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The Hottest DCEmu Posters
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March 1st, 2010, 22:50 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Another big update week at Out-of-Print Archive. Not only is there another fine release of Super Play, but there are a couple of new sections in the website, namely a hardware section and the trade show section. The Super Play release is issue 3 from January 1993 and comes courtesy of meppi, who scanned and edited it. The accompanying online articles (ready to view straight away) from this issue include Super Aleste (SNES), Cosmo Gang: The Video (SNES), NES CD-ROM drive: the future of SNES games? (feature) and Dragon Quest V (SNES). As usual, the release is available to download in full, for free, from the Super Play #3 webpage shown below.
http://www.outofprintarchive.com/cat...uperPlay3.html
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March 5th, 2010, 17:12 Posted By: wraggster
News via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in Main Memory Management.
- Fixed bug in DMA channels with Card Memory.
- Fixed bug in AUXSPICNT register.
- Fixed bug in Gamecard bus 8-byte Command Out register.
- Fixed bug in ALU opcodes for both CPUs.
- Added some speed at the emulation.
http://ideasemu.biz/
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March 5th, 2010, 17:17 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Another week, another quality release at Out-of-Print Archive. This time, OoPA have released a re-worked edition of Nintendo Magazine System issue 3 from December 1992, courtesy of Mort - who kindly donated the scans - and triverse - who edited them. To accompany the release, OoPA have provided online material from the magazine, including reviews of Kirby's Dream Land, Star Wars and GB Kid for the Game Boy and Rod Land for the NES. All the articles and full download can be found at the NMS3 page over at OoPA.
http://www.outofprintarchive.com/cat...stem/NMS3.html
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March 8th, 2010, 19:19 Posted By: wraggster
News from http://www.dolphin-emu.com/news.php
As Dolphin nears the first release since becoming open source software, we are hard at work to make it more stable. Now, we offer up "v2.0 RC1" for our faithful testers to try out and report back!
If you're on windows or OS X, head over to the downloads section to download the Release Candidate. If you're on linux, you will need to svn checkout and build http://dolphin-emu.googlecode.com/svn/branches/stable.
Please test the Release Candidate and let us know via the forums or the googlecode issue tracker if you've found a stability bug. Note that feature requests and bugs not pertaining to stability for the v2.0 release will be frowned upon, and could bring down developer wraith.
Happy testing!
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March 9th, 2010, 23:21 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Utlra). Changes:
- mapper 163/164 - "Lei Dian Huang Bi Ka Qiu Chuan Shuo (NJ046)" fixed, other may be broken
- mapper 80 - "Mirai Shinwa Jarvas (J) [!]" save function enabled;
- UNIF NROM - SRAM added for "Family BASIC (J) (V3.0)", battery backed flag too;
- UNIF UNROM - busconflict hacky emulation, fixed graphic glitch in "Cyberball (U) [!]".
http://cah4e3.shedevr.org.ru/
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March 10th, 2010, 15:37 Posted By: wraggster
Newly released over at http://www.romhacking.net/forum/inde...pic,10469.html
From the same creator of “The Missing Stars” hack, this tool imports a Wavefront .obj file as the level mesh of any level in Super Mario 64.
Features:
Replace any of the original levels
Select available Object Banks
Map textures to specific collision types
Set “weather” effects (lava, snow, etc)
Set global terrain types (slide, sand, snow)
Set background graphics
User-friendly interface with save/load settings feature
Textures with alpha are still not properly supported, but will be so in further updates. For best results, use 32×32 textures, other texture sizes might be mapped incorrectly.
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March 13th, 2010, 21:22 Posted By: wraggster
Geckoreader v1.0 released by r-win and giantpune
GeckoReader is a program to be run under Windows that will open a command prompt and output what it reads from a USB gecko. You must have the USB gecko installed, set up the COM drivers, and have .NET 2.0 for this to work properly. Then whatever buffer is sent from the Wii/Gamecube should pop up on the screen.
v1.0
Can send a file or data stream to Geckoreader, which will save the buffer as a file
Can make a hexdump of a buffer, which is sent through the gecko
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March 15th, 2010, 16:44 Posted By: wraggster

Here’s another home console made into a portable. [Techknott] built this shiny GameCube handheld. You may remember him from his work on a portable Dreamcast and the wireless Xbox 360 interface. This time around he’s mirrored the finish; a good idea in concept but even his demo images are already plagued by smudges. But if you can keep your digits on the plastic buttons this makes for an eye-catching design. One part that we love is the flip-top screen that hides the optical drive. This is a much better solution than the exposed lens we saw on [Hailrazer's] GC portable.
http://hackaday.com/2010/03/14/flip-...cube-portable/
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March 15th, 2010, 20:12 Posted By: wraggster
News via http://www.retroactionmagazine.com/
The March 2010, Volume 4 Issue 3, of NintendoAge is now available to download. The monthly e-Zine covers everything Nintendo and the PDF can be downloaded for free (following a quick registration, if you aren't already).
