super Mario Bros. on DS was originally conceived as a fifth game in the GBA's Super Mario Advance series. "After we released Super Mario Advance 4: Super Mario Bros. 3," says Hiroyuki Kimura, "people were asking if a '5' in the series would be released. That's right when the Nintendo DS system came out, which was perfect timing, so I thought if we're gonna make it, it should be a new title."
Additionally, Koizumi describes the experience of working with Miyamoto on Super Mario 64, which Miyamoto directed himself. While Koizumi expected written instructions, instead he got, well ... "it was just Miyamoto-san and me in the office, and he starts showing me how Mario is supposed to swim while saying, 'It's not really a breast stroke, and not a crawl, but something like this maybe...?' And he was completely sprawled out on the desk doing these swimming motions." This is the part where you laugh, perhaps nervously.
http://www.joystiq.com/2010/12/13/iw...ut-the-series/
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December 15th, 2010, 01:50 Posted By: wraggster
[ViDAR] was looking for a project to keep him occupied and settled on creating a VGA converter for his Game Boy. He had some difficulty finding pinouts for the LCD and CPU but working with what was known, and an oscilloscope, he found the necessary signal. Tap into just a few lines using those thin blue wires; Vsync, Hsync, clock, and two data pins. From there a development board with an Altera Cyclone II field-programmable gate array takes care of the heavy lifting. The board already has hardware for a VGA connection so it was just a matter of processing the incoming signals into the VGA standard. His demo video is embedded after the page break.
Want a dedicated solution? Check out this Game Boy video adapter inside a VHS cassette.
http://hackaday.com/2010/12/12/game-...using-an-fpga/
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December 15th, 2010, 01:59 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6581
When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 15th, 2010, 01:59 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6581
When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 16th, 2010, 00:22 Posted By: wraggster
Were you a fan of the original GoldenEye on the N64? Well, this Half-Life 2 mod called GoldenEye Source, five years in the making, has just come out of beta and been fully released for free. The game is a creation of fans with the objective to bring the original experiences from GoldenEye on the N64 back to life. I remember spending hours upon hours playing GoldenEye on the N64, and was sad seeing it go.
http://games.slashdot.org/story/10/1...n-Mod-Released
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December 16th, 2010, 00:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79aa95f243e499
ThatOtherPerson proposes changes to its puzzle game " Dont Get Crushed "for the Nintendo DS. Games included in the Nintendomax DS Dev Competition 2010 .
Short Description:
The use touchscreen to move and try to Avoid The Balls That bounce Across the screen for as long as possible. The Longer you survive, The Higher your score and Will Become The Faster The Balls Will move.
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December 16th, 2010, 00:56 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79aa95f243e499
Tantric and Carl Kenner offers version 1.5 of " Wii DOSBox "porting DOSBox emulator that simulates a DOS environment designed to run old DOS games.
1.5 - December 14, 2010
* Updated to latest SVN DOSBox
* USB compatibility Improvements
* Fix tilde key on keyboard
-Obtain an USB or wireless keyboard, place your bets in the DOSBox directory which is the root of your SD card and then start DOSBox Wii.
-The games will launch course on the command line before you put everything on the D partition by typing "D:" you can also change the QWERTY keyboard by typing "keyb fr"
-Example for the game Commander Keen that I placed in the directory / DOSBox/CK1, I type "CD CK1" I KEEN1 valid then I type and I revalidates, KEEN1 being. Exe file that launches the game
-The Classic Controller is supported.
-All games are not necessarily compatible up to you to test them or check out the provisional list of compatible games http://wiibrew.org/wiki/DOSBox_Wii_Compatibility_List
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December 16th, 2010, 00:57 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79aa95f243e499
Marc offers a version of " BrawlStats "for the Wii, a utility that allows you to view additional statistics about your games of Super Smash Bros.. Brawl .
RC1 (2010.08.31)
* Totally new graphical user interface
* Added trophy system
v1 (2010.12.13)
* Uses AHBPROT, No. cIOS Needed Anymore (WAS meta.xml aussi updated)
* Stored sessions are now at sd: / config / brawlstats /, You Will Have to move your old sessions To The New Path
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December 16th, 2010, 01:04 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12695&f=19
Michoko also offers version 1.2 of " LoneWolfDS - Shadow On The Sand ", an adaptation of the fifth book in the series" Lone Wolf ", a famous role-playing game book that you are the hero.
Shadow On The Sand v1.2
? Now has a Broadsword and Spear are present in section # 182 (thanks Dragonlord)
? Fixed a bug That May Prevent You From Taking Back your Sommerswerd in section # 278 (thanks F. Benedict)
? Fixed detection jurisdiction in section # 126 (thanks F. Benedict)
? Fixed random table results in section # 239 (thanks F. Benedict)
? Fixed a case WHERE year now kill activating Was Not "any link in section # 244 (thanks Stephen P.)
http://www.projectaon.org/staff/fred...n_The_Sand_1_2
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December 16th, 2010, 01:07 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16021.html
A new version of DSP Emulator has been released. DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
12/12 - DSP Emulator 0.10b4 WIP 12/12
New WIP source/binary release (more changes on source code!).
Updated Lazarus proyect with all new drivers, some bugfixes and many changes on source code (Added ´About´ window).
Released a Linux and Windows WIP binary.
Some Spectrum regresion fixes (´Cobra´ works again and the ´Ultracargas´ loads again), fixed hangs when samples are not present and a skeleton driver for Sega System16a with Shinobi showing text layer.
07/12 - DSP Emulator 0.10b4 WIP 07/12
New WIP source only release (big changes on source code).
Working on a better description of the main functions, changed and created code units more descriptives.
There is no binary release because the changes are on source only (there is no new drivers or new features).
02/12 - DSP Emulator 0.10b4 WIP 02/12
New WIP release. Many thanks to NesBr!
"Just" a code clean, and some bug fixes (Now DSP compiles in Delphi 2010 but SDL window don´t work).
Added some Spectrum versions and fixed some drivers. Changed Spectrum ROMs added the files from this page http://www.shadowmagic.org.uk/spectrum/roms.html. Thanks to Philip Kendall.
23/11 - DSP Emulator 0.10b3
Added source and Windows binary of final beta release.
Included all changes of WIP versions, finally a GameBoy/GameBoy Color emulation and many other small changes.
One of those changes is a better driver list. Now is sorted alphabetically, and shows the information better than before.
http://code.google.com/p/dsp-emulator/
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December 16th, 2010, 01:09 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16026.html
VisualBoyAdvance Rerecording is a Nintendo GBA and GB/GBC emulator (based on VisualBoyAdvance).
Quote:
---VBA-rr v23.4---
12-08-2010 gcupcakekid - Added memory.gbromreadxxxx() functions.
12-08-2010 aquanull - Fixed when the movie being played is closed right at the frame equal to "Pause at frame".
12-05-2010 aquanull - Disabled something not implemented yet.
---VBA-rr v23.3---
11-28-2010 aquanull - Fixed the bug that reset failed to clear the whole screen.
11-23-2010 aquanull - Fixed the old movie input buffer bug.
11-21-2010 aquanull - Improved GBx mode detection upon reset.
11-21-2010 aquanull - Fixed crash when loading a GBC mode savestate in mono GB mode.
11-17-2010 aquanull - Added an option for GB games to mimic the pre-v23 white screen input behavior.
11-13-2010 aquanull - Fixed a bug that loading a post-movie savestate in read+write mode would result in a glitched recording mode.
11-12-2010 aquanull - Frame Counter now tells if the movie is being played in edit mode.
11-12-2010 aquanull - Movie->Resume Recording now becomes Movie->Resume/Exit Recording, which changes Read-Only settings as well.
11-11-2010 aquanull - Restored old behavior of Movie->When Movie Ends->Restarts i.e. the movie will restart as soon as it ends.
11-11-2010 aquanull - Mute Frame and Mute When Inactive no more mutes dumped audio.
11-09-2010 aquanull - Fixed the issue that UI was not redrawn after the rom was closed.
11-06-2010 aquanull - More throttle options availible.
11-06-2010 aquanull - Fixed the issue that the emulator ignored the synchronization option with sound turned off.
---VBA-rr v23.2---
11-04-2010 aquanull - Added a "New Folder" button to all directory browse dialogs.
11-04-2010 aquanull - Fixed the old bug that the movie reset signal could improperly persist after loading a savestate.
11-04-2010 aquanull - Fixed the bug that no old-timing reset would be appended after loading a movie savestate taken right after a new-timing reset occurred.
11-01-2010 aquanull - Fixed quick screenshots. Now existing files are not overwritten.
11-01-2010 aquanull - Taking quick screenshots frame by frame is allowed if Frame Advance is being used.
11-01-2010 aquanull - VBA now only creates the default directories if necessary.
11-01-2010 aquanull - Fixed RAM Watch so that it uses the configured directory.
---VBA-rr v23.1---
10-30-2010 aquanull - Improved recent ROM list.
10-30-2010 aquanull - Frame Advance is disabled if no game is emulated.
10-30-2010 aquanull - Fixed RAM Watch/Search button update.
10-29-2010 aquanull - Input display is now updated after loading a savestate.
10-29-2010 aquanull - Fixed the bug that RAM Search was reset when a movie was played.
10-29-2010 aquanull - Fixed recording joypad input from Lua.
10-29-2010 aquanull - Fixed "In Game" text option. Now it is no longer delayed.
---VBA-rr v23 released October 28th 2010, r270---
??-??-2010 aquanull - Added an option to leave the movie open after its playback ends.
