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The Hottest DCEmu Posters
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June 1st, 2009, 20:52 Posted By: wraggster
Kojote has posted news of the entries into his Retro systems coding competition:
The deadline for this PDRC v4.01 is over in all timezones and we have recieved eight entries!
- Droplets by Herman Samso (GBA)
- Clem the Retarded Elf 2 by Scott Lininger, Maxwell Saal (GBA
- Factory Bots by Nicholas Scheltema (GBA)
- GemVenture (Beta) by by Tom Livak (NES)
- Gears Of Fate by Thor (NGPC)
- Poomania by Metalvotze (GBA)
- Skipp and Friends: Unexpected Journy by Mukunda Johnson (SNES)
- Shunting Puzzle by Philipp Klau Krause (ColecoVision)
The entries will be published by time as we need to prepare screenshots and description text.
http://www.pdroms.de/news/18074/
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June 1st, 2009, 20:52 Posted By: wraggster
Kojote has posted news of the entries into his Retro systems coding competition:
The deadline for this PDRC v4.01 is over in all timezones and we have recieved eight entries!
- Droplets by Herman Samso (GBA)
- Clem the Retarded Elf 2 by Scott Lininger, Maxwell Saal (GBA
- Factory Bots by Nicholas Scheltema (GBA)
- GemVenture (Beta) by by Tom Livak (NES)
- Gears Of Fate by Thor (NGPC)
- Poomania by Metalvotze (GBA)
- Skipp and Friends: Unexpected Journy by Mukunda Johnson (SNES)
- Shunting Puzzle by Philipp Klau Krause (ColecoVision)
The entries will be published by time as we need to prepare screenshots and description text.
http://www.pdroms.de/news/18074/
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June 6th, 2009, 13:08 Posted By: wraggster
News via Nintendomax

Metalvotze has made "Poomania" for the Game Boy Advance that he had submitted to the PDRoms Coding Competition v4.01. The goal is to repair as quickly as possible, the pipes of a toilet before an incident occurs. To do this, assemble pieces of pipe to make sure to connect the 2 tips.
Quote:
Our friendly plumber Paul is in trouble. Fritz Fatarse just ran to the outhouse, and the pipework is not done at all! Will you manage to help Paul Fritz flushes before his giant load and causes a terrible mess in the pit?
Connect the start of the pipe to the end point before the timer runs out. Once the flush sequence has been started, no more pieces of pipe can be placed. If you accidently set a wrong tile, you can remove it by pressing the B button, but this will take some time. Your progress is saved to cart automagically. If you play the game again, you can select your starting level up to the one you reached. Please do not turn off your Game Boy Advance while the floppy disk icon is visible, otherwise your progress data may be lost and you have to start over from scratch again.
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June 6th, 2009, 13:11 Posted By: wraggster
News via Nintendomax
Scott Lininger realizes Clem The Retarded Elf 2 on Game Boy Advance presented at the PDRoms Coding Competition v4.01. Remember the first "Opus Clem Elf the Retarded" written for the 2006 Xmas DrunkenCoders Compo.

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June 8th, 2009, 23:05 Posted By: wraggster
News via Nintendomax
Nicholas Scheltema offers Factory bots "on Game Boy Advance and participates in the PDRoms Coding Competition v4.01. You control the movement of robots in a factory, and need them to take raw materials from a distributor, put them into a processor, then take the subject matter and put it in a collector, all have a number of movements restricted.
Quote:
The purpose of the game is to control the movement of robots on a factory floor, and get them to take raw material from a dispenser, put them in a processor, then take the processed material and drop it into a Collector.
This is accomplished by placing instructions on the factory floor grid, and when a robot passes over the instruction, it obeys it. Instructions including turning four different directions, and performing an action. The action that is performed is dependent on what is nearby, this will either be picking up a nearby object, dropping a carried object, or nothing, if nothing applies. It's also possible to introduce additional robots to a stage.
There are other obstacles that need to be overcome, such as reaching the different colored buttons that control the various machines and barriers, and reaching conveyor belts that may be needed to transport objects across a stage.
Each stage requires a sequence to be planned, and played out over and over again until at least 5 pieces of processed material are collected. Timing plays an especially important role in successfully getting the robots to perform the set sequence, so play often involves adjusting the location of instructions to alter it slightly.
The number of instructions available are limited per course. Solving each stage requires careful use of the available instructions perfectly to plan a successful sequence.
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June 9th, 2009, 23:38 Posted By: wraggster
News via Nintendomax

