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January 1st, 2011, 23:29 Posted By: wraggster
News via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
This release renames a lot of settings, but the old setting names can still be used in the configuration file(will be replaced by the new setting name on Mednafen exit) and on the command line. See the ChangeLog for a full list of renamed settings.
The "dfmd5", "filesys.*_samedir", and "snapname" settings have been removed. Use the replacement "filesys.fname_*" format-string settings(see documentation) to achieve similar functionality if desired.
Custom palette/colormap related settings have all been removed, in favor of automatically loading modulenamehere.pal(IE "nes.pal", "pce.pal", "gba.pal") from the "palettes" directory under the Mednafen base directory.
QuickTime movie recording has been added. Pass for example "-qtrecord /path/to/whatever.mov" on the command line to record a movie. If the target file already exists, it will not be overwritten, and Mednafen will error out on startup. Three lossless codecs are supported, see "qtrecord.vcodec" in the documentation. The old "MMM" custom-format recording and playback code has been removed.
NES VS Unisystem palettes have been updated.
PCE VDC emulation has been altered a bit, particularly in regards to wait states and line horizontal timing versus hsync input. "Star Breaker" no longer crashes when leaving the town.
PCE emulation now synchronizes and updates physical device input mid-frame. This allows for slightly lower latency in certain games, and makes "Takeda Shingen" playable.
Keyboard latency has been reduced by 1 video frame in the context of virtual device emulation(IE command key/hotkey latency is unaffected).
SNES input latency has been reduced by 1 video frame.
http://forum.fobby.net/index.php?t=msg&th=589&start=0
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January 2nd, 2011, 22:21 Posted By: wraggster
An anonymous reader writes with this excerpt from Significant Bits about how the early level design in Super Mario Bros. 3 gradually introduced players to the game without needing something as blatant and obtrusive as a tutorial:
"Super Mario Bros. 3 contains many obvious design lessons that are also present in other games, e.g., the gradual layering of complexity that allows players to master a specific mechanic. What surprised me during my playthrough, though, was how some of these lessons were completely optional. The game doesn't have any forced hand-holding, and it isn't afraid of the player simply exploring it at his own pace (even if it means circumventing chunks of the experience)."
http://www.significant-bits.com/supe...design-lessons
http://games.slashdot.org/story/11/0...Design-Lessons
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January 7th, 2011, 00:18 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6763
Added a few translatable strings.
Added German language translations. Thanks to JackyCola.
Added Italian language translations. Thanks to RebuMan.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 7th, 2011, 22:41 Posted By: wraggster
For great old hardware products like the MOS 6502 (used in the Apple II, the C64, the Nintendo NES), the details of the designs have been lost or forgotten. While there have been great efforts to reverse engineer the 6502 from the outside, there has not been the hardware equivalent of the source code — until now. As Russell Cox states: 'A team of three people accumulated a bunch of 6502 chips, applied sulfuric acid to them to strip the casing and expose the actual chips, used a high-resolution photomicroscope to scan the chips, applied computer graphics techniques to build a vector representation of the chip, and finally derived from the vector form what amounts to the circuit diagram of the chip: a list of all 3,510 transistors with inputs, outputs, and what they're connected to. Combining that with a fairly generic (and, as these things go, trivial) "transistor circuit" simulator written in JavaScript and some HTML5 goodness, they created an animated 6502 web page that lets you watch the voltages race around the chip as it executes. For more, see their web site visual6502.org.
http://hardware.slashdot.org/story/1...mdash-the-6502
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 23:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16164.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 8, 2011
The 5 special Vs. Unisystem PPUs which swap registers $2000 and $2001 and add a special readback value at $2002 are now supported (provided your ROMs have appropriate NES 2.0 headers), and mapper 99 now works with Vs. Gumshoe.
The "Debug Information" window should no longer flicker and slow down whenever there´s a lot of stuff in it; additionally, Nintendulator will now remember whether or not said window was open when you exit and restart, and the corresponding Debug menu option will now act as a toggle.
January 7, 2011
iNES mappers #1 and #5 now support nonstandard battery-backed PRG RAM sizes specified via NES 2.0 header fields.
Additionally, Vs. Unisystem ROMs with NES 2.0 headers (and Playchoice-10 ROMs, NES 2.0 or not) will now automatically load the appropriate palette without altering your configuration.
http://www.qmtpro.com/~nes/nintendulator/
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January 13th, 2011, 00:56 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6836
Executable memory above 2GB is okay on a 32-bit machine.
Fixes issue 3913.
The underlying problem, however, is that PanicAlert GUI popups
are broken on 32-bit Linux. I haven't looked into why that is.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 14th, 2011, 02:02 Posted By: wraggster
Goomba is a Gameboy emulator for the Gameboy Advance. Beyond the advantage of being able to store many games on one cart, Goomba also includes save states and customizable borders. At least, my fork does. Also available are many palettes, along with the ability to make your own.
The process to actually included custom borders can be quite complex, so I've created a tutorial which should help guide you through the process. Currently this project is somewhat ongoing. The most probable future release would include a cheat finder of some nature. But, it will probably be a while before any attempts to add this are made.