10-24-2010 kylethomson - Add option to bind movie savestates to movies,
10-24-2010 kylethomson - Add default directories to VBA, if none exist, create them.
10-22-2010 aquanull - Most of old movies in VBA format 1.0 can be converted with the new tool provided under the Movie Menu.
10-22-2010 aquanull - New VBM format Version 1.1, which should be generally compatible with old Version 1.0.
10-11-2010 aquanull - Improved speed display.
10-11-2010 aquanull - Fixed input delay, which fixes things such as the warp glitch in the Smurfs.
10-11-2010 aquanull - Fixed frame counter logic regarding lags, Account for Lag now works.
10-07-2010 gochaism - Adapted fixes to RAM Search from Desmume (such as multiple selection of watches).
09-27-2010 aquanull - Really finally fixed accelerator keys.
09-27-2010 aquanull - Fixed several screen redraw problems.
09-26-2010 aquanull - Added "Enable Background Input" option.
09-26-2010 aquanull - Added "Mute When Inactive" option.
09-12-2010 aquanull - Added "Always On Top" option.
09-12-2010 aquanull - Fixed the random error in application start up.
09-12-2010 aquanull - Fixed the error raised when the user canceled selecting from an archive after dragging & dropping a certain types of files onto the main window.
02-10-2010 aquanull - Finally fixed accelerator keys.
02-09-2010 aquanull - A more organized hot-key configuration dialog.
02-05-2010 nitsuja - fix input disable bug from r153 and throttler Sleep(1.6 years) bug, which were making vba impossible to use at least half of the time
01-15-2010 aquanull - Fixed torn graphics with good old Direct Draw with VSync enabled.
11-23-2009 aquanull - Fixed crash when playing a movie from power-on with a ROM selected from a multi-
file archive.
11-22-2009 aquanull - Hopefully fixed multi-byte character set support.
11-19-2009 aquanull - Fixed Escape shortcut key.
11-12-2009 gochaism - Lua: fixed joypad.set, it works fine even though the script has no frame-advance
loop.
11-12-2009 gochaism - Lua: changed joypad.set, it no longer adds input if the field value means false.
http://code.google.com/p/vba-rerecording/downloads/list
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December 17th, 2010, 00:31 Posted By: wraggster
If Nintendo cut the price of the Wii to $99 (around £63) sales would go through the roof, EA has claimed.
Questioned about declining Wii sales by IndustryGamers, CEO John Ricitiello said, "I would say they did exceptionally well in '07 and '08, started tapering in '09 and '10, and... I think if they were to price down to $99, they would explode.
"I think they've now got competition, in the form of gesture-based gaming from Sony and Microsoft. If they were to find ways to promote third party content better, as opposed to first party content, and would hit pricing, I think the platform would see new life."
Both the Wii and DS have been in decline this year, though Nintendo has refused to drop the price. It currently retails for £179.99 in the UK and $199.99 in the US.
Later in the interview, Riccitiello went on to complain further about Nintendo's hands-off approach to third-party promotion on its platforms.
"I think it's a frustration for all third-party publishers, when a platform holder does less to promote third party content," he said.
"A great third-party company is Apple, a company that's all third party content. There's often tension in a company between first and third party content. Nintendo's unique in the world. They're a great company because of the blend of first and third party content.
"First party hardware, first-party content is what makes [Nintendo] great," he explained, "but it's actually pretty tough. I can come up with a dozen titles in the last decade, but it's really tough to come up with a dozen great titles that have been platform-defining for them that weren't their own. I don't care whether it's Mario or Twilight Princess or GoldenEye; it was their own content.
"I'm going back to N64, and I can go back to SNES if you want, but they've never really been a heavy third-party supporting system. It's not lack of trying; they start the morning thinking what's best for their own intellectual property."
http://www.eurogamer.net/articles/20...lode-at-retail
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December 17th, 2010, 00:37 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...8c64cd2f194b2c
Tantric and rodri offering version 1.1.1 of " Wii ™ "media player for the Wii. Successor MPlayer EC, it is recommended that you install the new IOS 58 prior to use media that is on USB. The update is automatic from the Wii if you have a wireless connection.
Version 1.1.1 has been released annually updated Along With Wii ™ Channel Better That has USB compatibility. This release contains bugfixes Quite a few "goal has aussi Some nice new features, Including ISO / IFO support (with DVD menus!), Playlist support In The Videos / Music Areas, and image resizing via The Wiimote. Happy Holidays! Full changelog:
* Synced to MPlayer r32709
* Fixed image stuttering and audio sync issues
* Fixed pointer alignment on DVD menus
* Added ISO / IFO DVD playback, with DVD menu support
* Added resizing screen while watching a video via The Wiimote. Just hold down B and use arrow keys The (clava thanks!)
* Performance optimizations using paired singles (Extrems thanks!)
* Improved USB compatibility
* Added support for playlist files and Music Videos In The Areas
* Enable negative subtitle delay gains
* Replace With libmp3 libmpg123. Fixed a number of MP3 audio bugs
* Added a setting to Change the starting area
* New JPG scaler for the Picture Viewer (Puddles thanks!)
* Display artist and song on Separate lines for SHOUTcast (jhb50 thanks!)
* Added settings for YouTube quality and caching for online media
* Subtitle autoscaling
* Added a delay on startup so slow Those With USB drives are not bumped back to the browser list hand
* Shifted all GUI elements inwards to fix left / right cropping occuring is 16:9 for Some People
* Fixed a crash Picture Viewer
* Fixed bug lowercase for NTFS
* Many minor fixed and Other Improvements
http://www.wiimc.org/2010/12/16/vers...1-1-1-released
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December 17th, 2010, 00:40 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16027.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.021 (12/15/2010)
Added mappers 66 and 71 (SMB/Duck Hunt and Codemasters, respectively).
Also made background sprites actually render behind the background, and fixed sprite priorities for 8x16 sprites (They were reversed before).
If you´re having trouble with SMB3, make sure that you have the PRG1 version of the ROM. Even then, it still freezes on the title screen half the time when you press Start... if it does this, reload the ROM and try it again. Once you start the game successfully though it should be playable There´s just something the title screen does that throws timing off.
http://code.google.com/p/halfnes/
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December 19th, 2010, 00:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12714&f=19
Paleface is proposing a first draft demonstration "Mythos RPG DS, " old school RPG for the Nintendo DS.
Hey out there ...
Today I want to share with You my first Attempt in writing a DS RPG pour la ...
Up to Know It Is just a basic framework Without Any story quests and staff --- I Am Still Working On The Hand system ...
Even it is not got sounds, but i am at a point of programming, where, I want to hand test Stability Of The concept ...
Help, Comments & Contributions Will Be Highly welcome!
Any graphician Who Likes to help Could Have my GFX templates, as I do not want to hold thesis RPG-Maker GFX rips ...
Any code With interest "could get my source code ...
Any idea for a story gold quest .. Will Be Thought Of
Critics welcome
Main Buttons to use: Up, Down, Left, Right
B for Inventory
A for Entering, Talk & Actions
The Paleface
http://www.palib-dev.com/forum/index...ic,1079.0.html
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December 19th, 2010, 00:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12712&f=19
C_BoY offers version 0.1 of "Myster Dungeon, " the Dungeon Master to like puzzles for the Nintendo DS. Games included in the Nintendomax DS Dev Competition 2010.
Myster Dungeon is a Dungeon Master with puzzles in the spirit of Myst and Rhem
The vile Lord Chaos took over the gem of life plunging the kingdom into chaos.
Many adventurers have tried to recover, none has succeeded, all is lost in the maze of dungeon and they were killed by the many monsters that haunt its corridors.
Today is your turn to try.
Good luck to you brave adventurer.
The dungeon in this version is just the one I used for development. That the final version will be much larger and will feature a dozen floors.
This version does not monsters, but there is already a first puzzle to solve.
The game played entirely with the stylus.
Here I hope you'll like this game
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December 19th, 2010, 00:31 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12710&f=19
You only have 13 days to participate in the "Nintendomax DS Dev Competition 2010", amateur competition development on the DS organized by us.
The purpose of this competition is to create a game for the DS homebrew unpublished / DSi games and applications are accepted but will be commonly classified.
The kitty seems to stagnate at $ 920, this would be a shame didn't reach $ 1,000.
Reminder of the prizes:
* The first will receive 50% of the total pot.
* The 2nd - 30% of the total pot.
* The 3rd - 20% of the total pot.
* The 4th - a surprise gift.
Contest Winner splashscreen - 1 R4i.
You have until midnight December 31, 2010 to present your (your) project (s).
All good code
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December 19th, 2010, 00:41 Posted By: wraggster
New from Divineo China
Add a SNES port to your PC! Use your own SNES controller to play virtual console games the way it was originally designed.
Simply plug your existing SNES controller into the SNES USB converter and you’re set! No complicated connections or drivers to install, simply plug and play!
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December 19th, 2010, 00:46 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6604
**Changes**
* More formats recognition for "Clear Screen" step. Improved the ability handling the alpha channel (% color translucency).
* Related to CPUID detecting:
- Added support displaying correct SysInfo for recent multicore Intel CPUs x86-64 with HT/SMT (Core i3/i5/i7 and Xeon) based on Nehalem architecture.
+ minor and passive changes.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 19th, 2010, 00:46 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6604
**Changes**
* More formats recognition for "Clear Screen" step. Improved the ability handling the alpha channel (% color translucency).
