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The Hottest DCEmu Posters
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January 1st, 2009, 02:20 Posted By: wraggster
News/release from Suloku
Wii/GameCube memory card manager is a project which has evolved from the mcbackup libOGC example back on 2006.
That example was intended to backup gamesaves over network and Akot added SD card support (trhought the SD gecko adapter) on 2007.
In early 2008 justb and dsbomb rebaptized the project to it's current name, added support for savegame deleting, showing the savegames information and developed a nice GUI for it.
Now, here is gcmm, ported to wii and libfat. More important, mcbackup has never correctly restored the savegames, though it may sometimes work, it seems to be pure luck.
This has been fixed. Enjoy.
Features:
-Backup savegames to front SD (wii) or SD gecko (gc)in GCI format.
-Restore gci savegames to memory card.
-Delete savegames.
Limitations:
-Only supports the GCI format. Anyway it's the most used and ther are tools to convert other formats into GCI.
-Protected gamesaves will only be able to be restored on the card it was backuped from. Even though, some protected savegames will still not work as some save protection rely in the situation of the gamesave on the memory card.
-Official Nintendo memory cards won't work in Wii mode for now due to a change in the DSP.
WIP:
-Add full raw memory card image backup and restore. Thanks to Masken for information and sources.
Additional notes about protected savegames:
Protected savegames rely on the serial ID that is given to the memory card when it is formated. That's why they won't work in other cards and why they won't work on the same card if that has been formatted.
Restoring a raw image to a diferent card has still to be tested to see if that will permit using a protected gamesave on another memory card.
Thanks to:
-SoftDev
-Costis
-Masken
-Justb & dsbomb
-CowTRobo & Samsom for very useful old sources
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January 1st, 2009, 21:13 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


No idea whats new though
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January 3rd, 2009, 00:03 Posted By: wraggster

You know what they say -- if you can't buy it, mod it. Michael "Bibin" Moffitt's backlighting job on this Game Boy Pocket is a case in point. Unwilling to shell out the dough for a Game Boy Light on eBay (but more than willing to destroy two old LCDs in pursuit of his mad dream), this guy removed the reflective layer and adhesive behind the handheld's display ("almost as hard as reasoning with a rabid PlayStation 3 fan," he writes) and built a backlight out of an LED, some perspex, and a diffusive layer. That's it -- now our man is playing Donkey Kong, in the dark, in all its monochromatic glory, and with no noticeable change in battery life. Hit the read link for plenty of naked GBP pics.
http://www.engadget.com/2009/01/02/g...ns-life-now-c/
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January 4th, 2009, 00:20 Posted By: wraggster
Scognito has released a new version of his game for the Nintendo Gamecube and Wii, heres whats new:

2009-01-03 - v0.2 - Christmas Santa Edition
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January 5th, 2009, 17:14 Posted By: wraggster
News via aep
VisualBoyAdvance-M is a Nintendo GBA and GB/GBC emulator for Windows (based on VisualBoyAdvance).
- ADDED "change backdrop color" button to palette view and added corresponding hack to the core rendering engine for all graphic modes.
- Enable/disable refresh button in MapViewer when automatic refresh is enabled.
improved code beauty.
- ADDED video layer reset "OptionsVideoLayersReset" function to commands list, CTRL+0.
- ADDED information messages when enabling/disabling layers.
- MOVED rewind interval to Tools menu.
- Added default "screenshots" directory.
- Set default directories "battery" and "savestates".
- Code cleanup.
- Automatically & silently create directories in a relative path.
- FIXED building with GCC/MinGW.
- FIXED: Added PNG include dir.
- corrected typo.
- When time permits I'll add a resource checksum instead.
- Include change to work with in-project msvc dependencies.
- Added info about "file_extractor" dependencies.
- Standardised the output paths, dropped "file-extractor" from the solution and added the dependancies\msvc files into the project.
- Used the latest names for the zlib and libpng dlls and libs ... change if yours are different and linking fails.
- Branch for MFC changes.
- REMOVED gbafilter.cpp/h because it was not used anywhere.
- small resource file fix.
- ADDED support for .ips .ups .ppf files to the GUI.
- ADDED patch files to Win32/MFC project.
- ADDED Microsoft compatible replacements for fseeko64, ftello64 and __off64_t.
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January 6th, 2009, 01:00 Posted By: wraggster

