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The Hottest DCEmu Posters
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July 3rd, 2007, 17:33 Posted By: ganondorf
Ok, so I really enjoy re-texturing n64 games and bringing them back to life again. I think that everyone with artistic skills or someone in the learning should give it a try.
When we retexture a game, we are replacing the original texture (graphics of a game) with new ones. When a texture is replaced, we call it re-textured.
Here's what you will need:
*N64 emulator, only project 64 or 1964 will work.
http://emulator-zone.com/doc.php/n64/
*A n64 rom that you will retexture. note that not all games are compatible with the emulator.
(sorry I cant provide you with a source for roms or illegal copyrighted materials)
*The correct plugins for your emulator.
You will need ricevideo plugin (I will explain it later)
http://www.filefactory.com/file/acf59e/
*An image editor. I use Adobe Photoshop, but you can use other things. If you want something free, then I recommend Gimp http://www.gimp.org/downloads/
*Last thing you will need is common sense.
Lets get started.
1. Pick an emulator. I use project 64.
2. You need to put the proper plugins. When you have the plugins, put the file "RiceVideo.dll" in the emulators plugin folder. (am I getting confusing?)
The emulator's plugin folder is located like this program files>project64.16>plugins
When you download the plugin, it should also come
with a file named "BMGLib.dll". Put that in the emulators directory folder
program files>project64.16.
3. Configuring your plugins for project 64.
Open up pj64. Go to options then setting.
Were it says "Video graphics] plugin" you should be able to change it to Rice's Video plugin" if you put the materials in the correct places.
Now still in the settings, go to the options tab and make sure "Hide advance settings" is not checked.
When everything is done correctly, click ok.
No go to options and open up "configure graphics plugin". Click on the "texture filter" tab. Then put a check mark on "Load Hi-res textures if available".
Close the emulator and open it again.
Congratulations, if you have successfully opened the emulator without any errors, then your emulator is configured and ready to go.
If you do have errors, post them and I will try to help you. Also try looking back and make sure that you did not miss anything.
Retexturing Tutorial. Part 2:
Dumping and replacing textures tutorial comming soon.
Ganondorf
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July 4th, 2007, 19:10 Posted By: wraggster
New from Divineo China

Mario can play golf!
Now, you can operate Mario with a controller freely.
It can also swing leftward or rightward when you press the A or B button.
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July 7th, 2007, 00:02 Posted By: wraggster
New from Play Asia

features
Officially Licensed Merchandise
Contains 1 out of 5 New Super Mario Bros. Mini Figure Gashapon (shipped randomly!)
Limited availability
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July 17th, 2007, 18:17 Posted By: wraggster
New from SuccessHK

In Disney/Pixar's animated adventure, a rat named Remy dreams of becoming a great French chef despite his family's wishes and the obvious problem of being a rat in a decidedly rodent-phobic profession. When fate places Remy in the sewers of Paris, he finds himself ideally situated beneath a restaurant made famous by his culinary hero, Auguste Gusteau. Fans will be able to relive some of the film's most thrilling moments and experience the sights, sounds and most importantly, the smells, of Paris a la Remy in this game based on the movie.
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July 20th, 2007, 16:33 Posted By: wraggster
via engadget

What's better than experiencing the bowel-shaking, wall-rumbling, thunderous bass of a custom made subwoofer? Why, having that bass emanate from perfect replicas of the "question mark" and brick blocks from Super Mario Brothers, (thus making it the perfect thing to play back your recordings of the SMB Tesla coil), of course. According to the owner, the subs sound great, but the low-end gets a little muddy whenever the question mark gets turned into a metal plate.
More Info
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July 22nd, 2007, 20:35 Posted By: wraggster
Eke-Eke has released a new version of Genesis Plus the Sega Genesis/Megadrive emulator for the Nintendo Wii/GameCube.
What's New?
[Genesis]
- corrected TeamPlayer support: fix multiplayer in Gauntlet 4 (Sept. version), Pengo and a lot of others
- added J-Cart support: enable multiplayer in Codemasters games (Pete Sampras, Micromachines games, Super Skidmarks)
- added serial EEPROM autodetection: fix games with bad SRAM informations in header (NBA Jam TE)
- added SVP faking: display 2D graphics in Virtua Racing (the game is however still unplayable)
- added support for more internal IO registers: fixe some unlicensed games (Wisdom Tree games...)