* Related to CPUID detecting:
- Added support displaying correct SysInfo for recent multicore Intel CPUs x86-64 with HT/SMT (Core i3/i5/i7 and Xeon) based on Nehalem architecture.
+ minor and passive changes.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 19th, 2010, 00:53 Posted By: wraggster
[DeadlyFoez] wanted to know when the SD card in his Nintendo Wii was in use. He built and indicator LED using a PICAXE 08M and added it next to the SD slot. He uses one pin of the microcontroller to monitor the voltage on one pin of the SD card slot. That pin has a specific value when the card is idle, which rises when it’s in use. He didn’t share the details of which pin he’s sampling, or what the magic number from his source code actually represents. But the concept should be enough of a start if you want to do this one yourself. Watch it go blink-ity-blink in the clip after the break.
http://hackaday.com/2010/12/17/sd-ac...cator-for-wii/
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December 19th, 2010, 00:56 Posted By: wraggster
In response to the rumor about the likely future price of 3DS , here is a second rumor that comes directly from the manufacturer Macromix. Indeed, it informs us that the cartridges for the future 3DS vary between 1GB and 8GB!
So the 3DS can store up to 8GB data cartridge, leaving a lot of free rein to developers! Hopefully still do not see too cartridges "full vacuum"! (Humor in reference to the Nintendo DS!)
http://mobiles.gx-mod.com/modules/ne...p?storyid=9423
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December 19th, 2010, 00:57 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=382&Itemid=1
The new SNES Myth Shell v0.50 is now available for download. You can find it at the same place as before: http://code.google.com/p/neo-myth-menu/downloads/list
A short video showing some of the features:
Info taken from the readme (key parts in bold):
Using SD cards
**************
Take an SD card that has been formatted with FAT16 or FAT32.
Create a directory named SNES at the root of your SD card. Inside the SNES
directory, create another directory named ROMS.
This directory (/SNES/ROMS/) is where you should put all ROMs and music files.
The currently supported file types are:
*.SMC (SNES games)
*.SPC (SNES music)
*.VGM (uncompressed Sega Master System / Game Gear music)
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December 20th, 2010, 22:37 Posted By: wraggster
Cartridges for Nintendo's ambitious new 3DS handheld may be able to hold a whopping 8GB of data - that's more than an Xbox 360 DVD (6.8GB).
Nintendo won't use all of that space from the off, however, and is reported by a Taiwanese website (via Kotaku) to be enforcing a limit of 2GB.
DS cartridges currently hold only 512MB of data; they're ants in comparison.
Nintendo UK had this to say to Eurogamer: "We've not officially announced anything on this so it's rumour and speculation - so we won't comment on it right now."
The 3DS arrives in Europe and the US in March 2011. Japan plays first from 26th February.
An exact price hasn't been nailed down but Nintendo boss Satoru Iwata went on record in Japan citing a 25,000 Yen figure (£190). That's fair, he later defended, because you don't need any extra kit - such as a 3D telly or 3D glasses - in order to fully enjoy the 3DS.
http://www.eurogamer.net/articles/20...ger-than-a-dvd
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December 20th, 2010, 22:53 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...5609d9c387e802
Blitz was originally a VIC-20 game (late 70s/early 80s) - so maybe not many of you guys have seen it before. The original game was based upon the German bombing of London during World War 2 (The Blitz) where you were a Luftwaffe bomber pilot. My version has been a little modernised as you are now flying a B2 Stealth Bomber although your bombs are not the modern guided variety.
Fly your plane and bomb the city. You loose height on every run, you have a limited number of bombs and you can only drop them one at a time. The only control you need is the 'A' button.
Enjoy.
http://www.dsgamemaker.com/forum/vie...hp?f=58&t=6248
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December 20th, 2010, 23:27 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16036.html
byuu has released a WIP version of his SNES emulator bsnes.
Quote:
This release marks a major milestone: low-level emulation of the DSP-1B coprocessor, used by the following games:
Ace Wo Nerae
Armored Trooper Votoms
Ballz 3D
Battle Racers
Bike Daisuki! Hashiriya Kon
Final Stretch
Korean League
Lock On/Super Air Diver
Michael Andretti´s Indy Car Challenge
Pilotwings
Super 3D Baseball
Super Air Diver 2
Super Bases Loaded 2
Super F1 Circus Gaiden
Super Mario Kart
Suzuka 8 Hours
Syutoko Battle Racing 2
Syutoko Battle Racing 94
This represents a major advance in their accuracy. More specifically, this low-level emulation allows for absolutely perfect timings, whereas the DSP-1B had no timing whatsoever before with the previous high-level simulation code.
You can download the new release under the source section of the bsnes page, or from my Google Code page. Please note that you will need the DSP-1B program ROM to play these games now, and I absolutely cannot provide you with this or tell you where to get it, as it is a copyrighted work.
If you would like to read more on this feat, please see the latest article: The future of SNES coprocessor emulation.
Donations needed to advance SNES emulation:
Also, please see the bottom of that article: I need donations in order to have the DSP-2, DSP-3 and DSP-4 coprocessor program ROMs extracted. By helping with this, we will vastly improve the emulation accuracy of: Dungeon Master, SD Gundam GX and Top Gear 3000. SD Gundam GX is unplayable in any emulator as of yet, and Top Gear 3000 has various AI issues due to incomplete simulation.
Or simply jump straight to the donation info page: donations needed.
Thank you in advance to anyone who can help!
http://board.byuu.org/viewtopic.php?f=3&t=1254
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December 20th, 2010, 23:55 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6630
On OS X, we claim all keyboard events while emulation is running to
avoid wxWidgets sounding the system beep for unhandled key events
when receiving pad/wiimote keypresses separately from HID devices.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 20th, 2010, 23:55 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6630
On OS X, we claim all keyboard events while emulation is running to
avoid wxWidgets sounding the system beep for unhandled key events
when receiving pad/wiimote keypresses separately from HID devices.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 20th, 2010, 23:57 Posted By: wraggster
News via http://www.ds-scene.net/?s=viewtopic&nid=10297
Seems like Japan have been trying to cut out sales of flash cards again. From what i can gather from the news posted on yahoo japan is that a new bill was passed to completely ban the import and export of flash cards. Basically it sounds like they they will try to stop them coming into japan at the border, and anyone caught importing/exporting these devices can face a fine and up to 10yrs in prison. Japan had previously tried to put a ban on the R4 but it never seemed to stop much and is probably why this new bill was passed.
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December 20th, 2010, 23:58 Posted By: wraggster
More news from Pate concerning his Dos emulator for the DS:
EGA & Mode-X work
During the past week I have mainly been working on adding pretty much all the EGA opcodes, and then adding most of the Mode-X specific opcodes. Both are currently so far along that many of the games supported in the original DSx86 seem to at least start up also in DS2x86. I also tested a couple of game trainer intros that I happened to have on my SD card. Those use 386 opcodes in real mode, and after I added the 386 opcodes that those needed, they are also starting up. These obviously do not work at all in the original DSx86, so DS2x86 will bring a little bit of extra compatibility already in the first alpha version! Here are screen copies of those, "brun_it!" by Eternity and "HexxTrnr" by Qwerty.
It would be interesting trying to get some proper 386-game running, but I still have so much stuff missing from the hardware support. Also the features that exist still have bugs (for example, Wolfenstein 3D does not read the keyboard properly, and Supaplex has problems in the palette animation), so that I think I need to focus on those before working on the 386 features. But, it is starting to look that even the first DS2x86 alpha version, to be released in a week or two, will be able to run a few games!
Team Cyclops iEvolution
Team Cyclops last week announced that their new iEvolution flash cart will allow the use of DSi mode for homebrew development. That means that when running on Nintendo DSi, a homebrew software has access to a faster CPU (133MHz instead of 66MHz, I believe) and more RAM (16MB instead of 4MB). They also offered a free iEvolution cart for "legitimate" homebrew coders. I contacted them, and they accepted me as one such, and will send me an iEvo flash cart. So, after I have got DS2x86 working properly, I could start working on a DSix86 version. :-)
I am not sure yet what needs to be done in a homebrew software to enable DSi mode with iEvolution, but I assume they have some kind of an SDK (or at least instructions on enabling it when using the normal devkitARM). With a two times faster processor and more RAM, I think it might be possible to add 386-opcode support into DSix86 as well. It would still not run all that fast, perhaps at a speed of a 20MHz 386 machine, but it would have some advantages over the DS2x86 version (namely the ability to use my existing ARM7 code with the AdLib emulation). I assume it would be much faster and easier to do the DSix86 port than it has been to do the DS2x86 port to a completely different CPU architecture. Some of the current DSx86 architecture (which I had to rethink for DS2x86) is not very well suited to adding support to 32-bit registers, so coding the DSix86 version will still take some time to do, but it should not take half a year! Anyways, I'll let you know when I receive the iEvolution cart and can see how it works.
Happy Xmas to everyone of you celebrating it!
http://dsx86.patrickaalto.com/DSblog.html
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December 21st, 2010, 01:44 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11914.html
Aeon Genesis has released a complete translation for the SNES RPG “Ancient Magic”. A godawful amount of work went into this, probably more than was worth it, but it’s a fun little game in its own right. It has some minor plot malleability in some events, and the plot twists towards the end will totally throw you for a loop.
Everything’s done and working, barring one (to our knowledge) tiny cosmetic bug. Enjoy!
This is just the first of hopefully three releases coming this holiday season from AGTP.
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December 22nd, 2010, 00:49 Posted By: wraggster
Nintendo may not have a booth at CES next month, but don't expect the company to stay silent about the 3DS. Nintendo has invited media to a January 19 preview event for the handheld in New York City. This will be the first showing of the portable by Nintendo of America since the system's debut at E3 earlier this year.
