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The Hottest DCEmu Posters
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May 4th, 2012, 00:04 Posted By: wraggster
Not worth the risk except for Call of Duty and Battlefield, says Free Radical founder Steve Ellis
Free Radical founder Steve Ellis has this advice for studios looking to start their own unique FPS franchise- stay away.
Ellis made a splash by writing the multiplayer element of Rare's Goldeneye N64, before going on to found Free Radical and launching the Timesplitters series.
"Nobody really buys any FPSes unless they're called Call Of Duty," he said in an interview with Edge.
"I guess Battlefield did okay, but aside from that pretty much every FPS loses money. I mean, Crysis 2: great game, but there's no way it came anywhere close to recouping its dev costs."
Ellis's studio was scooped up by Crytek last year, sparing it the humiliation of administration after no publisher could be found for Timesplitters 4.
http://www.develop-online.net/news/4...PS-loses-money
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May 10th, 2012, 13:02 Posted By: wraggster
HorvatM has released InsmEdit, an Insmouse No Yakata editor for Windows. It can currently edit level layouts, passwords, and player starting positions. Grab and discuss it here.
In addition, Ben Stevens has released a guide for Insmouse with 100% correct level maps, in contrast to earlier guides.
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May 10th, 2012, 13:43 Posted By: wraggster
via http://www.aep-emu.de/
Nocash have a SNES/SFC emulator/debugger for windows released.
Changelog:
- emu: fixed APU-BIOS-clone (jump to FFC9) (thanks mic_)
- emu: fixed World Cup Striker APU wrap RAM:FFBF to ROM:FFC0 (thanks mic_)
- emu: fixed crash on loading US version of Exhaust Heat2 (thanks Karl-Heinz)
- emu: fixed spc700 flags upon rcl/rcr opcodes (axelay volume) (creaothceann)
- emu: fixed NMI (accidently triggered NMI twice in snestest) (creaothceann)
- emu: draws mode7/bg2 only if extbg=1 (Secret of Mana intro) (creaothceann)
- emu: emulates voice-kun, plus remote control (but CD player isn´t emulated)
- emu: emulates sfcbox (with complete HD64180/DSP/GSU/OSD/RTC chipset)
- debug: prevents further apu-code execution (upon events) after breakpoints
- debug: added hd64180 disassembler (for sfcbox ATROM with BIOSKROM1.BIN)
- loader: add support for now-reversed little-endian dsp/seta roms
- video: matched window-size to PAL/NTSC resolution (239 or 224 lines)
- video: rendering supports 8bpp,16bpp,24bpp,32bpp (instead 15bpp only)
- video: faster master-brighness changes (eg. cworld demo, donkey kong country)
- video: softzoom (instead StretchDIBits) (faster on hires-to-normal view)
- video: optional draw/stretching via opengl/directdraw (experimental/unstable)
- controls: emulates 5/8 player modes (multiplay5 aka multitap)
- controls: supports PC-joystick/gamepads, keyb/button redef for 8 players
- controls: removed automatic-mouse emulation (was more annoying than useful)
- controls: Backspace BS-key=Whoosh on notebooks (except XBAND and NTTDATA)
- controls: F10-key re-enables all sound/video layers (thanks road for idea)
- xboo: added "TEST" mode (requires jmp 7Exxxxh) (maps CART after short delay)
- cartlist: added progress-bar and cancel-button to the allcarts.log function
- help: fixed typo (changed "2130h.Bit6-7" to "Bit4-5") (thanks mic_)
- help: added note on ST018 being dumped and being ARM cpu
- help: added note on APU jump to FFC9 and RAM-to-ROM opcode wrap
- help: added notes on different sgb icd2 chip versions (thanks d4s)
- help: added some note on EXTBG in Mode7 (and EXTBG garbage in Mode0-6)
- help: added more or less complete sfcbox specs
- help: added controller mods chapter (snespad, shift-regs, 1mm pins)
- help: updated list of hires/interlace and offset-per-tile games (creaothceann)
- help: updated multitap & superscope game lists (thanks KungFuFurby)
- tested: donkey kong country PAL on 200MHz pentium: 230% speed at 5 fps
- tested: donkey kong country PAL on 200MHz pentium: 100% speed at 20 fps
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May 11th, 2012, 13:01 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2509 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2508
Taseditor: yet another "lost_position" logic change
r2509
Taseditor: one more time
http://www.mediafire.com/?wrmft6098u5w7ha
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May 11th, 2012, 13:05 Posted By: wraggster
via http://www.emucr.com/
CuteMupen v0.1.1 is released. CuteMupen is a frontend for the Nintendo 64 emulator Mupen64Plus and runs under Windows, Linux and Mac OS X.