2011-01-10 - Support GBC preset palettes. Renamed the included GBC palettes.
http://kuwanger.net/gba/goomba/
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January 15th, 2011, 23:55 Posted By: wraggster

Man, what is it about the Aliens franchise that makes its video game adaptations so easily cancelable? Long, long before Obsidian's Aliens RPG ended up on the cutting room floor, Square had its own unreleased entry into the franchise: A 1987 side-scrolling action game for the Famicom Disk System (the disk-loading NES attachment which never quite made it stateside).
A ROM for the canned title recently appeared online; you can check out some footage from an emulated version of the game over at 1UP. It actually doesn't look too terrible -- though back in 1987, we really only had room in our hearts for one unstoppable, alien-obliterating heroine, and that room was totally already spoken for.
http://www.joystiq.com/2011/01/15/sq...stem-uncovere/
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January 17th, 2011, 21:16 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16218.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 16, 2011
Project files for Microsoft Visual Studio 2010 have been added, and several code changes have been made to ensure that everything still compiles, including changing the build paths once again.
Unlike the existing project files for Visual Studio 2003, these produce only Unicode binaries, as executables produced by Visual Studio 2010 cannot be run on any operating system prior to Windows XP SP3.
http://www.qmtpro.com/~nes/nintendulator/
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January 20th, 2011, 01:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16230.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 18, 2011
As it turns out, my code changes from October 29, 2010 violated relevant guidelines - the appropriate place to store data is indeed within Application Data. This change has thus been reverted, and any data in My Documents will automatically be moved back to Application Data when Nintendulator is opened.
In order to properly accomodate for the difficulty of actually locating the savestate folder, a new menu option "Browse Save Files" has been added to the File menu which will open an Explorer window to the appropriate path; similarly, if any files could not be migrated to the Application Data folder, Explorer will browse to the old location to simplify cleanup.
http://www.qmtpro.com/~nes/nintendulator/
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January 23rd, 2011, 23:30 Posted By: wraggster

So you’ve long since mastered Super Mario Bros. and it no longer challenges you? Have you tried playing it from right to left? That’s what Backwards Mario is all about. The first portion of the hack is getting the image to display backwards. He’s working with an old CRT television, which uses a magnetic ring to aim the electron gun at the screen. By swapping the left and right wires from that ring you can flip the image horizontally. Now Mario will be travelling right to left, but the controller buttons will send Mario the wrong direction on screen. This is a snap to fix, just crack open the controller and swap the signals for the left and right buttons. Now it’s time to fall in love with the classic game all over again, just like [JJ's] doing in the video after the break.
http://hackaday.com/2011/01/23/backwards-mario/
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January 23rd, 2011, 23:34 Posted By: wraggster
Goomba is a Gameboy emulator for the Gameboy Advance. Beyond the advantage of being able to store many games on one cart, Goomba also includes save states and customizable borders. At least, my fork does. Also available are many palettes, along with the ability to make your own.
The process to actually included custom borders can be quite complex, so I've created a tutorial which should help guide you through the process. Currently this project is somewhat ongoing. The most probable future release would include a cheat finder of some nature. But, it will probably be a while before any attempts to add this are made.
Goomba Paletted v2.40 - 2011-01-23 - Support DGBMax palettes. Add palettes, borders, and tools from Marc. Fixed some bugs.
http://kuwanger.net/gba/goomba/
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January 25th, 2011, 01:04 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,12084.html
Lazy Shell v3.4 has been released. *This is now 64-bit and 32-bit supported and vastly superior to older versions*
INTRODUCTION
Lazy Shell is a third party .NET application written in the C# programming language which is capable of editing a wide range of elements within the Super Mario RPG (US) ROM image file.
PROGRAM REQUIREMENTS
*Microsoft .NET Framework 3.5 or higher must be installed on the system for the application to run at all.
*Minimal system requirements: 1GB of RAM, 10MB of hard drive space.
Lazy Shell was first released 2 years ago, and has been a project for nearly 4 years. It has made huge improvements since its first release due to strenuous debugging sessions, positive (and negative) community feedback, numerous bug reports by users, and in-depth experimentation through full, partial, and demo hacks. I imagine there are still probably some more bugs to sort out, but this is as good as it’ll get unless users decide to report any bugs they encounter in this thread. Also, I highly recommend checking out the palette editor’s effect features, which is capable of doing many neat things that might ease the creation of new palettes and “palette swaps” of levels and sprites. Another mention is that you can mirror/invert an entire battlefield simply by selecting it, right-clicking and clicking “Mirror” or “Invert”. It somewhat gives the battle system a new feel/appearance.
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January 27th, 2011, 02:58 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16276.html
The beta version of the NES emulator Nintendulator has been updated again. And again no change in the version number.
Quote:
January 25, 2011
Nintendulator´s builtin .NES header editor has been updated with proper NES 2.0 support, largely imported from a standalone header editor I wrote back in 2006..
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January 27th, 2011, 03:24 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6928
Actually fix issue 3659.
check for cp932 using ::IsValidCodePage before creating the wxCSConv
if it is possible for linux distro or mac to remove the euc_jap cp from install a similar check may be added in WxUtils.cpp
Download Here --> http://www.dolphin-emulator.com/download.html
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