In addition to offering hands-on playtime, the event promises a presentation by Reggie Fils-Aime. While the invite doesn't detail what the presentation will entail, we're hopeful to find out final launch details. And, of course, the answer to everyone's $299 question: How much is this thing going to cost?
http://www.joystiq.com/2010/12/20/ni...d-for-january/
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December 22nd, 2010, 00:58 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...6d8a0dcbf81321
Version 0.80 r636 available for multimedia player " MPlayer EC ", a combination of MPlayer Team of Twiizers and Geexbox .
Changelog
SVN
* Upstream sync. [MPlayer r32724 / FFmpeg r26068]
* Improved performance and quality.
* Added support for mono audio output.
* Added Dolby Surround Mixing On Any 4/5.1 channels sources.
* Added light disc VU meter.
* Any synchronized gold Wiimote GameCube controller connected now CAN BE used.
* Added support for USB keyboards.
* Added hardware analog volume control.
* Added blip.tv playlists.
* Added support for USB 2.0 interface IOS58's.
* Added Direct Access with HW_AHBPROT DVD drive.
* Extracted DVD encryption keys are now cached On The local storage device.
* Wiimote timeout now Depends on the battery level.
* Improved Accuracy resume.
* Improved video scaling.
* New initialization VI.
* Added support for le titre Some element of playlist formats.
* Added support for international text encodings on file systems.
* Cache and memory information Have Been Moved to a new level OSD.
* MPlayer's messages are now available over USB Gecko.
* Removed Nintendo Channel content.
* Deprecated gx_zoom, hor_pos, and vert_pos horizontal_stretch.
* Fixed crash while using libdvdnav When Stopping.
* Fixed crash while Stopping When a scaled DVD subtitle Displayed IS.
* Fixed crashes related to text subtitles.
* Fixed decoding VP6.
* Many more bugs fixed.
http://wiibrew.org/wiki/MPlayer_CE
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December 22nd, 2010, 01:54 Posted By: wraggster
News via http://www.scummvm.org/news/20101219/
The last ScummVM release in this year just has been released. This is a maintenance release and is aimed to fix several important bugs since 1.2.0.
Particularly we added Hungarian and Brazilian translations of the GUI, and made bugfixes to the Cruise, Groovie and Lure engines.
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.
You can find a full list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often. Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS and many more...
For a more comprehensive changelog for the latest experimental SVN code, see:
http://scummvm.svn.sourceforge.net/v...mmvm/?view=log
1.2.1 (2010-12-19)
General
- Add Hungarian translation.
- Add Brazilian Portuguese translation.
Cruise:
- Fixed a problem with Raoul appearing when examining the Book
Groovie:
- Fixed a regression that made the Russian version of T7G crash.
Lure:
- Fixed several NPC movement bugs
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December 22nd, 2010, 02:25 Posted By: wraggster
New from iShopvideogame
CycloDS iEVOLUTION- the real DSi flash card for DSi V1.4.1 firmware
CycloDS iEVO DSi flash card from Team CycloDS is the first real DSi backup cart that support DSi only features such as the built-in camera and SD card access for storage, which will be launched at earler of January 2011 . Pre-order now . IEvoUnlike other DSi Compatible cards that run in DS MODE on the DSi the iEvolution cartridge runs in true full DSi mode and so it can use the full potential of the improved hardware like the faster CPU clock.
More processing power that CycloDS iEvolution unlocks will come in handy when DSi homebrew is concerned. Team Cyclops already supports the homebrew scene by shipping free dev units to developers.
Cyclops iEVO flashcard is compatible with all Nintendo DSi and DSi LL (Japanese) and XL (USA / Europe) consoles. Old NDS and DS Lite is also supported, but on ti there is no point in using a more expensive iEvolution card as DSi MODE will not work on NDS. (No camera or SD slot on it)
Be advisedSince it is a pre-ordered item and CycloDS team announced that it is supposed to be released by the earlier of January 2011. So please make it sure you do not have any problem to the devliery time before order . Thank you for your cooperation .
A quick clarification in relation to DSi mode for iEVO. Only USA and European consoles will be supported initially in the first iEVO firmware release shipped with the cart. Later firmware builds will support other regions, once our development team has completed the necessary stress testing. Please be assured that only a software firmware update is required, and no additional hardware or hardware revisions will be required to cater for these regions of consoles.
FeaturesiEvolution flash card are very similar to the CycloDS Evolution, but the team has also come up with some new features to justify the purchase of yet another DSi Flash Card.
CycloDS iEvolution features at the time of release include: (more will be added with Firmware updates)
Cheat code support from Action Replay Data Base
Extra 8 MB RAM onboard
Upgradable Bootstrap so Nintendo can not block the cart
Full support or micro SDHC cards up to 32 GB and microSD up to 2GB
Supports Wii Connection for games
Slow Motion for games
Real Time Save and Restore as seen on the R4i RTS cards
USB Reader / Writer + special firmware upgrade module in the package
Download play support so you can share games over WiFi
Multi Language Operating System and interface
iEvolution will include 8 MB of on-board buffer memory for speeding up file access speeds, which is four times larger than what we had on the CycloDS Evolution which came with just 2 MB.
DSi firmware updates from Nintendo will not be able to block iEVO, because the flash cards boot ROM is upgradable and cart comes with the upgrade module (the circular puck like adapter with a USB plug and a slot for DS cart). And lets not forget that the iEvolution comes with all of the other amazing features that CycloDS Evolution had, including the Enhanced in-game menu and other exclusive features.
From CycloDS Team - Clarification about the compatibility:
An early clarification of how DSi iEVO will work. Only the U.S. an European DSi console will be compatible wit the first firmware version, later firmware versions for iEVO will add support for Japanese and Chinese DSi handhelds. Support of other regions, once completed our development team, the stress test is based needs. You can be sure that only a software update is required, and without any change or additional hardware equipment required to meet compatibility targets for these areas of consoles.
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December 22nd, 2010, 21:56 Posted By: Shrygue
via Computer and Video Games
Shigeru Miyamoto has admitted that The Legend Of Zelda: Skyward Sword is only "half-complete" with Nintendo still working hard to make sure the gameplay experience is "more dense."
Yes, a month after Miyamoto himself declared that development on Zelda: Skyward Sword was "going gangbusters", it now appears unlikely that the game will be released in in early 2011 as Zelda veteran Eiji Aonuma had hoped.
Speaking with Pocket Lint, Miyamoto also revealed what the Skyward Sword development team is working on right now.
"What we are focused on is creating gameplay mechanics so the gameplay experience feels very dense," he said. "In fact, the overall experience is going to feel more dense. We hope that people will want to go back and replay the game once they finish it".
It looks as thought Nintendo is going to deliver on its promise to only release the game when it's perfect.
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December 22nd, 2010, 23:58 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...5d553b1d7b3021
Kukulcan performs " Color Lines ", a remake for the Nintendo DS puzzle game of the same name directed this year by Amstrad CPC Tom & Jerry. Games included in the Nintendomax DS Dev Competition 2010 .
The version created for Nintendo DS game Color Lines is a simplified version of the superb version created for the computer Amstrad CPC in 2010.
It aims to introduce you to this game and if possible to play on the Amstrad CPC version is much richer and hard. You can use if you wish the CPC emulators for Nintendo DS (or Amed or CrocoDS).
Amstrad CPC version is available on my site http://www.cpc-power .
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December 23rd, 2010, 00:21 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16057.html
PokeMini Emulator is a Nintendo Pokémon Mini Handheld emulator for Windows, Linux, Nintendo DS, PSP, GP2X Wiz and Dreamcast..
Quote:
History:
-: 0.4.3 Changes :-
Some fixes.
Added zoom support for SDL platform (1x, 2x, 3x or 4x).
Added Dreamcast platform.
Fullscreen toggle works now on Windows.
Added emulated sound support for all platforms.
Improved UI.
-: 0.4.2 Changes :-
Palette support in SDL.
Rumble now shake the display up & down.
Added Wiz platform.
Fixed EEPROM access.
Fixed signed jump/call instructions.
Removed load/save state until a problem is solved.
Added unofficial colors support into games!
-: 0.4.1 Changes :-
Minor changes.
Audio dumping/capture is now WAV format.
-: 0.4.0 Changes :-
Complete rewrite, source code seems very portable.
Added FreeBIOS, a public domain BIOS that try to behave like the real BIOS.
Added SDL and some platforms.
http://code.google.com/p/pokemini/
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December 23rd, 2010, 00:59 Posted By: wraggster
News via http://thatotherdev.wordpress.com/20...multi-view-ds/
Its my understanding that its alright to submit more then one game for the competition so here is my second entry for the Nintendomax DS 2010 Competition.
Its not yet complete and my own procrastination has slowed ts progress but I’m still hopeful that I will be able to finish it in time. There is only a week left before the deadline.
Multi View is a 3D first person platformer. Both screens are used to display the same game world but the white cubes that you must avoid are only visible on the top screen and the black cubes that you must collect are only visible on the bottom screen. This means that you need to pay attention to both screens simultaneously as you play.
Use the directional pad to move and the A button to jump.
http://www.fileserve.com/file/8qFab9W
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December 24th, 2010, 01:00 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=384&Itemid=1
Ok, v0.51 is available: http://code.google.com/p/neo-myth-menu/downloads/list
Youtube video:
New in this version is mirroring of 20 Mbit ROMs (primarily Street Fighter II Turbo since that's the only one I know of so far). The mirroring is pretty slow right now. I can probably speed it up a bit, but that'll have to wait until after christmas.
