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The Hottest DCEmu Posters
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August 3rd, 2011, 00:06 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,13008.html
After starting this project in early 2010, it has finally come to its end. I’ve decided to work on it one last time and came up with the very final version 3-0. At first I was lacking some technical knowledge to fix certain things, but now I could go back to my previous problems and I could solve them all. In the global room net, that I didn’t do before, I’ve seen some empty space, so I’ve decided to expand the game further.
Two brand new big dungeons were added (tomb dungeon and ice dungeon), Ganon got his tower, one more big darkworld area was added. I could also add one more semi dungeon and expand the MoonPearl dungeon. Some other things were updated also: monologues, exits and entrances, indoor blocksets, village, overworld drawings. All dungeons were reviewed and updated. I’ve also updated the ending sequence. This is a lot of work, since I had to rewrite all dungeon names in hex.
All together working on this project was sometimes fun, sometimes tedious, because I was learning more and more, so I could update the game over and over. I’m just glad I can finally close the work on this game for good.
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August 8th, 2011, 22:44 Posted By: wraggster
Nintendo is continuing the Zelda 25th Anniversary celebrations with the launch of a dedicated new site.
It's got all the stuff you'd expect; a History of Zelda feature, videos, wallpapers, links to the most recent Zelda games and details on the Legend of Zelda 25th Anniversary Symphony Concert Tour which stops off in London to play at the Hammersmith Apollo on October 25.
Nintendo is also running a contest through the site that challenges fans to make a Zelda Flipnote animation with Flipnote Studio on DSi and DSi XL. Entries will be judged by Nintendo's Shigeru Miyamoto and Zelda producer Eiji Aonuma, along with Takahashi Tezuka who worked on A Link to the Past and Link's Awakening, and Yoshiaki Koizumi who worked on Ocarina of Time and Majora's Mask.
More details on how to enter and when the results will be drawn are on the Zelda 25th Anniversary site (through the link below).
[ Source: Zelda 25th Anniversary ]
http://www.computerandvideogames.com...e-art-contest/
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August 8th, 2011, 23:30 Posted By: wraggster
Genesis Plus GX 1.6.0 released by Eke-Eke
Genesis Plus GX is a Sega Genesis / Megadrive / Master System / Game Gear / SG-1000 emulator. This is a port of Charles MacDonald's Genesis Plus to the Wii, with a lot of improvements.
[h=3]1.6.0 (08/07/2011)[/h][h=4]Core/Sound[/h]- added YM2413 emulation in Master System compatibility mode.
- fixed SN76489 noise boost initialization.
- minor YM2612 core optimizations.
[h=4]Core/VDP[/h]- added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP.
- added support for all TMS9918 rendering modes.
- improved Mega Drive VDP timings accuracy in Master System Compatibility mode.
- fixed color palette initialization.
- fixed shifted sprites rendering in Mode 4.
- modified pixel rendering support (pixel depth is now forced at compilation time).
[h=4]Core/CPU[/h]- optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment
[h=4]Core/IO[/h]- added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers.
- added Terebi Oekaki tablet emulation.
- improved Mouse emulation (fixes mouse support in Cannon Fodder).
- improved Justifier emulation (fixes gun support in Lethal Enforcers 2).
- improved 6-Buttons control pad emulation (fixes Duke Nukem 3D)
- modified lightgun emulation to use common key inputs for all devices.
- 2-buttons controller is now picked by default for Master System games.
[h=4]Core/MD[/h]- added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs).
- added Game Toshokan in EEPROM database (verified on real cartridge).
- fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge).
- modified SRAM banswitch hardware emulation to be more compatible with some hacks.
[h=4]Core/MS[/h]- added Cyborg Z to Korean mapper database.
[h=4]Core/GG[/h]- added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95).
[h=4]Core/General[/h]- added support for .mdx ROM format.
- added Game Gear & SG-1000 ROM support.
- added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility.
- updated to new Genesis Plus license (see http://cgfm2.emuviews.com/)
- various code cleanup.