Developed by 7Raven Studios and published by Alten8, Broken Circle is proposing to take in hand the destiny of three heroes, each with twenty different fighting techniques. RPG very similar to what is proposed with Capcom series Breath of Fire, Broken Circle includes a dozen scenarios representing not less than 101 cards.
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June 10th, 2009, 22:40 Posted By: wraggster
The Dolphin Team have released a new version of the Gamecube and Wii Emulator for WIndows
Heres whats new:
Notable changes since the last bi-weekly build:
Fixed idle skipping in the JITIL build.
Fix handling of various pad modes Luigi's Mansion finally has correct triggers
Some possibly major speed boosts to the JITIL build (try with ProfiledReJIT = True in [Core] section of Dolphin.ini)
More intuitive scaling/resolution settings for the OpenGL plugin.
Mad hax included to patch Wave Race: Blue Storm
Improvements to Wii file handling: some VC games (Zelda: A Link to the Past!) can succeed where they didn't before.
Also fixed other things, probably too numerous to mention.
OpenGL: fix leaking of fragment shaders
Some improvements to the wii dvd device, can almost boot from wii menu
New features:
File platform is shown in the gamelist, and it is a sortable category.
WAD files can be shown in the gamelist
Framelimiter added (from Iulius)
Added ability to tack on custom shaders in the OpenGL plugin.
...And of course, a host of other bugfixes and smaller changes.
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June 16th, 2009, 17:19 Posted By: wraggster
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June 28th, 2009, 22:25 Posted By: wraggster
Firnis has updated PCSX-Revolution to rev18, heres the release notes:
PCSX-Revolution is a port of the PlayStation (One) emulator, PCSX, to the Nintendo Wii and Gamecube (formerly named Revolution).
TODO
Some planned works:
Speed up. I have some ideas how to speed it up, but it will take some time. (WIP)
Better UI. Only after speed up.
Known problems:
Rarely "Code dump" with "Show FPS" turned on. Not high priority, so just turn it off.
Download Here for Wii and Here for Gamecube.
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June 29th, 2009, 22:37 Posted By: wraggster
The EmulateMii Team have today released the first beta of their PSX Emulator for Gamecube, heres the full news item:
As you may recall, WiiSX was put aside for us to all focus on Wii64. However, I picked it up again over the past weekend and made a few improvements along with a bit of help from tehpola. I ported over the pcsx-df code which is an updated and less-buggy pcsx codebase which instantly gave us great compatibility results in the Interpreter.
However, I then got the PowerPC recompiler (Originally from here coded by Gil Pedersen) working. It didnt take much to get it into a operational state, just making it not mess with the GPR r13 to comply with EABI standard got it working, as well as some other small tweaks here and there. I also added some more functionality to it (recompiled all loads) and gave it 8MB of memory to keep recompiled code in (this is 7MB only for GC), but will gradually get bigger as I move things to MEM2/ARAM. Theres quite a bit to be improved within the dynarec, and quite a bit to be coded still, but Im quite happy with its performance all things considered.
The GUI is non-existant apart from two options and a text based file browser. You can choose between the Dynarec or Interpreter and a Standard Controller or a Analog Controller. The analog controller is broken in some games, and so is the Dynarec (Final Fantasy VII battles).
Of course there is quite a bit to do, such as XA audio, CDDA audio, a GUI, Save states, .iso support, and much more, but this project will go on the sidelines again until the Wii64 beta is released. We hope to see positive some contributions to the code in the meanwhile whilst we work on Wii64 and not just controller config hacks
The full source (now updated with my latest changes) is available at http://code.google.com/p/pcsxgc/.
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June 30th, 2009, 22:00 Posted By: wraggster
Tantric has released a new version of the Nes Emulator for Gamecube and Wii:
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.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD (requires DVDx), SMB, GC Memory Card, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* NES Compatibility Based on v0.98.12
* Open Source!
Χ**** ********** ********-**-¬
|0OΧψo· UPDATE HISTORY ·oψΧO0|
`¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.0.5 - June 30, 2009]
* Fixed auto-update
* Increased file browser listing to 10 entries, decreased font size
* Added text scrolling on file browser
* Added reset button for controller mappings
* Settings are now loaded from USB when loading the app from USB on HBC
* Fixed original mode lockup bug
* Fixed menu crashes caused by ogg player bugs
* Fixed memory card saving verification bug
* Fixed game savebrowser bugs
* Miscellaneous code cleanup/corrections
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June 30th, 2009, 22:07 Posted By: wraggster
Tantric has released a new version of the Snes Emulator for Gamecube and Nintendo Wii:
Snes9x GX is a Super Nintendo / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x 1.51 ( http://snes9x.ipherswipsite.com). It was
originally ported by SoftDev for the GameCube, and has been worked on by
various authors. Development has since moved to the Wii, and the project is
currently being maintained by Tantric and michniewski.
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew ( www.wiibrew.org).
-- - -- - -- -
| 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 (requires DVDx), SMB, GC Memory Card, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
-- - -- - -- -
| UPDATE HISTORY |
-- - -- - -- -
[4.0.7 - June 30, 2009]
* Fixed auto-update
* Increased file browser listing to 10 entries, decreased font size
* Added text scrolling on file browser
* Added reset button for controller mappings
* Settings are now loaded from USB when loading the app from USB on HBC
* Fixed menu crashes caused by ogg player bugs
* Fixed memory card saving verification bug
* Fixed game savebrowser bugs
* Miscellaneous code cleanup/corrections
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