Another new feature is built-in compression of VGM files, so the size limit on VGMs has been raised from 56.5 kB to close to 90 kB (depends a bit on the song). It also possible to enable the DSP echo effect while playing VGMs.
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December 24th, 2010, 01:13 Posted By: wraggster
News via http://tomdevsblog.drunkencoders.com...humb-assembly/
Hey everyone,
For a school project I wanted to learn ARM assembly, and I thought it was fun to do that via developing a platform game in it.
With learning ARM assembly I also learned THUMB assembly which is just ARM assembly lite (lite in the way that the opcodes are smaller but also less capable of doing things).
The beginning was hard, but after some time I got the hang of it and until now I’ve produced a platform game where you can walk around and jump
Because I’m planning to code this platformer totally in assembly, I don’t use libnds function for setting sprites etc.: I make them my own
I’ll try to keep you informed about updates and this time I’ve a demo:
http://dl.dropbox.com/u/7943543/project.nds
the controls are:
d-pad: walk around (yeah even upwards and downwards, I just wanted to check that scrolling in these directions worked)
a: jump
note: scrolling the background is done via an algorithm which copy columns or rows of the background when needed. So if you go out of map, this algorithm will make calculations which give a nonsense answer. That means that if you go out of the map you’ll see garbage. Mind that you’re at the down left corner at the beginning so don’t scroll left-down directly when you start the game
Tom
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December 24th, 2010, 23:56 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...30fa47e7060dc8
miguel28 offers us the demo version 8 of its adaptation of the famous fighting game Super Smash Bros. for the DS, Super Smash Bros. Crash! DS.
google translation wrote:
Enhancements Demo 8:
1. Extreme Cleaning Code
2. Better use of RAM
3. Agreglado an error with the effects of damage
4. Physical arrangement and collision effects.
5. Finish classic mode (no credits)
6. The failure of prison to start the game better (see if I put the folder in the root SSDA, and there is a problem with FAT).
7. Funds added layers and special effects (sinus mode7, scrolling)
Well I hope you enjoy this new version.
Remember, if you have taken important Kieren not lose, I recommend not to update the folder "pictures".
Comment on the blog for suggestions or report bugs estupideses not, or cancels the comments again.
http://ssbcrashds.blogspot.es/
And please be more people aware of this game, on forums and stuff.
Download Here --> http://ssbcrashds.blogspot.es/1293168540/
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December 25th, 2010, 00:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...30fa47e7060dc8
relminator offers the first public release of "Bubble Fight EX, " such as hiding behind gameplay still experimental.
This Game Is An Experiment.
The gameplay IS experimental. You control a "Gradius" shield With left-right and A (no up-down A is for sincere and thrusters Takes Care of gravity down.).
The experimental engine IS sincere I'll be using a new system (Unlike was my other game Space Impakto). The system now uses fast Would polymorphism.
This Is A Good Way to aussi showcase my Easy GL2D lib.
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December 25th, 2010, 00:15 Posted By: wraggster
News via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- added NEC uPD77C25 emulation core;
- added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4 coprocessors;
- removed high-level emulation of the DSP-n coprocessors;
- added blargg's libco:pc.c module, which is far more portable, even running on the PS3;
- added software filter support via binary plugins;
- added debugger (currently Linux-only); but it is as yet unstable;
- added pause shortcut;
- updated mightymo's cheat code database.
http://byuu.org/
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December 27th, 2010, 11:14 Posted By: wraggster
The forumites at NeoGAF were chatting it up all evening, and sure enough, it's true -- starting this morning, you can reserve a Nintendo 3DS by dropping a stack of change at any GameStop store. How high you'll have to pile the coin seems to depend on the location, as a New York employee wanted us to deposit $50, even as an Arizona store said we'd only need to bankroll a modest $25. Not that it much matters, as either way your money will go directly towards the as-yet-undetermined (likely $300) purchase price. Should your local GameStop fail to recognize the autostereoscopic handheld's impending availability, just kindly ask them to consult their computer, find the SKU field, and type in the magic numbers "020132." Then, painstakingly wait until March to claim your prize.
http://www.engadget.com/2010/12/26/n...o-official-us/
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December 27th, 2010, 11:20 Posted By: wraggster
Priiloader 0.6 released by DacoTaco
Priiloader is a modded version of Preloader. Just like preloader, Priiloader places itself in boot sequence before the system menu. By this priiloader has the ability to:
Patch memory just like StartPatch or Preloader. hacks_hash.ini should be on the sd root(only once, they get copied to NAND) and can be found here.
Save wii from banner & other kind of bricks that aren't ios/boot2/nand corruption related
Start something else than system menu on power up (a dol file, bootmii, homebrew channel)
Changelog
0.6 : God is here (24 Dec 2010)
Fixed Title Booting on some Wiis (issue 130)
Fixed the installer for HBC
Fixed the SHA1 hash production while updating
Fixed Online updating changelog
added/fixed Easter Egg (go find it!)
Added play_rec creation when launching title
made load/install binary load fat:/apps/ folder
Increased USB Support(thanks TT)
Changed the Hacks method (see SVN or hacks page)
change memory management to use mem2 instead giving priiloader a big speedboost
http://wiibrew.org/wiki/Priiloader
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December 27th, 2010, 11:22 Posted By: wraggster
WiiXplorer r210 released by Dimok
WiiXplorer is a multi-device file explorer for the Wii by Dimok using graphics by NeoRame and a customized libwiigui as base for the GUI. It has several additional features to execute various of filetypes like on an actual explorer.
Features
* USB2 support with IOS58 or IOS202 installed
* SMB/USB/SD/DVD recursive copy/move/delete
of files/directories with all files in it
* FAT/NTFS/EXT2/EXT3/EXT4 files systems support
* GUID Partition Table (GPT) support
* Rename files/directories
* Properties of files/directories
* Browse through SD/USB/SMB/DVD/WiiDisk
* Addressbar with path
* Multilanguage with custom font support
* Boot .dol/.elf files
* Playback Wii/GC Game Videos
* Stylish Music Player
* Open TXT/XML/MP3/OGG/WAV/BNS/AIFF files
* Supported Image Formats:
PNG/JPEG/GIF/BMP/TPL/TGA/TIFF/GD/GD2
* Imageoperations zoom/slideshow
* Image converter which converts the
supported formats to:
PNG/JPEG/GIF/BMP/TIFF/GD/GD2
* Screenshot support at any point of the app
in different formats
* ZIP/7zip/RAR/BNR/U8Archive/RARC browsing and decompressing
* Properties of archive files
* Add files/directories to a ZIP or create new ZIP files
* Textediting support
* PDF Viewing support
* Format SD/USB primary/logical partitions to FAT32
* Integrated FTP Server and FTP Client
* MD5 Calculator and Logger
* Start BootMii
* Auto-Update feature
http://wiibrew.org/wiki/WiiXplorer
Download here
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December 27th, 2010, 11:26 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11941.html
This tool replaces any level of Super Mario 64 with a Wavefront .obj (3D model) and gives you control over many aspects of each imported level. Hacking Mario 64 has never been so easy!
Features:
•Replace any of the original levels with Wavefront .obj files
•Select Object Banks available in the level
•Choose “weather” effects (lava, snow, etc)
•Set global terrain type (slide, sand, snow)
•Use custom background image
•Set fog effects
•Map textures to specific collision types
•Set multiple Water/Toxic Haze/Mist boxes (still a big buggy)
•Alpha support
•Change hardcoded star positions
•Change hardcoded trajectories
•Change act selector settings
•User-friendly interface
•Numerous other tweaks
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December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 28th, 2010, 21:34 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
Thungbard directed " MegaStopwatch "clock in the colors of the Nintendo DS for Megaman. Registered gaming to the DS Dev Nintendomax Competition 2010 .
My App Is A classic themed Megaman Stopwatch. Currently about 98% Functionality Of The fully-IS working.
- Standard Stopwatch: start / stop and reset counter counter
- Race Watch: saves up to 20 times if you're participating timing ou autres has marathon race.
- Lap Watch: saves up to 20 lap times for year Individual
- Egg Timer: let's you set a timer from 1 second to 99 hours
- Metronome: Beats per Minute from 1-399, not sure Why'd you'd Ever Need Something That fast.
- Saving / Loading: 5 Slots to store Save The State of Any Of The Above stopwatch functions.
- Configuring Button: Lets you assign "any button On the DS to be your Start / Stop and Reset Buttons are top of the Touch Screen controls.
The 2% That Is not Working yet Is The Basic Clock, Which Should not Be difficulty at all to finish.
Which leaves me With just a week to Work Under The Graphic Which is Currently Mostly missing are everywhere. Actually I do not expect Anything to Win, I just really Needed last week and a stopwatch WAS too cheap to go and buy one, so I figured I'd make one, and while I'm at it, I Might As Well Give it has theme. If anyone has "any suggestions for what else could" Possibly you want from a Stopwatch, that'd be great.
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December 28th, 2010, 21:35 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
Popolon offers version 0.88 of " msxDS "excellent emulator MSX/MSX2/MSX2 + for the Nintendo DS.
This update includes the following enhancements:
* Optimization code emulation of Z80.
* Emulate the wheel of Arkanoid.