[h=4]Gamecube/Wii[/h]- IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...)
- added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games).
- improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes).
- improved gun cursor positioning accuracy.
- improved horizontal scaling & screenshots rendering in H32 mode.
- fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files.
- removed ARAM/injected ROM support (unused).
- removed WPAD_ and PAD_ update from VSYNC callback.
- increased GCC inlining limits for some speed improvment.
- compiled with devkitPPC r24 & libogc 1.8.7.
http://code.google.com/p/genplus-gx/
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August 8th, 2011, 23:45 Posted By: wraggster
Get your hands on the newest release of the GoldenEye: X project! This update includes additional levels, the entire character roster, modified scenarios, improvements to weapons, and much more. The multiplayer (Virtual Reality) mode is bursting with content. For those with backup devices, you’ll be very pleased to know that this mod now runs on console. If you haven’t already played GE:X in the past, now is the perfect time to try it out for yourself. You can even play it online with your friends via Mupen64!
Also, check out the official GE:X YouTube Channel for trailers and gameplay videos…
http://www.youtube.com/user/GoldenEyeXN64
RHDN Project Page
Relevant Link: (http://www.goldeneyevaul....com/viewfile.php?id=202)
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August 8th, 2011, 23:46 Posted By: wraggster
Almost after 14 years of its release, the Nintendo 64 classic is now 100% playable in Spanish!
All texts and textures have been translated, and some corrections have been done to adapt names and quotes from the Spanish dubbing of the 1995 film.
This is a revision of a first translation released late 2010. This 1.1 version should be definitive.
RHDN Project Page
Relevant Link: (http://www.goldeneyevaul....com/viewfile.php?id=205)
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August 9th, 2011, 00:22 Posted By: wraggster

Every once in awhile a project comes along that makes us say, “this is why we want a 3D printer!”
[Skimbal] is pretty well known in 3D printing circles for the incredibly detailed designs he has put out in the past. This time around, his focus is on motoring, Mario Kart style.
His Turtle Shell Racers are ripped right out of the Mario Kart series of games, and are built in the form of the multi-colored turtle shells with which most of us have a love/hate relationship. Constructed atop cheap RC trucks, the Shell Racers require 20-some odd printed parts apiece, but looking at the final results we think the time and money spent would be well worth it.
After watching the videos below, we think you’ll agree that these things look like a blast to play with. The Shell Racers were actually so impressive that they managed to land [Skimbal] a permanent gig with MakerBot Industries.
If you want to try making a set of your own, there are extensively detailed build instructions and all the STL files you can shake a stick at over at Thingiverse.
http://hackaday.com/2011/08/08/3d-pr...-kart-to-life/
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August 9th, 2011, 12:11 Posted By: wraggster
The return of the Nintendo Age ezine last month wasn’t a flash in the pan one-off, because here we have issue 2 of volume 5. Nintendo Age covers all things Nintendo and in this issue there is a look at the classic SNES RPG, Earthbound, along with other articles including From Cards to Carts, Hombrewing the Death of an Empire, accessory spotlight and more. The Nintendo Age eZine can be downloaded for free from the NAge website.
http://retroactionmagazine.com/retro...e-august-2011/
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August 9th, 2011, 13:06 Posted By: wraggster
via http://www.eurasia.nu/modules.php?na...ticle&sid=2834
Marshallh is now accepting pre-orders of the 64drive which is an advanced flash cart for the Nintendo 64 (N64) console. Quote: 'You can select from: Complete 64drive with case, label, USB cord, manual and either NTSC or PAL case and CIC. Just the circuit board, you must solder in your own CIC. The new revision being shipped is a new 4 layer circuit board, with MicroSD on the back, as well as CompactFlash. Read more at http://64drive.retroactive.be/purchase.php
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August 10th, 2011, 00:46 Posted By: wraggster
via http://www.aep-emu.de
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
04/08 - DSP Emulator 0.11b4 Released - Windows binary and source available, last update before 0.12.