This month's content includes:
Captain's Chair: Game Boy
FinNESt Literature
Member Spotlight: Custom NES Guy
The Ecstasy of Order: King of Blocks?
Dargon Quest I & II
Price Guide
Weblink: http://www.nintendoage.com/
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March 16th, 2010, 00:06 Posted By: wraggster
The open-source Arduino electronics platform has received a ton of attention from the hardware enthusiast community. And one more follower is joining the fray — Mario himself. The mustachioed plumber of console video game fame has been converted into an eight-by-eight LED matrix by Carnegie Mellon University student Chloe Fan. However, the game isn't quite the Mario you know from your legacy Nintendo Entertainment System. For starters, it's just lights. While one often sees the game's LED-backed grid used in devices like the open-source Monome, where it can function as a push-button toggle for music beats and effects, Fan's version of Mario uses the grid as a display only. Mario — or rather, a one-light representation of the game's hero — is controlled NES-style through the use of two buttons. One button makes Mario move forward; the other makes him leap into the air.
http://hardware.slashdot.org/story/1...ce-and-Arduino
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March 19th, 2010, 00:29 Posted By: wraggster
Actarus has released a new version of the DS/GBA Emulator for Windows
Here's the changelog :
Fixed bugs in HALTCNT register and bios's routines.
Fixed bug loading an external firmware.
Fixed bug loading games.
Fixed bug in plugins management.
Fixed bug (ARM7 & ARM9) for opcodes that use PC register
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March 19th, 2010, 00:35 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=294
It's anniversary time! From today, Planet Virtual Boy can proudly look back at a lifespan of 10 years. Although I don't want to make any big, sentimental speeches now, I'd like to take the opportunity to sincerely thank those, who make working on this site so much fun. To our fantastic community: Thank You!
Now that this is done, we can have a look at the presents (YAY!).
Parallely and independently of each other, two programs to convert ISX files generated by the official Virtual Boy C compiler "VUCC" to the VB ROM format have emerged. There is RunnerPack's ISX to VB ROM Converter v1.0 as well as LameBoy's VeeBee ISX2ROM v1.00. With those, it's now not only possible to compile official source code, but also to use the official compiler for homebrew. Quote LameBoy:
Quote:
I have decided to release VeeBee ISX2ROM, even though it may still have a few bugs.
ISX2ROM will convert Intelligent Systems ISX files (the files created by the official Nintendo Virtual Boy SDK for use with the VUE-Debugger) into ROM files usable by emulators or flashcarts.
This means that people can now use the official VUCC compiler to create Virtual Boy ROMs. Hopefully people will be more willing to create VB ROMs now they can use VUCC as well as GCCVB.
Oh, and HAPPY 10TH ANNIVERSARY PLANET VIRTUAL BOY!
Thanks to those great tools, we can now also release all 4 different versions of the VUE demo program from the official dev disks released last November. Those were converted by LameBoy using his ISX2ROM.
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March 22nd, 2010, 20:26 Posted By: wraggster

[Matthias Hullin], the creator of the snega2usb let us know that its name has been changed to the Retrode. We watched this device go through the development cycle and learn to read SNES and Sega Genesis cartridges via a USB connection. Now it’s seeing some hacking to extend those capabilities. [Jon] managed to rig the Retrode up to read Virtual Boy cartridges. The Virtual Boy was a Nintendo console from the mid ’90s that used two different screens in a glasses format to produce a 3D gaming experience. Now that the cartridges can be easily dumped you have a chance to replay the titles using an emulator.