* Redefinition of the L and R triggers for the following games (in ROM versions only.) Borf to 5-nin no Akuma (L / R = ESC), Caos Begins (L = F1, F2 = R), Dragon Slayer 4 ( ESC = L, R = RET), Higemaru Makaijima (L / R = F1), Hi no Tori (L = F2 = F3 R), King Kong 2 (L / R = F2), The Maze of Galious (L / R = F1), The Treasure of USAS (L = F1 = F2 R) Xorz (A = SPACE, B = m) and Yaksa (L = F1, F2 = R).
http://www.dev-fr.org/index.php/topic,4918.0.html
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December 28th, 2010, 22:47 Posted By: wraggster
News via http://blog.ishopvideogame.com/2010/...zmodchips.html
New DSi hack can reportedly install channels and launch content — could we soon see a Homebrew Channel setupfor DSis? How great would it be to have Moonshell installed on your portable, allowing you to watch videos from you SD card? Or to boot homebrew games (e.g. the Lone Wolfseries) just like any DSiWare app?
This is a teaser image for now, so you can’t try it out on your DSi just yet. The unnamed team working on this hack intends to show off a video within a week. Note that the group inserted a new image for the icon, unlike that old RAM patch trick that simply re-used the Flipnote frog.
According to OzModChips, this team has been working on this hack for a year now. For those of you doubting its authenticity, keep in mind that this seller was also the first to show off the PS3 Jailbreak, the Acekard 2i on a non-Japanese DSi, and more.
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December 28th, 2010, 22:56 Posted By: wraggster
News via http://tomdevsblog.drunkencoders.com...-x-mas-update/
Well that was fast
I just wanted to make this demo a bit more in a christmas theme, so yeah I changed the bg + fixed some animation problems (when not walking, mario was sometimes using frame 1 (walking) but there’s still lack of a jump animation):
so here the download link to both the rom and source(if you dare/want to look at it:P)
http://dl.dropbox.com/u/7943543/project.zip -> source
http://dl.dropbox.com/u/7943543/project.nds -> rom Don’t use no$gba, for some reason the rom doesn’t work correctly in this emulator(it does in desmume and on real hardware)
Furthermore I wanted to tell that the arm7 is not yet in assembly (just copied it from the template in the nds examples and removed a lot of unused stuff). I’m also planning to use libfilesystem, and this is something I won’t rewrite in assembly so yeah, it’s going to be a platformer in 99% assembly.
edit: I just implemented libfilesystem, this means that I’ll be able to put loads of data into the rom Collision maps too, so that will most likely be my next task
Merry Christmas and a happy new year!
Tom
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December 28th, 2010, 22:59 Posted By: wraggster
Pate has posted the first release of his Dos Emulator for DS & Supercard DSTwo Flash Cart
Well, here it finally is, the first alpha version of DS2x86! Please note that this is a very early alpha, and it has a lot of bugs and missing features. You should consider this just a test bench for my DSx86 port to the built-in 360MHz MIPS processor of the SuperCard DSTwo flash cart. But, since a few games seem to be somewhat playable already, and as I sort of promised an alpha version by the end of the year, here it is!
Installation
If you already have a working DSx86 installation on your flash cart, all you need to do is to copy the "DS2x86.plg", "DS2x86.bmp" and "DS2x86.ini" files into the "_dstwoplug" directory of your SD card. DS2x86 can use the same DSx86.ini file that you have used in the original DSx86. You can also use a separate DS2x86.ini if you wish to have different settings for DS2x86 and DSx86. NOTE! Do not confuse the two DS2x86.ini files! The one included in the zip file is the one required by the DSTwo plugin system, the one in the /data/dsx86 directory (and created by you) is the one used by the DS2x86 itself for game-specific configuration.
If you do not yet have the original DSx86 on your SD card, follow the instructions on my download page (or at DSx86 Compatibility Wiki). It is recommended you familiarize yourself with the original DSx86 first, before testing DS2x86. Or, you might want to wait for a more stable version of DS2x86 before installing it.
Limitations compared to DSx86
Obviously, DS2x86 only runs on the SuperCard DSTwo flash cart, as it uses the MIPS processor of that cart, not the ARM processor of the Nintendo DS/DSL/DSi itself.
Not all 80186 opcodes have been ported over yet, so some games that do run in the original DSx86 will not run in this alpha version yet.
Audio support is very poor, only SoundBlaster 8-bit DMA audio is supported, all other audio output is still missing.
ScreenMode "Jitter" was removed. If the configuration ini file uses Jitter, it will be replaced by Scale.
ScreenMode "Scale" only works in MCGA and EGA modes, not in Text, CGA or Mode-X graphics modes.
Screen refresh rate is locked to 15fps. I just recently noticed that there are various problems with both keyboard reading and screen refreshing when attempting to use higher refresh rates. I hope to fix these issues and allow faster screen refresh rates in the future.
All high-resolution EGA, VGA and Mode-X graphics mode support is still missing. You will either get a black screen or the previous mode graphics sticking on the screen when going to high-resolution graphics mode.
Mouse support is mostly missing, and what little support there is, is still completely untested.
No blinking cursor on the DOS prompt.
Enhancements compared to DSx86
Some 386-specific opcodes are supported. The support is blotchy at best, so it is more than likely you will run into an unsupported opcode when testing a 386-specific game.
The x86 Parity and Auxiliary Carry flags are properly supported (it was architecturally impossible to support these properly in the original DSx86).
The screen scaling uses proper linear interpolation, which produces better image quality than the hardware scaling used in the original DSx86.
Speed! You can select the CPU speed between 60MHz and 396MHz, with the emulation speed ranging from 10MHz 80286 machine to 40MHz 80386 machine. Note that speeds lower than 240MHz might have stability issues, as the DSTwo interface can not keep up with the amount of data needing transfer.
Issues you might run into
The keyboard reading has some synchronization issues when using non-default CPU speeds. If you notice key presses/releases to not get recognized, try changing the CPU speed (by clicking on the touchpad MHz indicator).
If DS2x86 drops into the debugger, it has written a debug crash log into the dsx86dbg.log file. Please send this file to me so that I can add support to this opcode in future versions!
You might also get a "Blue Screen Of Death" on the lower screen, stating that a certain exception has occurred. This does not get written to the log file (as the system status is unstable at that point), so if you can write the numbers down and email them to me, together with information about what you were doing, that would help me in improving DS2x86.
Thanks for your interest in DS2x86! Have fun testing it, and again, please remember this is a very early alpha version! Be surprised if something actually works, not if it fails! :-)
http://dsx86.patrickaalto.com/DSblog.html
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December 28th, 2010, 23:29 Posted By: wraggster
[Frode] felt that using the keyboard for gaming on his old IBM XT computer was simply too noisy. He came up with a much quieter way to game by building an XT adapter for an original NES controller. If you haven’t explored the communication protocol used by the NES peripherals this is a great way to learn. Inside you’ll find a CMOS shift register that captures button states when it receives a latch signal. With that in mind [Frode] came up with a circuit to gather the bits from the controller, and generate input commands using the XT keyboard protocol without using a microcontroller. All of this is explained in the demo after the break.
Most of the NES controller hacks we see permanently alter the hardware. It’s nice to see one used without cracking it open.
http://hackaday.com/2010/12/24/gamin...es-controller/
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December 29th, 2010, 01:08 Posted By: wraggster
Retro gamers, take note -- The Legend of Zelda is back, and this version's more intriguing than ever. From the pits of a mythical, magical unknown lair has arisen an early build of the original FDS version of Zelda, and thanks to the wonders of the internet (along with a few dedicated Earthlings), we're able to break down the differences between the prototype and the retail edition, download the FDS image and pore over the disk scans. From what we've been able to gather thus far, the early version is quite a bit easier to beat than the final build, with fewer enemies, easier money and more gullible partners. Sounds like our kind of place. Hit the links below to nerd out in fantastic fashion.
http://forums.lostlevels.org/viewtopic.php?t=2471
http://www.engadget.com/2010/12/28/t...f-readily-ava/
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December 29th, 2010, 01:10 Posted By: wraggster
We may still not have an official price for the Nintendo 3DS, but it looks like you can now at least count on yet another unique gaming experience not found on other handheld systems. Konami recently announced that its "Project Loveplus" dating simulator for the system will not only take advantage of the system's 3D capabilities, but that it will also include a so-called "boyfriend lock" that uses facial recognition to prevent any virtual cheating. Apparently, if someone else picks up your 3DS and tries to play the game, your virtual girlfriend will act confused and respond with phrases like "who are you?" -- which, incidentally, is a question you might also want to ask yourself before looking for ways to import the game from Japan (yeah, don't count on this one being released over here).
http://www.engadget.com/2010/12/27/k...on-to-block-v/
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December 29th, 2010, 01:20 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11946.html
After a few years of work, The Romhacking Aerie has released a complete translation of the Game Boy Advance strategy RPG “Super Robot Wars J”. This is a full localization, including graphics, and a lot of time and effort went into its development.
Much like other games in this franchise, Super Robot Wars J combines the characters and plot lines of several licensed robot anime together, birthing a thoroughly crazy strategy RPG in the process. That said, there’s a lot to like here, even if you don’t have any interest in giant robot cartoons.
Everything is translated, and, to our knowledge, fully working. Enjoy!
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December 29th, 2010, 01:22 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11960.html
For those of you who have not heard of it, SM64 Star Road is a complete SM64 hack I (Skelux) am working on which will contain all new levels and a total of 121 stars. There are many previews available on Youtube you can watch if you are curious to see some of the beta gameplay (Link below).
Below is a list of all levels I have started or finished making. It is quite possible the hack will be finished some time this year.