- added preliminary support for unmapped protection device: fix some unlicensed games with special built-in hardware (Squirell King, Lion King 2...)
- added "Soft Reset" combo (in game, use L+Z triggers): this should be like pressing the RESET button on a real Genesis and this is required
in some games to enable special features or even complete the game (ex: X-Men).
[NGC]
- added separate configuration for PortA/PortB inputs (GAMEPAD, MULTITAP or NONE, see Joypad Config): this let you setting PORTB as unplugged, which is needed in some games to access special modes or enable cheat codes (Alien Storm, X-Men...)
- Freezestate & SRAM files are now compressed (using zlib)
- FreezeState & SRAM files can now be saved/loaded to/from SDCARD: located in /genplus/saves/ from the root of your SDCARD
- changed initial ROMS directory for SDCARD user: now looking for /genplus/roms/ from the root of your SDCARD
- added user-transparent SRAM autoload (detection order is MCARD then SDCARD, SLOTA then SLOTB)
- "System reboot" is now used for console reboot and SD/PSO reload (if detected)
- added new font: now use original IPL font, extracted from Bootrom
- modified controls when going into the rom selection menu (DVD or SDCARD):
. use B button to go up one directory
. use Z button to quit the file selection menu
. use L/R triggers to go down/up one full page
. use Left/Right buttons or Analog stick to scroll the selected entry's filename when it can't be full displayed
- various menu rearrangment, minor bugfixes & sourcecode cleanup
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July 22nd, 2007, 20:37 Posted By: wraggster
Eke-eke has also updated SMSPlus the Sega Master System/Game Gear emulator for the Nintendo Wii/GameCube.
What's New?
[SMS]
- added 3D Glasses faking: fix graphics in games requiring 3D Glasses
- fixed VDP & Z80 SP registers initialization (usually done by BIOS): fixe games not working without BIOS (Ace of Aces, Shadow Dancer,...)
- completed game database for specific configuration (mappers, region, peripherals), based on Meka database
[NGC]
- added 4.7GB DVD support for WII drives (the maximal allowed size for Gamecube DVD is still 1.35GB)
- removed MPAL video timings, always use 60Hz NTSC: fix display problems for PAL wii users (no more PAL50 version needed)
- added Console Reboot option in main menu (System Reboot), also used for SDLoad reboot
- Freezestate files are now compressed (using zlib)
- FreezeState files can now be saved/loaded to/from SDCARD: located in /smsplus/saves/ from the root of your SDCARD
- changed initial ROMS directory for SDCARD user: now looking for /smsplus/roms/ from the root of your SDCARD
- added new font: now use original IPL font, extracted from Bootrom
- modified controls when going into the rom selection menu (DVD or SDCARD):
. use B button to go up one directory
. use Z button to quit the file selection menu
. use L/R triggers to go down/up one full page
. use Left/Right buttons or Analog stick to scroll the selected entry's filename when it can't be full displayed
- various menu rearrangment, minor bugfixes & sourcecode cleanup
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July 22nd, 2007, 20:39 Posted By: wraggster
Eke-eke has updated Gnuboy GX the GameBoy Mono/Color emulator for the Nintendo Wii/GameCube!
What's New?