- Big source changes, code cleaning on all arcade drivers.
- At last ´Galaga´ works and updated Galaxian driver fixing many bugs.
- Added drivers for ´Scramble , ´Super Cobra´, ´Amidar´ and ´Pengo´.
- Small updates in Coleco, NES and Amstrad drivers.
- Big update on Spectrum side, many bug fixes and a new snapshot/tape load window.
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August 10th, 2011, 00:48 Posted By: wraggster
via http://www.aep-emu.de
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.3.0-RC1
- Fix an issue where a client couldn´t find the server to launch it; the client now looks in the directory it was installed into. GNA#18406
- For security reasons, in non-debug builds, the client no longer searches for a server to launch in directories relative to the current working directory. GNAPATCH#2827
- Some fixes which may improve the reliability of the modpack installer. GNA#18354, GNAPATCH#2812
- The civ2 ruleset now uses a restricted set of 25 nations, to better resemble the original rules. Loading civ2 savegames from older versions of Freeciv may cause nations to be reassigned; it will not be possible to load a civ2 savegame with more than 23 (non-barbarian) players. GNA#18419
- In the Windows builds, a packaging issue prevented most of the on-line help from being localized, and caused it to be badly formatted in English. GNA#18396
- A couple of strings in the research report were not marked for localization. GNA#18433
- Some server settings´ parameters were not being localized in the Gtk client. GNA#18396
- Fixed corrupted display with many tilesets in the Xaw client. GNA#18376
- 2.3.0-RC1 was erroneously built as a beta release. GNAPATCH#2828
- Typo fixes in developer documentation. GNA#18334
- New Scottish Gaelic localization (not yet complete). GNAPATCH#2814
- Updates to Spanish, Polish, Catalan, French, and British English translations.
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August 16th, 2011, 14:53 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3076
emu_kidid just put online a new version of its popular Gamecube loader to run games from an SD Gecko, or an HDD (connected using an adapter EXI - IDE). It can run on both Gamecube on Wii (with some adjustments at the cMios). Changelog (R62) - New patch "high level" (fixes Super Mario Sunshine and a few other games) - support (basic) of the Wode - integration of the pre-patch in swiss - consolidation of patches SD (SD & SDHC) - Using "RequestError (0xE0)" instead of "Seek to sector 0" for low-level patching - DVD after engine shutdown intialisation drive (for Qoob only) - MP3
Summary of the homebrew
and foremost, it is useful to clarify some important things to reframe the situation - this is a homebrew native GAMECUBE by definition backward compatible with the Wii with some modifications (installation of cMios wiigator 0.2 and using Wii Gamecube Homebrew Launcher 0.2.3 to run from Swiss-GC Homebrew Channel). Keep in mind that it was designed at first for the Gamecube. - GC as an application, none of the devices is accessible only Wii (SD slot, USB ports, etc). It is therefore necessary to use different "accessories" to enjoy: SDGecko and / or IDE / EXI (both can be purchased or manufactured home) Getting back in the thick of things, Swisscom GC is actually the successor SD-Boot (almost entirely rewritten), a loader capable of launching GC games in ISO / GCM from an SD card or HDD ** * via appropriate adapters (to plug in a memory card port GC). Here Currently supported features: - Load executable GC (. dol) from the following media: ** SD / SDHC ** / * DVD-R/HDD - Load game (s) ISO / GCM for the following media: hard Original / ** SD / SDHC ** / * DVD-R/HDD - Support multi-game compilations on DVD-R (Cobra / GCOS) - Supports multi-disc games from the following media: original disc / SD ** / ** SDHC / DVD-R/HDD * - Copy of original disc to SD ** / ** SDHC / HDD * - Region Free mode / Video mode forced 480p (WIP) - cheat engine for all games (making ** days via SD / SDHC ** / * HDD) Future Features (in order of priority): - Memory Card Manager - Support for USBGecko / SE - Dumpeur IPL / SRAM / DVD-ROM / RAM - IPL Configuration * features require a HDD -IDE adapter EXI or HDD Adapter house . ** SD features require SDGecko or an SD adapter home . The main