http://hackaday.com/2010/03/22/snega...ns-new-tricks/
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March 23rd, 2010, 01:58 Posted By: wraggster
News via http://www.neoflash.com/forum/index....topicseen.html
new version, grab it from google(2GB storage space )
http://code.google.com/p/neo-myth-programmer/
this version supports n64 myth cart - most of the work done by sanni - see here http://www.neoflash.com/forum/index....ic,6065.0.html
he also did half of the testing.
the other half of the testing was done by Conle, and he contributed his plugin, and even wrote a custom interface for it.
without these people n64 support wouldn't be possible
be sure to read readme before first use:
http://neo-myth-programmer.googlecod...ocs/readme.txt
particularly don't forget do download n64 db pack, without it some rom settings might not be detected properly.
source is in svn now:
http://code.google.com/p/neo-myth-pr...ource/checkout
features:
- supports md myth and n64 myth
- supports .smd and .bin(.md .gen) roms
- supports .n64 .z64 .v64 and probably whatever n64 roms are there
- correctly detects type of rom and save type for most roms(some sms roms probably
left out, report them if you find them).
- above means you can safely have 16 saves at a time(32 also possible,
just not now), instead of just 4, like with official programmer
- includes save management facility
- roms are written correctly to the flash every time, no "verify failed" messages
(ok, it doesn't actually verify anything, but it works without it, trust me )
- runs on winxp, vista, win7, and linux. work on 32bit and 64bit machines(there
might be some problems with 64bit, for windows you'll probably have to compile
native x64 application from source).
- according to this http://www.neoflash.com/forum/index.....html#msg44602
also works on intel mac.
- actually you can run command line version pretty much everywhere if libusb
is ported there. gui client supports windows, linux and macos.
known problems:
- progress indicators do not work properly - ignore them for now,
it doesn't affect functionality in any way
- bad blocks ignored for n64 roms - if you have any bad blocks,
probably you will not be able to complete any n64 game
this is a hardware limitation, so it won't be fixed soon I believe.
as a workaround you can write 2 identical roms - when one fails,
switch to another, or find a cart without bad blocks.
due to above, you don't have to format the cart if you only
plan on using n64 myth with it.
- there is no properties dialog in this release for md roms and
gba cart - will be added soon.
changes from the last version:
- core updated according to changes in 3.03 official programmer, supports a bit more carts
- fixed problem with first/last blocks on some carts
- writing speed improved for some carts
- fixed problem with scd_sram file
what's planned in near future:
- archive support (7z/zip)
- region patching
- gg codes support
suggestions, bug reports, feature request - please, keep them coming
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March 24th, 2010, 00:19 Posted By: wraggster
News via http://www.aep-emu.de/
CuteMupen is a frontend for the Nintendo 64 emulator Mupen64Plus and runs under Windows, Linux and Mac OS X.
Quote:
CuteMupen
A GUI front-end for the cross-platform Mupen64PlusN64 emulator.
Written using Qt and MupenPlus64 v2.0 API.
Website: http://cutemupen.sourceforge.net/
License: GNU GPLv2
Authors:
- Vincent Knecht
- Richard42 & others
Some parts of CuteMupen are taken from mupen64-ui-console
Features:
- ROM browser
- Fullscreen, resolution and OSD settings
- Settings save and restore across runs
Not supported yet:
- Cheats
- Gamepad configuration
- Compressed ROMs
- ...
Building from source code:
-------------------------
Dependencies:
- Qt 4.4+ development environment
- Mupen64Plus 1.99+ Core source code
Building with *NIX:
- Edit !win32:INCLUDEPATH in cutemupen.pro to point on Mupen64Plus api/ subdir
- Run "qmake cutemupen.pro"
- Run "make"
Building with MSVC:
- Edit win32:INCLUDEPATH in cutemupen.pro to point on Mupen64Plus api/ subdir
- Run "qmake cutemupen.pro"
- Run "qmake -tp vc"
- Open the .vcproj file using MSVC, and generate the solution
Usage:
-----
CuteMupen configuration settings are stored, depending on the OS, in
- $HOME/.config/CuteMupen/CuteMupen.cfg file on *NIX
- HKEY_CURRENT_USERSoftwareCuteMupenCuteMupen registry entry on Windows
On first run, CuteMupen will ask you to set the paths to several Mupen64+
files and directories.
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March 24th, 2010, 00:19 Posted By: wraggster
News via http://www.aep-emu.de/
MacFCEU is a Mac OS X port of FCE Ultra.
Quote:
MacFCEU 0.5.5:
PPU: excess line is done at end instead of beginning (affects only debugging).
