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The Hottest DCEmu Posters
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August 3rd, 2009, 21:32 Posted By: wraggster
News via http://www.pdroms.de/news/18914/
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
Capcom Play System (VGM output only)
ColecoVision
Commodore 64
MSX (KSS output only)
Nintendo Gameboy / Gameboy Color
SEGA Master System
SEGA Game Gear
SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added support for the fifth Konami SCC channel.
Added a command for writing directly to a memory address or port.
Added the ability to output compressed VGM files (VGZ).
Added an alternative GBC noise frequency table (selected with #GB-NOISE 1).
Modified the data sequences generated at octave changes to use less space.
Updated the manual.
Thanks to the author, mic, himself for the news via ICQ. http://jiggawatt.org/muzak/xpmck/
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August 5th, 2009, 17:28 Posted By: wraggster
New from Play Asia:

features
Official Banpresto Merchandise
Also available in controller type II
Size: approx. 60mm X 93mm
Limited availability
description
The Famicon console is the ancestor of all home consoles. No matter what your favourite system is, the Xbox360, the Nintendo Wii or the PlayStation3, you have to pay tribute to the origin.
One console has two controllers, the primary and the second, this set of controller card cases features both. The primary cardcase spots two more buttons, the start and select while the secondary case shows more of the face plate.
Separate your own cards from the cards from your clients. With the separator, you would never mess up with your contacts.
Flash your cards and your ultra cute and stylish cardcase around during outings and get to know some like-minded people.
http://www.play-asia.com/SOap-23-83-...j-70-3huz.html
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August 9th, 2009, 12:30 Posted By: wraggster
The latest "Iwata Asks" bull session regards Punch-Out!!! - the NES original, not the Wii sequel - and it's quite revealing. Especially when designer Makoto Wada (pictured) pipes up.
Wada-san, who came aboard Nintendo right around the time the Punch-Out!!! port for the NES was being created, spills two interesting details. The first is that he created Mario as the game's referee without permission. It was just accepted.
Satoru Iwata: You could get away with a lot then. (laughs)
Shigeru Miyamoto: We didn't have an approval system when using Mario images back then and it went right past my check. (laughs)
Wada: That's why it is a slightly strange looking Mario.
The second tidbit - it sounds like he's describing a protip/easter egg that no one's known, for 22 years.
Wada: This is a great opportunity, so I have something I'd like to say. In Punch-Out!!, the game gives you a lot of hints about effective timing of punches. There is a big boxer called Bald Bull in the NES version as well and a light flashes to the right in the audience when he charges. If you punch when it flashes you will land a body blow.
Tanabe: What? Really?
Wada: No one has known about that for about 22 years…
Everyone: (laughter)
Wada: I was wondering when I would have a chance to tell people that.
Iwata: You've been holding that information for 22 years since the release. (laughs)
Wada: Now that I had the chance. (laughs) There are a lot of hidden elements in the NES version.
I do know the first time you face Bald Bull in that game, you take him out with a one-punch body blow during his charge. In fact, it's the only way to stop his charging. But I never timed it to any crowd camera flashes. Weird.
The rest of the discussion is a great read on the development of the franchise, and other early 1980s games at Nintendo.
http://kotaku.com/5333061/mario-was-...out-permission
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August 13th, 2009, 18:49 Posted By: wraggster

As you might have guessed, we're really busy guys. As such, we can't be expected to actually play the video games we write about. We dish out thousands of dollars every year to get local work release program participants to handle the grunt work for us -- but if a recent entry in the Mario AI Competition is any indication, we may soon be able to keep that cash in our wallets, opting for computer-assisted gaming instead.
Posted after the break is a video demo of the entry in question -- designed by artificial intelligence programmer Robin Baumgarten, this computer script effortlessly pushes the plump plumber through the hazardous environments of Super Mario World. It handles the game's challenges much better than our prisoner assistants -- and best of all, it definitely won't try to stab us in our sleep.
http://www.joystiq.com/2009/08/13/co...rld-by-itself/
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August 13th, 2009, 21:17 Posted By: wraggster
Nintendo GameCube and Nintendo Wii emulator for Windows has been updated.
Changes:
Fixes include:
1:Wii menu boots again!
2:Change disk works again!
3:Frameskipper!!!!!!! game are more playable if they were slow due to gpu.
4:wiimote is working again.
5:tons of sound fixes.
6:more jit speed ups.
7  VD covers are reported like a real wii - MP3 now boots again.
8:multi crashes fixed in games and gui.
9:some memory leaks fixed.
10:framelimiter working better.
11:FPS display is tons better.
12:lots of work on wii input for linux and macos builds.
13:work on decompressing wii iso's
14:Fix "Show EFB copy regions"
15: TAS support added and working.
16:FIFO bug fixes.
17: GH3 Guitar support added to wiimote plugin tested and works fine.
18: fixed most jittering issues with games. I still rarely see it in 1 game.
19:Add Taiwan to the Country Codes
20:beta auto frameskipping limit (if framelimit & frameskipping is on, it wont skip more then needed or the maximum you set)
Download and Give Feedback Via Comments
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August 15th, 2009, 16:09 Posted By: wraggster
News from Nova
Ladies and Gentlemen, allow me to introduce the openXile 10-Day-Craptastic-Coding-Contest. (Or the 10DCCC if you wanna be smart about it)
Featuring fabulous prizes, your task is to code the most interesting game or application in the ten day time slot. We aren't looking for a work of art, just something that can keep our attention for more than a few minutes.