Levels with an asterisk(*) do not have a confirmed name:
•Bob-omb Island - Complete
•Silent Glade Ruins - Complete
•Sky Land Resort - Complete (Left image)
•Mad Musical Mess - Complete
•Lagoon Side Hideout - Complete
•Melting Snow Peaks - Model is 3/4 finished
•Koopa Canyon - Model 2/4 complete, music complete
•*Giant Land Treeway - Completely planned, no model started
•*Boo Broadwalk - Model 1/4 complete
•*Cloudy Fields - Some minor theme ideas and a custom behavior
•Star Ocean Tower - Hub exterior, model 3/4 complete
•*Metal Cap Challenge - Model 1/4 complete
•*Goomba Mountain - Model 2/4 complete
For those interested in trying out the kind of level design Star Road will have, I just released a Christmas special (Right image) which is available for download through the link in it’s video description.
Relevant Link: (http://www.youtube.com/user/Skelux)
Sounds Awesome
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December 29th, 2010, 01:23 Posted By: wraggster
Our friends in Japan often have ... peculiar tastes when it comes to their gaming passions. Specifically, they are taught from a young age to despise any game in which they don't capture monsters. Fact: The nation's most popular T-shirt actually reads, "I'd rather capture a monster than my next breath of oxygen." It's true!
It's an even more impressive accomplishment, then, that the country's first game to sell six million copies on DS doesn't feature any monster capturing to speak of. No, it's New Super Mario Bros., which hit 6,015,255 units as of December 26 according to the latest Enterbrain data.
Congrats, Mario. Now, if science ever figures out a way to put monster catching into one of your games ... well, let's just pray it never comes to that.
http://www.joystiq.com/2010/12/28/ne...-seller-on-ds/
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December 30th, 2010, 00:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...9fec48bbcaaece
Alekmaul offers version 1.0 of "Maziacs" remake for the DS game's action / adventure of the same name released in 1983 on ZX Spectrum. Registered gaming to the DS Dev Nintendomax Competition 2010.
A simple but challenging short game, putting you in a maze inhabited by monsters in which a treasure is hidden in a chest.
Your task is to find safe and avoiding being killed by monsters, it back to the starting point.
To help you, you had swords that you can win battles, prisoners who show you the way to go and food to restore your energy.
Be careful because you can not have a sword and the treasure at the same time.
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December 30th, 2010, 01:13 Posted By: wraggster
The famed Ben Heckendorn concocted the first Wii Laptop of note way back in 2007, but ever since, the modding community at large has been toiling away on ways to improve it. ShockSlayer, a member over at Mod Retro, has accomplished just that, with his predictably titled Wii Laptop relying on a 7-inch LCD, an integrated sensor bar, a couple of polycases and inbuilt speakers. There's hardly anything here that couldn't be found at your local Radio Shack, save for the SunDriver -- that particular product has enabled him to ditch the DVD drive and install a SATA HDD within. From there, he burned his Wii game discs and loaded 'em all inside, making the whole thing extra mobile. Oh, and did we mention that it's powered by rechargeable batteries? Because it is. Marvel at the completed device in the video after the break.
http://www.engadget.com/2010/12/29/w...ortable-video/
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December 30th, 2010, 01:15 Posted By: wraggster
Oh boy -- get ready for years of competing studies and hysterical news reports claiming that 3D is either life-threateningly dangerous or perfectly safe. (Cellphone radiation, take a backseat.) Today's delightful round of panic comes courtesy of Nintendo's Japanese warning guidelines for the 3DS: players are advised that 3D gameplay causes eye fatigue more quickly than 2D gaming and are told to take a break after 30 minutes of play -- and you should quit immediately if you get ill, which makes sense. Nintendo also says that children under six shouldn't use the 3D mode at all, since their eyes are still developing, and that parents can use controls built into the 3DS to lock it into 2D mode for children.
http://www.engadget.com/2010/12/29/3...ng-label-edit/
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December 30th, 2010, 23:58 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2a1eb97a250a1a
Owen offers us his version 1.2a of its rail shooter game in 3D, "Newo Shooter".
Newo Shooter Is A rail shooter in a third-person and first-person 3D perspective. The player must navigate spacecraft history, Various-through environments while enemies (spaceships, robots, creatures, etc..) Attack HIM. Various enemies drop power-ups (free lives, 50% Health, weapon upgrades, shields) to Help the player. The player has scored one receiver EACH level is based How Many Enemies Destroyed. At the End of Each level There Is a boss thats the player must defeat Before Progressing to the next level.
http://wiibrew.org/wiki/User:Owen/Newo_Shooter
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December 31st, 2010, 00:00 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2a1eb97a250a1a
C_BoY offers version 0.2 of "Myster Dungeon, " the Dungeon Master to like puzzles for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
Updating to v0.2
Some articles and more, clothing helmets and boots which once placed on the body of the characters, provide useful points of protection for future battles.
And as suggested by Eviltroopa in the large back room, an exhibition of the first monsters you will face later.
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December 31st, 2010, 00:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2a1eb97a250a1a
Thungbard provides an update of "MegaStopwatch" clock in the colors of the Nintendo DS for Megaman. Registered gaming to the DS Dev Nintendomax Competition 2010.
Updated final version is in The First Post. Not a lot of differences, just a couple extra animations, and recalibrated The timekeeping, I found thats the timer WAS lagging by around 21 per second and 2 Hours to Be Adjusted it more precise, Not That I expect anyone to really use this for Something That Requires That Amount of Accuracy.
Right now, It's Been Calibrated To Be Under 1 Second off per 2 hours.
Edit: Settings button Were not Properly saving is yesterday's version, so reuploaded Dec. 29, seperate Tested on 2 DS Lite's, off by less 1 Second Then after 20 Hours, Can not Guarantee How Accurate Is On The timer's DSi DSi's gold Since I do not own Eith.
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December 31st, 2010, 00:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2a1eb97a250a1a
ThatOtherPerson offers version 1.1 of its puzzle game "Dont Get Crushed" for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
Now your high score saved IS Automatically loaded to Be The Next time you start the game. High score saving only works one year actual DS (go here to see how else the game Differs When Played With emulators). There are slight tweaks Some Other "significant purpose nothing.
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December 31st, 2010, 00:08 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2a1eb97a250a1a
relminator offers the 0.9 version of "Bubble Fight EX, " such as hiding behind gameplay still experimental. Registered gaming to the DS Dev Nintendomax Competition 2010.
v 0.9 = * (12/28/10)
* Guess what? (Coded for 7 hours! purpose brain feels like mush a)
* Added bumps (4 of em)
* Added more music and sfx
Explosions *
* Finalized gameplay
* Bug fix Here and There
v 0.8 = * (12/27/10)
* Coded for 6 hours straight (I'll never do it again)
* Recoded intro
* Cleaned up GameStats
* Recoded The centipede enemy
* Added ending screen
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December 31st, 2010, 00:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2a1eb97a250a1a
dheart provides an update of its playable demo of "Kartz: Animalia World!" kart racing game in 3D for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
Multiplayer 3D racing kart game, "still 30% of total progress ... It Should Be is finished march-june next year (2011).
I'm making 90% Of The resources we like game 3D model, texture and sprites. There are 10% ripped sprites .. It'll Be Later removed. I'm still doing The multiplayer part now. And, There's no story mode for a while
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December 31st, 2010, 00:37 Posted By: wraggster
News via http://drunkencoders.com/2010-winter...g-competition/
5th Annual Wintery Game Coding Competition
Create a Nintendo DS or GBA game with a winter or holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations.
Now accepting Wii and Gamecube entries (judged by the same criteria but awarded prizes from a seperate prize pool).
Contact
•Any questions or suggestions mail to Dovoto
•Submit your games at any point via the automated submission system above. Email Dovoto if you need your game reviewed before the compo deadline for any reason.
Rules
•Original content (Satire will be considered fair use).
•All entries must run on hardware, the hardware being one of:
◦Nintendo DS
◦Nintendo Gameboy Advance
◦Nintendo Wii or Gamecube (seperately judged!)
•Multiple entries are encouraged but only one prize will be awarded to any individual / group.
•You are of course welcome to work in teams and split your prize how you see fit.
•No emulators, media players, or straight ports of old games please (e.g. porting quake to DS will not get you many points but porting quake, designing your own winter level and letting me walk around as Santa Claus and blast reindeer would be cool).
•Judging will be at the biased discretion of the participating judges but originality and entertainment will be the main focus (and technical splendor of course). Make me laugh and I will forgive your coder "art".
•Entries will be awarded points and the scores averaged between all participating judges. These points will be assigned based on the following judging criteria: Competition Judging Matrix
•Submissions will be accepted at anytime and can be resubmitted and updated as necessary until the deadline
Prizes
Hardware prizes will be awarded by giving first place first choice, second place second choice, etc. As for the cash prizes will be as follows
•1st Place: 50%
•2nd Place: 30%
•3rd Place: 20%
Wii/Gamecube category:
•1-5 entries: winner take all
•6-10 entries: 1st place 70%, 2nd place 30%
•> 10 entries: 1st 50%, 2nd 30%, 3rd 20%
If we dont break $150 on the Wii/Gamecube prize pool it will be winner take all regardless of the number of entries.
Donate!
Prize Donations
Feel free to donate any amount (or anything for that matter) All money will be used to fund the game development competition.
Deadline
•March 21th 2011 (which ever time zone you prefer, as long as it is still March 21th somewhere in the world).
•Entries disqualified for any reason will be given a chance to resubmit a corrected version at the discretion of the judges if time permits.