Fixing major lexical errors I´ve made all over the place (i.e., `x&2==0`)...
Cleaning up... correct file name capitalization (boards, mappers).
New ´NewCHRRAM´ method (put in cart.c).
Added iNES mappers 60(ResetBased4in1), 55(MALEE), 149(SA0036), 254(Pikachu Y2K).
MMC, mapper revisions/file separations include:
MMC1 SxROM (Event)
MMC3 TxxROM (Waixing, Nitra); appropriately renamed mmc3and6
MMC5 ExROM --0.5.4 had bad state file strings
Older builds require data that newer implementations no longer provide:
UxROM mapper 2
CNROM mapper 3
AxROM mapper 7
AGCI mappers 11, 144
BxROM mapper 34
Jaleco mapper 78
Taito 74*139/74 mapper 87
Sunsoft mapper 93
UN1ROM mapper 94
GNROM/MHROM mappers 66, 140, 240
H2288 mapper 123 (didn´t even call AddExState!)
King Of Fighters mapper 187 (didn´t work before anyway...)
Gouder 37017 mapper 208
Any number of things may have been broken as of result of rewriting.
Cleared up a state file issue where some strs of more than 4 bytes were passed.
** some state files w/ these bad strs may be incompatible as result **
** I can´t be 100% certain of two DMC sound regs HaveDMA/HaveSample **
Expanded the NSF ROM code: reason to write an assembler... saves/restores regs.
Finally, actually fixed NSF wave view! Arrggh!
Mac OS: Palette dialog fix for tileview (64 color cap), ref. to UPALRAM.
Video fix: slvn/slvp values weren´t being passed to FCEU!
Using internal video actually proved to be *slower*; removed the code.
Debugger: Another major bug fix in the command line (realloc last instead of 0).
Fixed stepover while JSR has breakpoint.
Command line: Cmd-left/Cmd-right now works as home/end.
Interpreter: getting ASCII sqrt to work...
MacFCEU 0.5.4:
PPU: initial delay of 20 instead of 12; fixes(?) Marble Madness, Pirates
slpf (scanlines-per-frame) has been replaced with slvn/slvp
CPU: ATX is now LAX; also commented out decimal mode code
Fixed PAL timing bug (was -=1 instead of -=cycles)
[Another old bug fix completed 100% "Ok" for nestest.nes]
Sound: corrected PAL DMC table, the lengths table, the noise *tables*.
MMC5 implementation: AB Sprite/Bg, write to $5130
VRCII, VRCIV and VRCVI mappers rewritten (all in one file).
[Fixed and separated the disassembler from ´debug.c´.]
Fixed NSF wave view (again).
Fixed a big cart.c bug I introduced some time ago; it wrote out of bounds...
Removed unsupported files [in] the zlib library.
Removed unused scaler routines. [I´d] write my own if I wanted to.
´driver´ directory is now considered outmoded here; ´common´ is now in ´src/´.
Removed the default compressed FDS BIOS contents for legal reasons.
Removed/moved/changed some core functions, merged files, added comments...
** Frame Skipping´s no longer supported, wasn´t used. **
Updated/fixed bugs for HTML docs; iCab now smiles.
Palette: "unv colors" were adjusted for Mac OS.
NSF view, using blank, uses the void color selected in tile view window.
Fixed cyan emphasis (zero misplaced rendered 0.101 v. 1.001).
Mac OS: Getting sound to play more contiguously...
Mute/Background in one submenu.
Conformed to UNIX paths in source.
Fully optimized M68K 2x2 screen multiplier (fastest).
Debugger: More vars, fixes, commandline click by mouse (MacsBug doesn´t do this).
Storage of executed lines and scroll (MacsBug Does do this).
Removed rate-fix ´B´ menu cmd-char for "scroll next" to work.
Fixed breakpoint clear bug (didn´t update pointer on deallocation).
Tile View: made view colors a little smaller for the PALRAM active colors.
Also, the ability to set a "void" color (subtitute bgcolor when off).
Interpreter: ~/ for square root (ASCII version).
http://macfceu.sourceforge.net/
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March 24th, 2010, 21:19 Posted By: wraggster
New released:

features
Official New Super Mario Bros Puzzle
Contains 108 puzzle pieces
Size: approx. 26cm X 38cm
Limited availability
description
Glossy and cheerful graphics are wonderful on screen and even more fun on jigsaw puzzles. The set features a normal day in the Super Mario world. The pipe cleaner brothers are bouncing around on Yoshi, coins are floating in the sky and the Kooper troupes are spraying fire and wreaking havoc.
