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The Hottest DCEmu Posters
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March 2nd, 2009, 02:16 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for nearly every system released, heres the details and whats new etc:
Information about scummvm
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.
Todays release news:
As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!
A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.
Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.
release notes
Notes:
0.13.0 (2009-02-28)
General:
- Added MIDI driver for Atari ST / FreeMint.
- Added a 'Load' button to the Launcher (not supported by all engines).
- Added a new global main menu (GMM) dialog usable from all engines.
- Added the ability to return to the launcher from running games (via the GMM).
- Rewrote GUI renderer to use an vector based approach.
- Rewrote GUI configuration to use XML.
New Games:
- Added support for Blue's 123 Time Activities.
- Added support for Blue's ABC Time Activities.
- Added support for Bud Tucker in Double Trouble.
- Added support for The 7th Guest.
KYRA:
- Added support for Auto-save feature.
- Added support for MIDI music.
SCUMM:
- Implemented radio-chatter effect in The DIG.
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March 4th, 2009, 21:31 Posted By: wraggster
newly released:

features
Official Mario Kart Plush Doll
Height: approx. 100mm
Limited availability
description
These are the supplements you get during the race in Mario Kart. They grant you temporary status effects that carries you to through the race and if used properly, you win the championship with their aid.
After the numerous candy and capsule toys that feature the drivers and the karts, it's time to pay attention to these supplements.
As a series of plush toys, they soften the tones of the room, although they would not give you status boosts as in the game, time would seem to flow faster when they are around. Brightly colored, these toys bring on a cheerful air to your room, office or car.
http://www.play-asia.com/SOap-23-83-...j-70-3a6e.html
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March 10th, 2009, 20:15 Posted By: wraggster
The dolphin team have released a new version of the Gamecube and Wii Emulator for Windows:
- Anti-Aliasing support in the GL plugin;
- major advance in wii emulation (wiios works);
- better regional support;
- usual bug fixes.
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thanks emurussia for the newstip.
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March 11th, 2009, 23:12 Posted By: wraggster
New from Divineo China

- Official licensed product
- 9 characters from Super Mario Galaxy
- Approximately 2 inches tall
- Shipped randomly
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March 11th, 2009, 23:14 Posted By: wraggster
New from Divineo China

- Official licensed product
- 5 characters from Dragonball Z
- Approximately 3.5 inches tall
- Shipped randomly
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March 11th, 2009, 23:17 Posted By: wraggster
New from Divineo China

- Official licensed product
- 4 characters from Pokemon Diamond & Pearl
- Approximately 1.5 inches tall
- Shipped randomly
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March 11th, 2009, 23:36 Posted By: wraggster
Nintendo's Senior Managing Director Shigeru Miyamoto was not a happy man during the GameCube era. The creator of Link and Mario describes Nintendo's fourth-generation console entry as a time of "dilemma."
Miyamoto says in a new Famitsu interview, by way of 1UP, that during the Nintendo 64 and GameCube lifespans, Nintendo was following in the path of other, more successful competitors.
"I was endlessly fascinated with 3D worlds, but what with all the issues I had to tinker with in terms of rendering and processing speed, it got to the point where I didn't know who was making the games any longer," Miyamoto said.
That Nintendo had failed to capture the imagination of the gaming public the way that Sony had during the post-Super Nintendo era made for one unhappy Miyamoto.
"If Nintendo's games fail to stand out as games that aren't made that way proliferate, then it shows that the creation process is for nothing, which made me very sad," Miyamoto explained. "That was especially obvious during the GameCube era; Nintendo titles were hardly even discussed by the [non-gaming] general public back then."
It was the GameCube's cooler reception that led Nintendo's engineers to think about "starting over from scratch," revisiting NES titles for the Game Boy Advance and designing the Nintendo DS with two (initially confounding) screens. Then, well, you know what happened.
Hey, Shigeru, I think we all felt a little bad during the GameCube era. I mean, I paid full price for Luigi's Mansion. Try going through that sometime.
http://kotaku.com/5168404/the-gamecu...amoto-very-sad
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March 12th, 2009, 00:27 Posted By: wraggster
Newly released:

Here comes the second set of plushes from the Super Mario Kart collection. Coming with even more supplements to help you win your race, there is no way you'd want to miss them.
This set comes with the bullet that increase your speed, the dark cloud that rains thunder down on your opponents to disrupt their courses and the squid that obscures the other racers' views.
As if increasing your stats are not enough, the items that obstruct your opponents' paths are here, make use of all of them to put as much distance between you and the one behind you as much as possible.
The second volume of Mario Kart Plush dolls are coming in September and are available for preorder now:
Mario Kart Vol. 2 Plush Doll: Blooper JPN US$ 9.90
Mario Kart Vol. 2 Plush Doll: Bullet Bill JPN US$ 9.90
Mario Kart Vol. 2 Plush Doll: Golden Mushroom JPN US$ 9.90
Mario Kart Vol. 2 Plush Doll: Lightning Cloud JPN US$ 9.90
Mario Kart Vol. 2 Plush Doll: Pow Block JPN US$ 9.90
Mario Kart Vol. 2 Plush Doll: Red Shell JPN US$ 9.90
Mario Kart Vol. 2 Plush Doll: Star JPN US$ 9.90
http://www.play-asia.com/SOap-23-83-...-1zd-84-n.html
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March 15th, 2009, 17:36 Posted By: wraggster
News via emurussia
NES emulator has been updated. Changes:
- The PPU Debugger now displays sprites, arranged in a 16 by 4 grid.
- A "Detail" section has also been added - while it currently does nothing, it will eventually be made to display details about whatever the mouse cursor is currently pointing at (in similar fashion to rveach's modified Nintendulator debugger).
http://www.qmtpro.com/~nes/nintendulator/
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March 16th, 2009, 19:13 Posted By: wraggster
News via Emurussia
NES emulator has been updated. Changes:
- "Detail" section has been implemented - simply hover the cursor over a nametable tile, sprite, pattern table tile, or palette entry, and it will be displayed magnified and with appropriate details. Right-clicking on an object will cause its details to remain displayed when you move the mouse over an empty area.
http://www.qmtpro.com/~nes/nintendulator/
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March 19th, 2009, 20:25 Posted By: wraggster
New from Divineo China

- Official licensed product
- 5 characters from Pokemon Diamond & Pearl
- Approximately 1.5 inches tall
- Shipped randomly
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March 21st, 2009, 20:28 Posted By: wraggster
News via emurussia
First version of Nintendo GameCube emulator has been released. SuperGCube is a GameCube emulator for Windows, based off the discontinued GCube. Using an ingenious interpretive emulation system, it can achieve a (relatively) high speed, often outperforming other emulators that use more advanced techniques.
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March 21st, 2009, 20:29 Posted By: wraggster
News via emurussia
NES emulator has been updated. Changes:
- The code for handling different controller types (gamepad, Zapper, Power Pad, Four Score, etc.) has been rewritten to take advantage of C++ language features. Initial tests suggest it is working properly, though there may yet be bugs lurking within it. The savestate format has also been updated - it would seem that controller state data was never being stored correctly, and the actual controller section was missing some important data.
http://www.qmtpro.com/~nes/nintendulator/
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March 24th, 2009, 19:52 Posted By: wraggster
Nintendo GameCube and Nintendo Wii emulator for Windows has been updated.
Changes:
- SSBB (PAL) runs!
- Tatsunoko vs. Capcom runs!
- Force bi/trilinear filtering (re)enabled (OpenGL plugin).
- You can now view and extract from all partitions on a wii disc in the filesystem viewer.
- Many fixes for Wii HLE functions.
- Destination Alpha fixed (OpenGL plugin).
- Greatly revamped logging system has been implemented.
- Fixed black edges seen around some transparent textures.
- Added ability to show efb copy regions (OpenGL plugin).
- Added ability to suppress PanicAlerts.
- Switched to a different (better sounding) DTK ADPCM (streaming audio) decoder.
- IL build obeys "optimize quantizers" setting (disabling it fixes the "huge characters" issue in SSBB).
- More settings can be set per-game via the GameConfig.
- EFB to RAM setting now upscales correctly.
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thanks to emurussia for news
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March 24th, 2009, 19:58 Posted By: wraggster
SuperGCube is a Windows GameCube emulator, based off the discontinued GCube. Thanks to an efficient, highly-optimized emulation core, it can achieve a relatively high speeds, often outperforming other emulators that use more advanced techniques.
Changes: 0.4a - new project branch by spartan11-7 - some major optimizations and cleanup, mostly in low-level compilation - updated to use the latest versions of zlib, SDL and libjpeg
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March 26th, 2009, 17:13 Posted By: wraggster
During the DSi development panel, DSi design director Masato Kuwahara showed some early handheld prototypes that never made it to market. Like this Game Boy Advance predecessor from 1995, the first prototype for a next-gen color handheld system, shown next to a DSi:

“There’s no way you’re fitting that thing in your pocket,” Kuwahara said via a translator. “You would be shocked to see how big that device was.” He also said that the graphics engine wasn’t proficient, and that there were performance issues.

The next prototype shown was a touch-screen adapter that Kuwahara designed to attach to the Game Boy Color. He said it was not “favorably received” by the software development team because the LCD screen didn’t have a backlight. He also revealed that Miyamoto liked the adapter when it was used on the GBA SP, but it was not brought to market. Kuwhara was disappointed but said, “I’d like to to think my prototype led to the appearance of the Nintendo DS.”
http://multiplayerblog.mtv.com/2009/...e-it-gdc-2009/
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March 30th, 2009, 22:24 Posted By: wraggster
News via emurussia
NES emulator for Windows has been updated recently. Changes:
Major Bug / Crash Bug Fixes
*Fixed throttling problems that resulted on AMD Dualcore processors. (Caused FCEUX to appear to be in turbo mode).
*Fix major crash issue where NROM game (such as SMB) savestates were writing erroneous information if a non NROM game was loaded prior.
*Fixed a bug that caused a new sav file to not get created when loading a 2nd battery backed game.
*Fix Directory Overrides so to allow users to have no override. Also fixes directory override reset bug.
http://fceux.com/web/htdocs/
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March 31st, 2009, 23:29 Posted By: wraggster
News/release from eric3dee
Ok, so I've been sitting on a one-level game demo I developed (with the help of a very talented programmer, Tim Sorrels) in 2005, and I figured since the DSi was about to delete which did away with the GBA slot, I better go ahead and release it to the homebrew public while the format is still fairly relevant.  Admittedly there are a few bugs and the difficulty is substantial for this level and the gameplay could use some work, so forgive me- this was my first attempt at game development! But hey, I'm proud of the end result
Download the GBA file here!
http://www.steelehouse.com/boomblesh...chuck_Demo.zip
Numchuck and the Conquest of Color is a platformer with a dynamic color palette. You play a magical, colorful forest creature, Numchuck, who awakens one day to find his entire world has been drained of color by the cold-hearted creatures of the north. Numchuck is tasked with color-changing his enemies by painting them with one swipe of his magical paintbrush tail, and eventually restoring color to his land. With each enemy you paint, and each fruit you collect, color is gradually restored do the monochrome world.
Gameplay is as follows:
A to jump
B to paint swipe
Hold B to run, jump while running to spin attack
Holding B while in midair to bounce off the top of an enemy and paint them.
I hope you will enjoy this and share it if you like it! I'd love to hear what you think. A copyright for the game is held by my company Steelehouse Productions ( www.steelehouse.com ). While I'm at it, I should stick in a plug for my weekly webcomic Boodachitaville at www.boodachitaville.com
Thanks!
--Eric
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