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The Hottest DCEmu Posters
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August 5th, 2012, 12:23 Posted By: wraggster

Your morning routine doesn’t include enough old-school gaming. Break the caffeine habit and get your Mario on at the same time with the help of the Super Nincoffee Jr.
[Luigifreakout123] shares the details of the build in the video clip after the break. He starts by revealing that this is the second version he’s made. The first wasn’t a Jr., but instead used a full-sized Mr. Coffee unit. Neither make coffee, but instead serve as an enclosure for the gaming hardware. The on/off switch and original power cable are used to control the electricity to the console. Openings have been cut in the tops and front for a game cartridge and the two controller ports. A composite video and stereo audio cable comes out the back of the machine next to the power cord.
Yeah, it’s super simple, but sometimes that all it takes for a project to be a delight like this one is.
http://hackaday.com/2012/08/03/super-nincoffee-jr/
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August 7th, 2012, 01:38 Posted By: wraggster
The otherwise sturdy Virtual Box stand has one week link, which is the little plastic medaillon that connects the two metal legs and the clamp to mount the Virtual Boy to. Some of you have probably already experienced it breaking – I have at least. A broken medaillon often renders the whole stand useless, which until recently was a problem since it was not that easy to get a replacement.
For a while now this has not been a big issue anymore, since Planet Virtual Boy member Hedgetrimmer from the UK has created the "Stand Fix kit", which consists of a grey CNC milled solid piece of plastic that replaces the aforementioned medaillon on the Virtual Boy stand and comes with all relevant screws, washers and nuts.
http://www.planetvb.com/modules/news...hp?storyid=349
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August 8th, 2012, 15:14 Posted By: wraggster
via http://www.emucr.com/
Gekko Git (2012/08/08) is compiled. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko Git Changelog:
* removed commented code and an evil include
* fixed a bug in XFUpdateProjection decoding
* fixed a typo in converting the c4/c8 formats over to new video core
* changed some normal decodings, made XY position decodings set the Z value to 0
* removed unused code for when not using geo shaders, changed VCD_PMIDX->gp::g_cp_regs.vcd_lo[0].pos_midx_enable
* moved vertex manager reset to only occur at end of frame, added TLUT loading
* added MakeCurrent calls to old video core in case I need to use this again for debugging
http://www.mediafire.com/?4oabukpdha32a5l
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August 8th, 2012, 15:15 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-749 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Maintenance.
http://www.mediafire.com/?wuuckwbb4dfd8d3
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August 8th, 2012, 15:17 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2595 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:
r2595
gtk: hide horizontal scrollbar in hotkey gui
http://www.mediafire.com/?7m1ks8nb6kkoji8
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August 8th, 2012, 15:36 Posted By: wraggster
via http://www.emucr.com/
Pasofami v1.6n is released. Pasofami a japanese NES, SNES And GameBoy emulator.
Pasofami v1.6n Changelog Google Translate)
1. Automatic creation of additional titles (Nes Sound File) NSF
(Title 41: Overseas: add 26 domestic title)
2. Extension to the ability to create NSF (This feature can also be used in the trial version Pasofami.)
• You can create another NSF file of selected music from the NSF file.
• You can create a NSF file by selecting the location of any file in the NES Play.
· NSF files created will be heard at the NSF player of your choice.
· Alternatively, you play the NES files can be written to a file while playing the sound output port of NSF file (NSD file).
NSD by reading this file, you can output MP3, WAV, MID, etc. Therefore, by its own processing.
3. File Explorer bug fixes Pasofami
· We have fixed the bug list scroll bar of the file list did not appear.
• If the display of the top of the drive, and then fixes a letter head of the file name does not appear in the list the file list.
http://www.mediafire.com/?g97gdnug9tt5f97
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August 15th, 2012, 21:59 Posted By: wraggster

You might know that the multiplayer mode for GoldenEye 007, the seminal N64 shooter, was only added to the game late in development. What you probably don't know is that the mode was also added unbeknownst to the management at developer Rare and publisher Nintendo. The revelation comes by way ofGoldenEye 007's director Martin Hollis, who delivered a postmortem presentation on the game at GDC Europe.