•Games will be made available for download to the public no later than March 24th.
•Results will be announced within a week
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December 31st, 2010, 00:37 Posted By: wraggster
News via http://drunkencoders.com/2010-winter...g-competition/
5th Annual Wintery Game Coding Competition
Create a Nintendo DS or GBA game with a winter or holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations.
Now accepting Wii and Gamecube entries (judged by the same criteria but awarded prizes from a seperate prize pool).
Contact
•Any questions or suggestions mail to Dovoto
•Submit your games at any point via the automated submission system above. Email Dovoto if you need your game reviewed before the compo deadline for any reason.
Rules
•Original content (Satire will be considered fair use).
•All entries must run on hardware, the hardware being one of:
◦Nintendo DS
◦Nintendo Gameboy Advance
◦Nintendo Wii or Gamecube (seperately judged!)
•Multiple entries are encouraged but only one prize will be awarded to any individual / group.
•You are of course welcome to work in teams and split your prize how you see fit.
•No emulators, media players, or straight ports of old games please (e.g. porting quake to DS will not get you many points but porting quake, designing your own winter level and letting me walk around as Santa Claus and blast reindeer would be cool).
•Judging will be at the biased discretion of the participating judges but originality and entertainment will be the main focus (and technical splendor of course). Make me laugh and I will forgive your coder "art".
•Entries will be awarded points and the scores averaged between all participating judges. These points will be assigned based on the following judging criteria: Competition Judging Matrix
•Submissions will be accepted at anytime and can be resubmitted and updated as necessary until the deadline
Prizes
Hardware prizes will be awarded by giving first place first choice, second place second choice, etc. As for the cash prizes will be as follows
•1st Place: 50%
•2nd Place: 30%
•3rd Place: 20%
Wii/Gamecube category:
•1-5 entries: winner take all
•6-10 entries: 1st place 70%, 2nd place 30%
•> 10 entries: 1st 50%, 2nd 30%, 3rd 20%
If we dont break $150 on the Wii/Gamecube prize pool it will be winner take all regardless of the number of entries.
Donate!
Prize Donations
Feel free to donate any amount (or anything for that matter) All money will be used to fund the game development competition.
Deadline
•March 21th 2011 (which ever time zone you prefer, as long as it is still March 21th somewhere in the world).
•Entries disqualified for any reason will be given a chance to resubmit a corrected version at the discretion of the judges if time permits.
•Games will be made available for download to the public no later than March 24th.
•Results will be announced within a week
To read more of the post and Download, click here!
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December 31st, 2010, 00:37 Posted By: wraggster
News via http://drunkencoders.com/2010-winter...g-competition/
5th Annual Wintery Game Coding Competition
Create a Nintendo DS or GBA game with a winter or holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations.
Now accepting Wii and Gamecube entries (judged by the same criteria but awarded prizes from a seperate prize pool).
Contact
•Any questions or suggestions mail to Dovoto
•Submit your games at any point via the automated submission system above. Email Dovoto if you need your game reviewed before the compo deadline for any reason.
Rules
•Original content (Satire will be considered fair use).
•All entries must run on hardware, the hardware being one of:
◦Nintendo DS
◦Nintendo Gameboy Advance
◦Nintendo Wii or Gamecube (seperately judged!)
•Multiple entries are encouraged but only one prize will be awarded to any individual / group.
•You are of course welcome to work in teams and split your prize how you see fit.
•No emulators, media players, or straight ports of old games please (e.g. porting quake to DS will not get you many points but porting quake, designing your own winter level and letting me walk around as Santa Claus and blast reindeer would be cool).
•Judging will be at the biased discretion of the participating judges but originality and entertainment will be the main focus (and technical splendor of course). Make me laugh and I will forgive your coder "art".
•Entries will be awarded points and the scores averaged between all participating judges. These points will be assigned based on the following judging criteria: Competition Judging Matrix
•Submissions will be accepted at anytime and can be resubmitted and updated as necessary until the deadline
Prizes
Hardware prizes will be awarded by giving first place first choice, second place second choice, etc. As for the cash prizes will be as follows
•1st Place: 50%
•2nd Place: 30%
•3rd Place: 20%
Wii/Gamecube category:
•1-5 entries: winner take all
•6-10 entries: 1st place 70%, 2nd place 30%
•> 10 entries: 1st 50%, 2nd 30%, 3rd 20%
If we dont break $150 on the Wii/Gamecube prize pool it will be winner take all regardless of the number of entries.
Donate!
Prize Donations
Feel free to donate any amount (or anything for that matter) All money will be used to fund the game development competition.
Deadline
•March 21th 2011 (which ever time zone you prefer, as long as it is still March 21th somewhere in the world).
•Entries disqualified for any reason will be given a chance to resubmit a corrected version at the discretion of the judges if time permits.
•Games will be made available for download to the public no later than March 24th.
•Results will be announced within a week
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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December 31st, 2010, 00:37 Posted By: wraggster
News via http://drunkencoders.com/2010-winter...g-competition/
5th Annual Wintery Game Coding Competition
Create a Nintendo DS or GBA game with a winter or holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations.
Now accepting Wii and Gamecube entries (judged by the same criteria but awarded prizes from a seperate prize pool).
Contact
•Any questions or suggestions mail to Dovoto
•Submit your games at any point via the automated submission system above. Email Dovoto if you need your game reviewed before the compo deadline for any reason.
Rules
•Original content (Satire will be considered fair use).
•All entries must run on hardware, the hardware being one of:
◦Nintendo DS
◦Nintendo Gameboy Advance
◦Nintendo Wii or Gamecube (seperately judged!)
•Multiple entries are encouraged but only one prize will be awarded to any individual / group.
•You are of course welcome to work in teams and split your prize how you see fit.
•No emulators, media players, or straight ports of old games please (e.g. porting quake to DS will not get you many points but porting quake, designing your own winter level and letting me walk around as Santa Claus and blast reindeer would be cool).
•Judging will be at the biased discretion of the participating judges but originality and entertainment will be the main focus (and technical splendor of course). Make me laugh and I will forgive your coder "art".
•Entries will be awarded points and the scores averaged between all participating judges. These points will be assigned based on the following judging criteria: Competition Judging Matrix
•Submissions will be accepted at anytime and can be resubmitted and updated as necessary until the deadline
Prizes
Hardware prizes will be awarded by giving first place first choice, second place second choice, etc. As for the cash prizes will be as follows
•1st Place: 50%
•2nd Place: 30%
•3rd Place: 20%
Wii/Gamecube category:
•1-5 entries: winner take all
•6-10 entries: 1st place 70%, 2nd place 30%
•> 10 entries: 1st 50%, 2nd 30%, 3rd 20%
If we dont break $150 on the Wii/Gamecube prize pool it will be winner take all regardless of the number of entries.
Donate!
Prize Donations
Feel free to donate any amount (or anything for that matter) All money will be used to fund the game development competition.
Deadline
•March 21th 2011 (which ever time zone you prefer, as long as it is still March 21th somewhere in the world).
•Entries disqualified for any reason will be given a chance to resubmit a corrected version at the discretion of the judges if time permits.
•Games will be made available for download to the public no later than March 24th.
•Results will be announced within a week
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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December 31st, 2010, 01:13 Posted By: wraggster
Fox News reports that Sony has posted a cautionary note on its Japanese website that 'vision of children under the age of six has been said [to be in the] developmental stage,' adding that 3D content 'delivers 3D images with different left and right images, [which] has a potential impact on the growth of children's eyes.' The notice went to say that Sony recommends that all viewers take regular breaks while watching 3D video or playing stereoscopic 3D games (google translation). Dr. Michael Ehrenhaus, an ophthalmologist with New York Cornea Consultants, thinks Nintendo and Sony may be getting ahead of themselves with these disclaimers. 'It's hard to say that it'll ruin development,' says Ehrenhaus.
http://games.slashdot.org/story/10/1...Childrens-Eyes
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December 31st, 2010, 22:44 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...966838148ad0fe
ThatOtherPerson offers version 1.0 of "Multi View " 3D platform game where you must retrieve the black cubic present on the bottom screen without getting hit by the enemy in this white on the top screen. Registered gaming to the DS Dev Nintendomax Competition 2010.
I've updated the game.
There are a couple New Level, An improved collision system, optional touch screen controlled Aiming and Some Other little exchange.
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December 31st, 2010, 22:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...966838148ad0fe
Jesse Venbrux and Maxime Euzière we offer the demo of "Kashiro DS" platform game / puzzle whose goal is to raise the room and then die. Registered gaming to the DS Dev Nintendomax Competition 2010.
Here Is Jesse Venbrux karoshi new game!
If You Do not Know the Karoshi series yet (how dare you?) - "Karoshi" means "die from overwork"- i's a 2D platform-puzzle game Where the goal is ... to die.
This exclusive episode Will include a lot of new stuff, gameplay twists, surprises, touchy Things, etc!
We caled it "Dumb Salaryman Karoshi"
So Here Is A Little (very little) What demo of this game "could look like ... wait for it ... in 2011!
Thanks!
Jesse & Max
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December 31st, 2010, 22:48 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...966838148ad0fe
Disjointed Studio offers us "Waimanu DS" adventure game / puzzle game for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
Evil alien jellies, tea Wekas, Have Arrived to Earth. Their Plan Is To colonize and subdue Our Planet Every form of life on it. Purpose Waimanu, Beside Being only a little blue penguin, Will Fight the Wekas pour la freedom of Earth Gutman.
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