BenHeck.com forum member goteking apparently built this camera-in-a-Famicom-cart a little while back, but this is one instance when we're more than happy to catch up a little late, even if we may quite not be able to bring ourselves to gut a cart of our own. As you can likely imagine, this mod mostly depends simply on choosing the right cart-sized camera, and goteking found that a standard Sony Cybershot point-and-shoot fit the bill quite nicely, though there's certainly plenty of other possiblities out there (bonus points for anyone able to make an Game Boy cart camera). Hit up the link below for a few more pics of the camera, plus a glimpse of some of goteking's other projects, including a VAIO DS and a VAIO Eee PC.
http://www.engadget.com/2009/01/05/f...ng-technology/
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January 7th, 2009, 19:46 Posted By: wraggster
Dhewg has released a new build of the SCUMMVM interpreter for the Nintendo Wii and Gamecube, heres whats new:
After some months of absence, here's finally an update:
For those interested in building the Gamecube/Wii port, i finally wrote down build instructions. Sorry for the massive delay!
A fresh build is available too: SVN revision 35709.
Changes:
* Compiled with devkitPPC r16 and its updated libogc and libfat, boosting the overall SD performance
* Renamed the Wii's internal sd slot device back to "fat:", so it loads properly with the homebrew channel (The initial change got introduced by the new libfat version)
* SDHC support (Wii internal SD only)
* Readded SD Gecko support for Wii
* USB mass storage support
* The root directory now yields a list of mounted devices, you can now use any combination of internal SD/SD gecko/USB at the same time
* Tweaked the video mode a little, hopefully this will eliminate the black borders
* Dropped MPEG2 video support, please use DXA instead (available on the download page)
* Proper Component/480p detection for Gamecube (contributed by Hkz)
* Fixed a libogc bug, Drascula and 7th Guest don't hang anymore
* Updated Tremor and FLAC, .ogg audio files should work fine now
* Enabled new game engines: Groovie and Tucker
Some of these changes were already present on the builds provided by Bossk, thank you for giving the Wii users their daily fix!
To avoid problems by these changes, please remove any old "scummvm.ini" files on your SD card ("/apps/scummvm/scummvm.ini" as well as "/scummvm.ini" [if present])
Enjoy,
dhewg
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thanks to tehskeen for the news
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January 10th, 2009, 02:32 Posted By: wraggster

What's so interesting about the above image? Is it that the man (?) has no eyes? Is it that he's not using the strap on the Wii Remote? No: it's that this isn't a patent drawing for the Wii Remote at all -- it's for a GameCube controller. The original Japanese patent was submitted by Nintendo in 2006, around the time Shigeru Miyamoto admitted, "[Wii] is based on GC."
Now we know its controller was, too, by way of the US Patent and Trademark Office's database, which also contains related drawings. One shows what this line-art person is playing (a tennis game with Mario) and the other is the proverbial smoking gun: a Wii remote and receiver connected to a GameCube, which is, in turn, connected to a TV with sensors attached.
http://www.joystiq.com/2009/01/09/pa...mecube-add-on/
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January 10th, 2009, 17:11 Posted By: wraggster

Honestly -- if you're super into Donkey Kong and quilts (yes and yes), it's also probably likely that you're... well, single. But take cozy comfort with this specimen of craftsmanship for a cool $450 -- or you can always buy a $9,000 sewing machine to help you make your own.
http://www.engadget.com/2009/01/10/d...ely-self-warm/
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January 11th, 2009, 17:08 Posted By: wraggster
dhewg has released a new version of the port of ScummVM for the Nintendo Wii and Nintendo Gamecube, heres whats new:

rev 35811:
* Fixed the deadlock in newlib's fwalk(), this one was responsible for lockups in various games
* Enabled IHNM and SAGA2
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!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
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January 12th, 2009, 20:35 Posted By: wraggster
New from Divineo China

- Official licensed product
- 6 characters from Super Mario Kart
- Approximately 2 inches tall
- Shipped randomly
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January 12th, 2009, 21:25 Posted By: wraggster
Newly released today:

features
Officially Licensed by Nintendo
5 different kinds
Shipped randomly
Length: appox. 60mm
Limited availability
description
Mario karts have dashed out of your TV screens into the real world as a series of carefully crafted gashapons. They are not just there for show either, press it onto a flat surface and pull it back as much as you can to activate the simple machinery.
Let go, and see it zoom away.
Painted with cheerful Mario colors such as bright red, green and pastel pinks, these candy toys are wonderful as collectibles and small gifts to friends and children. You have played the game on Wii and DS, what about in real life? Get your kart and participate in the championship.
http://www.play-asia.com/SOap-23-83-...j-70-37qy.html
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January 13th, 2009, 20:03 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