Features:
- ROM browser
- Fullscreen, resolution and OSD settings
- Settings save and restore across runs
- Zipped ROMs support
- Plugin detection and selection
- Changing plugins settings (those are not saved nor restored yet)
Not supported yet:
- Cheats
- Input configuration (keyboard, gamepad, etc.)
CuteMupen v0.1.1 Changelog:
- Fixed compatibility with Mupen64Plus 1.99.5+.
http://www.mediafire.com/?5atn5yn2syga2dn
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May 17th, 2012, 14:28 Posted By: wraggster
Usually when a game glitches the result is a mess of pixels or polygons. We tend to see hands going through walls, characters falling through the scenery, or weird shortcuts that the developers didn’t intend. On a very rare occasion though, the cosmos will align and the perfect storm will form – a glitch that, by complete accident, looks incredibly wrong.One such example is the Donkey Kong Country monkey-humping glitch. That’s right, you heard us.We’ve been sitting on this little gem for a while now, and now it’s time to introduce it to the masses. There is a glitch in Donkey Kong Country that makes it look like Donkey Kong is doing something very nasty to another gorilla. It should go without saying that we don’t recommend you watch our video if you’re a bit on the young side, because we don’t want angry phone calls from your parents asking why Little Jimmy is watching emotional animal erotica.First have a watch of the video, and then we’ll explain how it works:
http://www.nintendo-gamer.net/2012/0...little-secret/
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May 23rd, 2012, 02:27 Posted By: wraggster

Here’s the smallest GameCube we’ve seen, straight from the fruitful workbench of [lyberty5] over on the ModRetro forums. Even though we’ve seen disc-less GameCubes before, [lyberty5] puts this project together so well it wouldn’t look out-of-place in the Nintendo product lineup.
Unlike most of the other portable GameCubes we’ve seen, [lyberty5]‘s build doesn’t have a disk drive. The games are loaded off an SD card with the help of a Wiikey Fusion, a small FPGA’d device that replaces the CD drive in GameCubes and Wiis with an SD card.
The enclosure was constructed out of vacuum formed plastic with the always popular ‘dremeling and bondoing a controller for proper button placement’ method. Inside the enclosure is the hacked up GameCube, a 3.5 inch screen capable of displaying NTSC video at 640×480 resolution and enough battery power to get two or three hours of playtime from a single charge.
After the break you can check out [lyberty5] fast-paced demo video that really sets the bar for portablized console presentation.
http://hackaday.com/2012/05/22/the-m...gamecube-ever/
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May 24th, 2012, 01:18 Posted By: wraggster
When I was working and experimenting with the Gameboy Advance quite a few years ago, I came up with this MIDI to S3M or MOD that is windows based. It really sped up development time when working with "HAM".
Download: mid2s3m.zip
http://www.gbadev.org/
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May 24th, 2012, 01:19 Posted By: wraggster
This latest version of Pocket Commander has a battlefield 800 percent larger than the original! It also features single click group selection, bigger armies (with hundreds of robots on the battlefield at once!), Launch Probes to see hidden enemies or updated missiles with a more devastating punch and larger damage zone.
Like the original this game was inspired by the 1988 game by Dan Bunten called Modem Wars.
Download: PocketCommander_II_102.zip
http://www.gbadev.org/
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May 24th, 2012, 01:20 Posted By: wraggster
We are going thru all our e-mails that we have received the past 2 years, and checking all the links on the site etc., to try to make sure we are completely updated.