advantage of this project (in addition to his exploits to launch games from an SD device on HDD or GC), for the budding DIY, is the possibility of self-assembly of the entire necessary modifications, as well as the SDGecko IDE-EXI. Most couch potatoes still have the option to purchase the modules already mounted. The whole is of course open source and you can find your happiness (binaries / sources) on the project's official GoogleCode. Please note that a number of homebrew already support the IDE module EXI-see list attached link: http://www.gc-forever.com/forums/viewtopic.php?f=23&t=331 WiiPower offers a very nice homebrew to launch swiss-GC from HBC (Wii): http://www.gc-forever.com/forums/viewtopic.php?f=6&t=371 Swiss-GC 0.1 R62 Official website: http://code.google.com/p/swiss -gc /
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August 16th, 2011, 18:50 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
- This release has the beginnings of PlayStation 1 emulation, however it's not particularly usable at the moment, though it can play PSF(PSF1) files reasonably well. If compiling from source, you'll have to enable it manually by passing "--enable-psx" to the configure script; but, the code may take an excessively-long time to compile, and PS1 emulation doesn't support big-endian systems currently.
- This release supports custom palettes for GameBoy(mono/color) games, but per-game custom palettes are currently broken with GB mono/color games. This issue should be resolved in the next WIP release.
File: Download
News source: http://forum.fobby.net
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August 23rd, 2011, 11:01 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,13070.html
After two and a half months of caffiene-induced stupor and a bit of well-deserved remonstration by the RHDN Staff (who have been great, by the way), Final Fantasy VI: Stand Guard is ready to go.
This is a revision of Final Fantasy VI with fans of the 1994 SNES release in mind, polishing the story without making it unrecognizable. I also made three versions of the game, one Easy (where you get nifty equipment and everything’s where you think it is), one Normal (nearly identical to the original SNES release), and one Hard (where the encounter rate is maxed out, you start with terrible equipment and many of the rare items are removed).
The glory days of Square are now gone, and we may never get a decent version of the game from them, but luckily, we have the means to bring to the forefront the great work by their wonderful team of Hironobu Sakaguchi, Yoshinori Kitase, Yoshitaka Amano and Nobuo Uematsu. “Shosan!”
Special thanks goes out to Lenophis for his patient advice, and to Ted Woolsey for his original 30-day marathon translation session back in the day, without whom this would not have been possible.
Stand Guard!
RHDN Project Page
Relevant Link: (http://www.romhacking.net/hacks/794/)
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August 26th, 2011, 01:21 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Hi,
I am a friend of davidgf. He had some problems with the website and now he is away, so he could not post himself and asked me to do it. I hope I do it right! This is the message he wrote for the post:
Hi guys,
Here is my project. Toy Wars for GC and Wii.
It's one submission although there are two different binaries for the game (one for GC and one for Wii) and the data is slightly different. Anyway if I have to choose between one of them to be judged I take the GC version (which can be played on Wii anyway using the backwards compatibility).
Nickname: davidgf
Project Name: Toy Wars 0.7 for GC/Wii
From: Spain
Division: RETRO GAME
Platform: GC/Wii
Original Enter: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: YES
I don't have time to post videos nor images, so just the download links.
f6e084e582afd34ace41f820547b3b258b825366 toywars.gc.7.0.zip
http://usuaris.tinet.org/davidgf/toy...ars.gc.7.0.zip
80d39c7bbe7a48df47a58afa76c7a7e8ae630732 toywars.wii.7.0.zip
http://usuaris.tinet.org/davidgf/toy...rs.wii.7.0.zip
The GC version must be played using an SD gecko adapter and launching the game using some DOL loader.
For the Wii version you should choose a config file. Classic pad, GC pad or nunchunk. Just rename the config file to "config".