No idea whats new though
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January 14th, 2009, 20:00 Posted By: wraggster
A Carlsbad mother is fighting mad. Turns out that video games make her 5-year-old have panic attacks and, get this, they're not a good replacement for reading books or playing outside.
The Isabelle Clingerman tells the local news there that while her 9-year-old, who owns more than 40 Nintendo games, can play the games to his hearts content, her 5-year-old has panic attacks and experiences hand pains after just 30 minutes of gaming.
And this is when it gets interesting. Clingerman says she is returning her son's "Nintendo" back to the store:
"I can't recommend this game to any parent," she said. "It's not a substitute for reading a book or doing an outdoor activity with your child."
http://kotaku.com/5130565/breaking-n...reading-a-book
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January 17th, 2009, 10:07 Posted By: wraggster
New from Divineo China

- Official licensed product
- 8 characters from Super Mario Kart
- Approximately 1.5 inches tall
- Shipped randomly
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January 17th, 2009, 13:29 Posted By: wraggster
Open Emu is an open source project to bring game emulation to OS X as a first class citizen, leveraging modern OS X technologies such as Cocoa, Core Animation and Quartz, and 3rd party libraries like Sparkle for auto-updating. Open Emu is based on a modular architecture, allowing for game-engine plugins, this means Open Emu can support a host of different emulation engines and back-ends while retaining a familiar OS X native front-end.
Currently Open Emu incorporates the following game engines as plugins:
Nestopia
adds support for NES/Famicom
Gambatte
adds support for Game Boy and Game Boy Color
CrabEmu
adds support for Sega Master System, Game Gear, SG - 1000
Visualboy
adds support for Game Boy Advance
Open Emu also supports high quality scaling using Open GL, multithreaded video and audio playback as well as individual features and preferences per game engine, such as NTSC video signal emulation for the Nestopia Core.
http://openemu.sourceforge.net/
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January 17th, 2009, 18:06 Posted By: wraggster
News from DSbomb:
I have been working on a set of detailed instructions for setting up a development environment for the Gamecube and Wii. One of the main goals I have for this is to be able to compile each library from its source, rather than just extracting an archive full of prebuilt libraries. This will protect the libraries from possible extinction should the original people who port them to the GC/Wii stop. As well, should newer versions of the original library (like libpng for example) become available, it will then be quite easy for anybody to be able to build them again.
You can view the work in-progress via Google Docs. There are instructions for both Linux and Windows. Give it a walk through and let me know if it works for you, or if there are other libraries you can think should be included. It isn't complete yet, but I hope to have it ready to compile the more popular apps (like the various emulators) soon.
http://dsbomb.blogspot.com/2009/01/b...ent-setup.html
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January 20th, 2009, 00:26 Posted By: wraggster
Dhewg has released a new version of the port of ScummVM for the Nintendo Gamecube and Nintendo Wii
rev 35894:
* fixed a bug in the filesystem backend, tucker is now playable
* startup time for games with many files is way better now. tucker takes ~5s instead of ~15m (and that is not a typo)
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January 24th, 2009, 16:39 Posted By: wraggster
Dolphin the Gamecube/Nintendo Wii Emulator for Windows has had a new public beta release, heres the news details:

With a little motivation, The team was able to stabilize the code for this release. Things to look forward to are fixed scanning in Metroid Prime 1 and Metroid Prime 2. Metroid Prime 3 is still having scanning issues but its getting better. Also, I have noticed in many games the graphics are looking much better. Also, ector was able to fix the crashing issues from the last few public builds. Its been fixed. This build should be a lot more stable. More notes on config changes and added visual options for wiimote. So go grad r1943 and get testing and let us know in the forums. On a side note. Nakee hasn't been around today so I posted the win32 build. I can not make a win64 or linux builds. When they are done and ready they will be posted under the downloads.
UPDATE 20/01/2008 By Daco: i added the 64bit build 
Download here --> http://www.dolphin-emu.com/downloads.php
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January 26th, 2009, 21:34 Posted By: wraggster
Dolphin the Gamecube/Nintendo Wii Emulator for Windows has had a new public beta release, heres the news details:

This week unofficial build brings a lot of needed stability fixes.
Crashes were fixed, and it seems even start/stop works again.
Also we updated the game ini pack to r114, which includes a lot game fixes.
Download here --> http://www.dolphin-emu.com/downloads.php
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January 28th, 2009, 20:26 Posted By: wraggster
FCE Ultra GX is a modified port of the FCE Ultra 0.98.12 Nintendo Entertainment system for x86 (Windows/Linux) PC's. With it you can play NES games on your Wii/GameCube. Version 2 is a complete rewrite based on code from SNES9x GX.
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
iNES, FDS, VS, UNIF, and NSF ROM support
1-4 Player support
Zapper support
RAM / State saving support
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
NES Compatibility Based on v0.98.12
Sound Filters
Graphics Filters (GX Chipset, Cheesy and 2x)
[What's New 2.0.9 - January 27, 2009]
* Fixed a major memory corruption bug in FCE Ultra 0.98.12
* Faster SD/USB - new read-ahead cache
* Removed trigger of back to menu for Classic Controller right joystick
* Changed GameCube controller back to menu from A+Start to A+B+Z+Start
* Add option for horizontal-only video cropping
* Decreased minimum game size to 8 KB
* Fixed a bug with reading files < 2048 bytes
* Fixed some memory leaks, buffer overflows, etc
* Code cleanup, other general bugfixes
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January 28th, 2009, 20:32 Posted By: wraggster
A Super Nintendo emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Features
Based on Snes9x 1.51 - superior ROM compatibility
Wiimote, Nunchuk, Classic, and Gamecube controller support
SNES Superscope, Mouse, Justifier support
Cheat support
Auto Load/Save Game Snapshots and SRAM
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
Autodetect PAL/NTSC
16:9 widescreen support
Open Source!
[What's New 009 - January 27, 2009]
* Faster SD/USB - new read-ahead cache
* Removed trigger of back to menu for Classic Controller right joystick
* Fixed a bug with reading files < 2048 bytes
* Fixed some memory leaks, buffer overflows, etc
* Code cleanup, other general bugfixes
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January 28th, 2009, 20:37 Posted By: wraggster
A Game Boy/Game Boy Color/Game Boy Advance emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
SRAM and State saving
IPS/UPS/PPF patch support
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
Compatiblity based on VBA-M r778
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Turbo speed, video zooming, widescreen, and unfiltered video options
[What's New 1.0.7 - January 27, 2009]
* Updated to VBA-M r847
* Corrected sound interpolation
* Faster SD/USB - new read-ahead cache
* Removed trigger of back to menu for Classic Controller right joystick
* Fixed a bug with reading files < 2048 bytes
* Fixed GBA games on GameCube
* Fixed homebrew GBA games on GameCube
* Fixed some memory leaks, buffer overflows, etc
* Code cleanup, other general bugfixes
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January 29th, 2009, 21:39 Posted By: wraggster
Nintendo's strategy of re-releasing classic GameCube games that have been Wii waggle-readied looks to be working, as least in the case of Mario Power Tennis. The "Play on Wii" version is still Japan's favorite game.
That includes the original Wii role-playing game Fragile: Sayonara Tsuki no Haikyo from Namco Bandai, one of two new debuts on this week's top ten. Why bother with new IP, when you can simply repackage? We're sure that folks like Namco Bandai wouldn't mind dusting off a few old GameCubes duds for a quick cash-in.
Other new entries include the Japanese release of Left 4 Dead, which landed at the 12th spot, and the latest Haruhi schlock, Suzumiya Haruhi no Gekidou. *Yawn* Wake me up when Resident Evil 5 madness hits
http://kotaku.com/5142072/new-wii-ga...games-in-japan
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January 31st, 2009, 20:56 Posted By: wraggster
Shizzy posted this news on the Gekko site:
As we are in the process of preparing the next closed beta release (N'Sider), we have decided it would be best for the project to expand our team to include new programmers. The emulator, although very far along in development, is still at a stage where there are many areas of emulation that have yet to even be touched, and the areas that have been worked on are still very incomplete and lacking features. It is simply a lot of work to keep up with with only two developers.
If you are interested in contributing to the project, please let us know what section of the project you are interested in working on (although you will not be limited by this), and your relevant programming experience. If we feel that you will be an asset to the team, we will then welcome you and provide you will all developer access. :-) Any inquiries or questions can be sent to me via forum PM. It's a great opportunity to join a very motivated team (I speak for both the developers, testers, N'Siders, and everyone else part of the project) and a very great community.
In addition, we are looking to enhance the website design. If you have interest in this, and experience, please feel free to contact me as well.
Thank you!
Eric
http://www.gekko-emu.com/
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