Buy a box and play with your younger siblings or children, with 108 pieces only this is a good place to start a jigsaw addiction. You can take it apart after it's finished and play again, or you can put it in a frame and hang it up as a poster.
http://www.play-asia.com/SOap-23-83-...j-70-3pm8.html
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March 24th, 2010, 23:54 Posted By: wraggster
News via http://www.aep-emu.de/
MacFCEU is a Mac OS X port of FCE Ultra.
Quote:
MacFCEU 0.6
Major parameter bug fix for new implementations that use SetxxxHandlerI.
Put the unused frame-skipping code back in ppu.c, commented out.
Sound: added FCEUISetRectFilterAmplitude. (Fun fact: it can be negative.)
Mac OS: diamond mark char used for partial mark check; PAL can´t be changed when
the video setting is fixed.
http://macfceu.sourceforge.net/
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March 25th, 2010, 23:17 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14857.html
A new version of the Nintendo VirtualBoy emulator Reality Boy was released.
Quote:
Re: Updated Reality Boy
Geschrieben am: 18.02.2010 03:40
Actually, in my version of the front-end at least, the file paths (emu and ROM) are stored in 2048-byte strings. But, I kinda goofed because the command-line options (minus the emu executable path) is stored in a 512-byte string... :doh:
Microsoft´s docs for ShellExecute don´t say if there is a limit to the lengths of strings passed to it, so I´m going to increase it to 4K or so and test it out with a really long path.
EDIT: I increased the path variable size and also now use _snprintf() so there shouldn´t be anymore buffer overruns even if the size is exceeded (it´ll just cut off the last few options). I tested it on:
"C ocuments and Settings\My DocumentsReally Big, Long, and also Huge Test PathWhich is also nested quite deeplyAnd is used to store only a single Virtual Boy ROM ImageSpace Invaders Virtual Collection (J) [!].vb" and it worked a treat
Attached you should find a new executable to test.
http://www.planetvb.com/modules/newb...&post_id=10114
http://www.planetvb.com/modules/newb...forumpost10024
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March 27th, 2010, 22:37 Posted By: wraggster
News via http://www.aep-emu.de/
A new wip version of the ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy emulator DSP has been released.
Quote:
26/03 - DSP Emulator 0.9b5 WIP 26/03 released.
Improved keyboard system, one of the most wanted changes. Now the keys can be redefined (general configuration menu) and added second player controls, and two players can play together (BubbleBobble, ExedExes, etc). The joystick is disabled for now due to internal changes. Reviewing all drivers to add all entries (second coin, start and player).
Also added Gun.Smoke and added many opcodes to TMS-32010 CPU, you can finish Wardner now.
http://code.google.com/p/dsp-emulator/
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March 28th, 2010, 21:17 Posted By: wraggster
Nintendo hyped up Star Fox 2 and the leaked beta shows the game was near completion. Actually, Dylan Cuthbert, developer and now founder of Q Games, says it was “fully completed.” So, why didn’t it come out?
Cuthbert sheds some light on the situation.
Star Fox 2 was fully completed. I was lead programmer and whilst Giles made Stunt Race FX, myself and the rest of the original Star Fox team (i.e.. Nintendo’s artists and designers) expanded Star Fox into a full 3d shooting game. We used state-of-the-art technology such as arbitrary plane clipping (which has only been seen recently in such games as Crash Bandicoot 2 & 3) to create some rather spectacular effects. (for the time)
The reason for non-release was the then impending Nintendo 64, which of course was intended to be released a lot sooner than it actually was. Miyamoto-san decided he wanted to have a clean break between 3D games on the SNES and 3D games on the new superior 64 bit system. In retrospect, he could have released Star Fox 2 and there would have been over a year and a half before the N64 came out. But hindsight is always 20/20.
Star Fox 64 incorporated a lot of the newer ideas we created in Star Fox 2 but it didn’t, in my view, take the genre a full step forward. Star Fox 2 really was a different direction of gameplay.
http://www.siliconera.com/2010/03/28...el-star-fox-2/
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March 28th, 2010, 22:11 Posted By: wraggster
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