The port has been done using something I've called OpenGX, which is an OpenGL-like implementation using GX. It has some bugs but works nice and it's capable of lighting and mipmapping for example. It's opensource and I'll release it in a few days when I have more time to work on it.
Hope you enjoy it!
http://www.neoflash.com/forum/index....ic,7131.0.html
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August 28th, 2011, 00:28 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- Nintendulator now respects the NES 2.0 header values for PRG RAM and CHR RAM sizes more closely, their default maximum sizes have been updated from 64KB to 1024KB and 32KB to 256KB, respectively;
- the logic for setting banks will now obey these limits, so an NES 2.0 ROM which indicates zero PRG/CHR RAM will prevent you from mapping any, consequently, an NES 2.0 ROM with both zero CHR ROM and zero CHR RAM is invalid and will report an error when loaded.
News source: http://www.qmtpro.com
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August 28th, 2011, 01:43 Posted By: wraggster
via http://emu-russia.net/en/
GB emulator for Linux has been updated. Changes:
- implemented the support of a priority system cleaner sprites on the screen (like the real Game Boy). This fixes small graphical issues that occurred in games that use sprites overlap extensively (eg Prince of Persia);
- added support for the preservation of high-score in the game "Hyper Lode Runner".
News source: http://www.viste-family.net
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August 28th, 2011, 12:26 Posted By: wraggster
news via http://www.aep-emu.de/
technicolour developed a Game Boy and Intel 8080 emulator in LUA, which run directly in the Half-Life 2 engine (Garry´s Mod): Gmod Gameboy and Intel 8080 emulators
Thanks to Superlevel for the news.
Quote:
Hi, my name´s Technicolour, I don´t usually post much on Facepunch; I´m usually seen lurking around the Wiremod forums so the odds we´ve not met, hi! I only recently got into Lua with the help of a friend named Divran, together we´ve been working on a project in Lua on and off for the past month or two.
First off we started with a simple Intel 8080 emulator, based off of my (extremely) slow Wiremod expression 2: http://www.wiremod.com/forum/finishe...-invaders.html The objective was to test a couple of things, just what kind of performance we could eek out of Lua, and given the necessary performance and whether we could render the large frame buffer in Gmod without running into problems.
This project was a huge success. This is our result, in realtime (Thanks for the video Danking!):
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August 29th, 2011, 19:04 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2220 is released. 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:
r2220
win32: fix context menus to use rightclicks in context menus correctly
Download: Fceux SVN r2220
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August 29th, 2011, 20:07 Posted By: wraggster
via http://www.emucr.com/
1964mod v1.4.4 Final is released. 1964mod is a N64 emulator using the codes from original 1964 by Schibo & Rice. It is not created as a replacement to the original 1964 emulator. Hopefully, its enhancement will benefit people who loves the original 1964. 1964mod is currently at an early stage of experimentation & development. It is used as a learning platform to improve my programming knowledge and skills.
1964mod v1.4.4 Final Changlog:
Core Changes & Fixes
Implement new menu option & hotkey for "Savestate Fastload" (enh)
- find the latest savestate and load it (F8)
Fix wrong savestate / loadstate slot being selected using hotkey (random) (bugfix)
- use LOWORD for wParam
- enhance set state slot codes
Enable menu pause feature for opengl plugin (disabled in 1964) (enh)
- tested on 1964mod & MyGlide64 with reset and screen mode switch (working)
Fix the emu Reset (F2) gfx bug (bugfix)
- tested on Glide64 & MyGlide64 - windowed & fullscreen mode (working)
- replace old reset bypass codes
- remove old bugfix code for Jet Force Gemini (clear 1 area and working well)
Implement datetime for savestate & loadstate slot (enh)
Improve message handling codes (enh/bugfix)
- refactor TimerProc msg loop into main msg loop codes
- enhance filtering / processing of valid message in the queue
- minor speedup
Plugin Changes & Fixes
Incorporate official Glide64 fixes till r247
Other Changes & Fixes
The following issues are found on Glide64 / MyGlide64 on 1964 / 1964mod :
Fix Smash Brothers hang / black toolbar & status bar when switching between windowed & fullscreen mode
Fix intro / in-game hang that need 1964Audio "Sync speed to audio" to bypass problem
- All-Star Baseball 2000 in-game hang
- Indy Racing 2000 intro hang
Fix sudden drop in VI/s to half its full speed affecting sound for certain intro scene for :
- Star Wars Episode 1 - Racer
- Star Wars - Shadows of the Empire
Download: 1964mod v1.4.4 Final
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August 31st, 2011, 11:58 Posted By: wraggster
via http://gbatemp.net/t306967-chrono-tr...f-eternity-rc5
New version of Snes Rom Hack
After listening to the fans (via e-mail), CT: FoE has been updated to RC5. Please see the change log for more information.