Platforms include, but aren't limited to:
Wiz, GP2x, GP32, DC, PSP, GBA, etc
Find out more at http://openxile.co.uk/crap
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August 16th, 2009, 11:03 Posted By: wraggster
David Siller is the creator of Aero the Acrobat, and worked with Sunsoft's U.S. office for many years, before going on to work on Maximo and other titles with Capcom. He's been showing some of his old unreleased designs via his facebook page - really, he should have these all on an accessible website somewhere, but for now, I'll just highlight one odd thing he was pitching to Japanese peripheral maker Cyber Gadget (which I believe is this company, still going strong). I'll use his description:
"This is a "HACKER" device that was intended to allow Famicom/NES games to be hacked by changing the main player sprite shape, color assignments and animations. Also, the same for many of the NPC's! The software is downloaded into a PC and altered using appropriate editing tools and then uploaded into a blank Flash cartridge shaped like a Famicom or NES version."
It never saw the light of day, perhaps for obvious reasons. Nintendo was quite particular about what it wanted on the system, I can't imagine they'd want users to be able to screw around with all the code. More from Siller again in the near future!
http://www.insertcredit.com/archives/002652.html
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August 16th, 2009, 22:15 Posted By: wraggster
News via http://www.aep-emu.de/
JMEBoy is a Game Boy emulator available for mobile phones using J2ME. JSwingBoy runs on PCs.
Changes history - JMEBoy v1.3.4:
1.3.4 (based on HG rev. 371)
- updated link to the online help page
1.3.3 (based on SVN rev. 311)
- enable saving and loading the emulator state (feature request ID 2804463)
- synchronize RTC with the device´s clock instead of the emulated Gameboy CPU´s cycles (bug ID 2802537)
Changes history - JSwingBoy v1.2.12:
1.2.12 (based on HG rev. 371)
- updated link to the online help page
- ensure that RAM data gets saved for ROMs with battery support also for the Swing version (bug ID 2822441)
1.2.11 (based on SVN rev. 311)
- enable saving and loading the emulator state (feature request ID 2804463)
- synchronize RTC with the device´s clock instead of the emulated Gameboy CPU´s cycles (bug ID 2802537)
1.2.10 (based on rev. 295)
- updates for the Chinese Simplified translation
- fixed RTC time bug that messed up the time in Pokemon games (bug ID 2789282)
1.2.9 (based on rev. 289)
- solved the problem that in Pokemon Gold/Crystal/Silver there were graphics bugs when displaying the PokeCom/PokeDex (bug IDs 2506984 and 2373340)
- some corrections to MBC5 cartridge handling
- refer to the project page in the About dialog
http://sourceforge.net/project/showf...roup_id=219240
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August 20th, 2009, 23:52 Posted By: wraggster
News via http://emu-russia.net/en/
Video plugin for N64 emulators has been updated. Changes:
1. Glide64 (the plugin)
- As usual, tons of fixes in many games. It's impossible to list them all.
- New microcode implemented: "zSort". All games and demos based on this microcode now work.
- New user interface layout. All settings are now in one interface, including wrapper settings.
- 3 screen shot formats: BMP, PNG, JPEG.
- 3 screen aspect modes: 4:3, 16:9, Stretch.
2. GlideHQ (the texture enhancer)
- Bugfixes and optimizations.
- Added "Store" mode to cache all textures without modifications. Since texture cache is persistent and automatically loaded with the game, it improves plugin's performance as N64 textures must be converted into an internal format only once.
3. Glitch64 (the glide wrapper)
- Removed user interface.
- Removed support for old cards. Your video card MUST support shaders.
- Removed obsolete options.
- Bugfixes and optimizations.
http://glide64.emuxhaven.net/
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August 25th, 2009, 19:04 Posted By: wraggster
News via http://www.pdroms.de/
5nake is based on the oldschool Snake games but with a few new features and modes.
The modes:
* Mission; where the snake must collect fruits, powerups and progress through a series of levels to unlock them.
* Practice; where you can play one of the levels from the main game with no limits.
* Survival; where you have a limited number of steps, collecting fruits gives you more steps.
There are a variety of powerups to help you on the way including: slow motion, don't grow, shrink, score multipliers and extra lives (Easy and Normal difficulty only).
The game includes a save feature that can keep track of high scores, custom levels, unlocked levels and unlocked goodies. (It can be disabled if it causes problems with your card or if you don't want to save your progress.)
There are a variety of graphical themes including unlockable ones and 3 difficulties to choose from, the game also feature a Level Editor so the player can create his own levels.
Programmed by "JustBurn" and "MattTS". Music and sound effects by "Kepler".
http://staff.emuboards.com/5nake/
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August 31st, 2009, 18:29 Posted By: wraggster
News via http://www.aep-emu.de/
JMEBoy is a Game Boy emulator available for mobile phones using J2ME. JSwingBoy runs on PCs.
Quote:
Changes history - JMEBoy v1.4:
1.4 (based on HG rev. 389)
- implemented emulator state transfer via Bluetooth (feature request ID 2806350)
- fixed the problem that saved games could not be loaded if the scaling was changed (bug ID 2840185)
Changes history - JSwingBoy v1.2.13:
1.2.13 (based on HG rev. 389)
- some changes to enable loading saved states from a mobile device that were transferred via Bluetooth
http://sourceforge.net/project/showf...roup_id=219240
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