Over these 2 years, a handful of people have mailed asking about a download for Dragon BASIC 1.4.5. Unfortunately many websites of GBA developers have disappeared over the last few years, including the one for Dragon BASIC.
We have therefore tracked down a copy of the original file and are now hosting it right here on gbadev.org! Click here to download it!
http://www.gbadev.org/
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May 27th, 2012, 23:13 Posted By: wraggster
An incredible high score challenge has just been started by Benjamin Stevens, who is offering to give away the two rarest released Virtual Boy games, Virtual Bowling and SD Gundam Dimension War for free to whoever beats his high scores! That's collector's gems worth about $2,000! Here are the two options for you to win the challenge:
1. Obtain higher scores than Ben (or tie his high scores) in 30 different modes across all the officially released Virtual Boy games.
2. Obtain higher scores than Ben (or tie his high scores) in 20 different modes across the officially released Virtual Boy games, but no scores may be obtained in 3D Tetris.
All scores must be submitted to this site using the site rules; therefore, all high scores must be gotten on a real Virtual Boy without using cheats, so no scores from an emulator will be accepted. In addition, you must supply a screenshot for each high score as proof, so that you obtain gamer points on this site for each score.
The first person to meet the above criteria will be the lucky winner of both a complete copy of Virtual Bowling in very good condition (just a little rough around the edges on the box) as well as a complete copy of SD Gundam Dimension War in even better condition!
Until this challenge comes to its conclusion, Ben won't be posting any more high scores. Thus, any scores posted in a mode, for which he has no high score posted at all, automatically count towards the goal of 30 or 20. Also, those who already have higher scores than him in particular modes already have a head start towards the goal.
You can find additional information in Ben's original posting here.
Highscores can be viewed, submitted and tracked in the games section. A list of all of Ben's scores to beat can be found in his profile. In the extended part of this news, you can also find a list of all modes, for which highscores can be submitted.
Happy high score hunting!
http://www.planetvb.com/modules/news...hp?storyid=343
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May 28th, 2012, 00:05 Posted By: wraggster
This is the classic pencil and paper game of dots, to be played on a game boy advance
The game uses battery backup to keep your current game in progress, even if you restart. You must press the start button to begin a new game.
Download: dots.zip
http://www.gbadev.org/
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May 28th, 2012, 00:07 Posted By: wraggster
via http://emu-russia.net/en/
One of the best GameBoy/GameBoy Color emulators has been updated. Changes:
- greatly improved game link accuracy, most games should now work perfectly.
- added optional HQ2X and Scale2x graphics filters
- various accuracy improvements including sound registers, joypad timing, and lcd/interrupt timing
- Performance/efficiency improvements including waitloop detection and more efficient high quality sound rendering and others
- Major debugger improvements: Supports SYM files containing debug symbols. "on jump" access breakpoints. immideate entry of data into assembler, data, and stack viewer. improved assembler flexibility. Multiline code/data entry window. - Keyboard shortcut for navigation to previous/next breakpoint, label etc. Live update memory mode. edit IO map registers. Fixed causes of accidental running while debugging.
- Sound quality improvements: CH3 and CH4 are now bandlimited in high quality mode. Improved DC offset accuracy. fixed sound timing inaccuracies.
- Improved WAV writer + screenshot recording. Fixed audio/video desync problems. Exported files are now better named.
- fixed windows 98 compatibility problem. eliminated requirement for DX9. improved wine support.
- New truecolor/hi-res icon.
- Many small bug fixes and improvements.
File: Download
News source: http://bgb.bircd.org
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May 28th, 2012, 01:35 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2516 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2516
* Taseditor: Ctrl+Space accelerator = toggle "Auto-restore last position" checkbox
* Taseditor: remapped "Restore Playback" hotkey to Spacebar
* Taseditor: "Restore Playback" also pauses seeking
* Taseditor: mid-click = "Restore Playback" when possible
http://www.mediafire.com/?mvo77ul4v92nvev
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