QUOTE(Change Log)
•Extended the 3rd Ending to the Game
•Added the 4th Ending into the Game
•Fixed a few typos with these Endings
•Extended the Intro sequence
•Gave the Intro sequence the ability to loop after the pendulum (Just let it run if you have a SRM data, you'll see.
•Updated the Coliseum coding from the CE version to the Fan Mix Version
•Fixed a Graphical glitch from the recent updating affecting the last area of the Game
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August 31st, 2011, 13:44 Posted By: wraggster
via http://emu-russia.net/en/
Mendafen frontend for GTK+ has been updated. Changes:
- disable strips for width and height unless the full screen option is checked and be re-labeled "FS Width / Height" to avoid confusion;
- fixed key ConfObjet default;
- the sampling rate is the lowest sound of 8192; (as in Mednafen)
- conversion of glade file format of the UI Builder;
- the strips of the width and height now accept real numbers (floating point);
- setting "gtk-button-images" as true. And the buttons are still images.
News source: http://sourceforge.net
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August 31st, 2011, 13:46 Posted By: wraggster
via http://emu-russia.net/en/
N64 emulator has been updated recently. Changes:
Core Changes & Fixes
- try out some changes to timer event codes
- fix Banjo-Tooie(U) random intro cutscene hang
- fix Body Harvest intro / in-game hang (no need to use RAW input)
- fix a regression bug in ListView column items from an earlier BoxArt fix
- enhance ListView Column checks using status info from ini
- enhance GameName column detection using status info from ini
- enhance emu window placement and sizing stability and robustness
- fix "out of focus" romlist selection mark for the following :
- close ROM
- exit the emu
- "Plugins" dialog box
- "Folders" dialog box
- "Window" dialog box
- "RomInfo" dialog box
- switch to BoxArt window
- "Cheat Codes" dialog box
- specific plugin dialog box
- "Rom Browser" dialog box
- "About 1964mod" dialog box
- "ROM Properties" dialog box
- "About Warranty" dialog box
- refresh (Ctrl-L) romlist or BoxArt window
Other Changes & Fixes
- fix wrong statusbar msg for rom loaded when same internal name for different roms are loaded in succession e.g. Perfect Dark
- game ini tweaking for V/Is max speed using "Delay DMA, SI and AI" or "Delay DMA and AI" as default
- remove Hacktarux Banjo-Tooie hack for N64 Boot
- fix game ini setting for Beetle Adventure Racing(E) for
in-game hang when car crash into another object with force e.g. car, house etc.
News source: http://sites.google.com
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August 31st, 2011, 23:10 Posted By: wraggster
Supernice.co.uk has revealed a fantastic way to transform any child’s (or, to be fair, adult’s) room into a level right out of Super Mario Bros.
The retailer is currently offering a range of officially licensed reusable wall stickers based on three Nintendo titles – Super Mario Bros, New Super Mario Bros and Donkey Kong.
The product is made with Blik Re-Stik tech, meaning the decals can be moved and re-arranged at any time.
The sets cost £60 each and can be purchased here.
http://www.mcvuk.com/news/read/now-y...o-world/083977
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