[GB/GBC]
. added RTC Synchro: in-game RTC (Real Time Clock) is now synchronized with system RTC on SRAM load
. added GBC/GBA palettes color for GB Mono [Askot]
. fixed some palettes [Askot]
[NGC]
. added user-transparent SRAM autoload (detection order is MCARD then SDCARD, SLOTA then SLOTB)
. added 4.7GB DVD support for WII drives (the maximal allowed size for Gamecube DVD is still 1.35GB)
. removed MPAL video timings, always use 60Hz NTSC: fix display problems for PAL wii users (no more PAL50 version needed)
. added Console Reboot option in main menu (System Reboot), also used for SDLoad reboot
. Freezestate & SRAM files are now compressed (using zlib)
. FreezeState & SRAM files can now be saved/loaded to/from SDCARD: located in /gnuboy/saves/ from the root of your SDCARD
. added user-transparent SRAM autoload (detection order is MCARD then SDCARD, SLOTA then SLOTB)
. changed initial ROMS directory for SDCARD user: now looking for /gnuboy/roms/ from the root of your SDCARD
. current emulator options can now be saved/loaded to/from SDCARD SlotA: the file is dev0:\\gnuboy\\gnuboyGX.cfg [Askot]
. added L+R combo to save SRAM in MCARD SLOTB during gameplay [Askot]
. added new font: now use original IPL font, extracted from Bootrom
. modified controls when going into the rom selection menu (DVD or SDCARD):
- use B button to go up one directory
- use Z button to quit the file selection menu
- use L/R triggers to go down/up one full page
- use Left/Right buttons or Analog stick to scroll the selected entry's filename when it can't be full displayed
. various menu rearrangment, minor bugfixes & sourcecode cleanup
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July 22nd, 2007, 20:41 Posted By: wraggster
Eke-eke has updated yet another emulator for the Nintendo Wii/GameCube. This time he's updated NeoPop the NeoGeo Pocket Color emulator!
What's New?
- added 4.7GB DVD support for WII drives (the maximal allowed size for Gamecube DVD is still 1.35GB)
- removed MPAL video timings, always use 60Hz NTSC: fix display problems for PAL wii users (no more PAL50 version needed)
- added Console Reboot option in main menu (System Reboot), also used for SDLOAD reboot
- Freezestate files are now compressed (using zlib)
- FreezeState files can now be saved/loaded to/from SDCARD: located in /neopop/saves/ from the root of your SDCARD
- changed initial ROM directory for SDCARD user: now looking for /neopop/roms/ from the root of your SDCARD
- added new font: now use original IPL font, extracted from Bootrom
- modified controls when going into the rom selection menu (DVD or SDCARD):
. use B button to go up one directory
. use Z button to quit the file selection menu
. use L/R triggers to go down/up one full page
. use Left/Right buttons or Analog stick to scroll the selected entry's filename when it can't be full displayed
- various menu rearrangment, minor bugfixes & sourcecode cleanup
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July 31st, 2007, 14:09 Posted By: wraggster
Chrunchy2 has released a new version of the Snes Emulator for the Nintendo Wii and Nintendo Gamecube, Heres whats new:
[What's New 2.0.1b8]
* Added: SD slot B options for freezes, sram and loading of roms
* Changed: SMB options no longer displayed in menus when run on a Wii
* Changed: Game auto resumes running after resetting when choosing the "Reset Game" menu option
* Fixed (maybe): Reading of DVDs past the 1.36 GB barrier (Wii only) please test! - svpe
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July 31st, 2007, 14:18 Posted By: wraggster
News from the official site:
I'm planning to release the current version of my Forth (2.0) as a frequently-updated, no-cost beta during August and September. Here is what the pricing scheme will be for the commercial release, which should be in September or November. There will be 3 options for sale:
1. Download binary (256MB image) and .pdf manual - $30
2. Printed manual - $50
3. Mini DVD-R, includes option 1. For people with modded Gamecube's. - $50
A closed demonstration program is planned. I'll put a video online, for people who aren't set up to run GC programs. I originally thought I would make a game and that would be my demonstration but I decided that I'd rather concentrate on making a good game without having to worry it being a good "demonstration" too.
The manual will feature entertaining paragraphs, well-organized diagrams, and reference tables. I'm just mentioning that to prepare people who would be expecting the current popular documentation format which sadly consists of endless step-by-step instructions and obvious yet pretensiously-technical-sounding explanations. (Drivel like "The Position Field lets you modify the current object's Position property." We won't be having any of that here.)
About 6 months after 2.0, 3.0 should be released. 3.0 is going to be a faster, more forgiving, tighter, cleaner, meta-compiling version of 2.0. I have plans to write a seperate Forth that will tap into the 3D and DSP power of the Gamecube and hopefully the Wii. And another for the Windows platform.
The selling points of my programming language are its simplicity and its custom-tailoredness.
http://gcforth.blogspot.com/
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