Hollis' presentation included stories from many of GoldenEye 007's developers, including Steve Ellis, who was responsible for programming the multiplayer mode, a feat he accomplished in a month. Wrote Ellis: One of the things that always strikes me as crazy in retrospect is that until something like March or April of 1997, there wasn't a multiplayer mode at all. It hadn't even been started. It really was put in at the last minute – something you wouldn't dream of doing these days – and it was done without the knowledge or permission of the management at Rare and Nintendo. The first they knew about it was when we showed it to them working. However – since the game was already late by that time, if we hadn't done it that way, it probably never would have happened. Hollis said that "quite a few features" were "snuck in" throughout development, which he chalked up to management trusting the team. "I'm sure there were six-month stretches where no member of Rare or Nintendo management came into the team offices," he said. "Which is really quite extraordinary, and all credit to them that they felt able to take that much of a leaned-back approach and place that much trust in the team."
So there you have it, GoldenEye 007's multiplayer mode – a vital, fondly-remembered component of a landmark game – was unplanned, coded in a month and might never have existed at all if it weren't for some serendipitous managerial oversight.
http://www.joystiq.com/2012/08/14/go...unknown-to-ra/
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August 19th, 2012, 23:06 Posted By: wraggster
Nocash has released a new version of his SNES/SFC emulator/debugger for Windows.
Quote:
Changelog:
no$sns v1.3 - 14 Aug 2012 - emulates nintendo super systems, pachinko, twin tap, barcode battler
14 Aug 2012 - no$sns v1.3
* controls: auto-disables any joypads that use same port as newly enabled one
* controls: emulates four twin taps (with multitap; keyboard keys 1..
* controls: emulates barcode battler (paste from clipboard, or manual key-in)
* controls: emulates miracle piano (keyb only, not the undumped synthesizer)
* video: added support for directdraw4 and directdraw7 structures
* emu: emulates NSS (z80, osd, rtc, prom, eeprom, inst-rom, controls, etc)
* emu: added pachinko controller (via analog joypad y-axis forward)
* a22i: added directives for generating NSS inst-roms (see magicflr.zip)
* help: added full nintendo super system (arcade cabinet) (NSS) specs
* help: added specs on sunsoft pachinko controller, fixed barcode battler specs
http://www.aep-emu.de/PNphpBB2-file-...c-t-19148.html
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August 19th, 2012, 23:27 Posted By: wraggster
via http://www.emucr.com/
Gekko Git (2012/08/16) is compiled. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko Git Changelog:
* Fix keyboard input for glfw.
* made enums c++ style
* updated call to core init to pass emuwindow for gekko-cli
* renamed 'interface' argument to 'controller_interface', as 'interface' is a reserved keyword in in visual studio
* Move keyboard input logic to EmuWindow implementation. Fixes Qt emu window input, probably breaks input for anything else.
http://www.mediafire.com/?vd5clc9w51gwy2w
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August 19th, 2012, 23:29 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2612 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:
r2612
Taseditor: another experiment with lost_position logic (by midclick)
http://www.mediafire.com/?93yave2gdy6yi9i
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August 27th, 2012, 19:05 Posted By: wraggster
News via http://www.gbatemp.net
Assimilate is a NES Homebrew where the player must grab humans using a tractor beam and then turn them into alien slaves. The project was first released on an actual cart, and true to his word John White has finally released the ROM for everyone to enjoy. According to his release notes only the unlockable campout level was not included. As of yet, we do not know if this is a recompile that does not include the level or if NES hackers will be able to unlock the missing level.
http://nessylum.wordpress.com/
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August 27th, 2012, 19:07 Posted By: wraggster
One of the best GameBoy/GameBoy Color emulators has been updated. Changes:
- fixed time keeping problems (hiccups) on windows 7.
- fixed inaccuracy in mid-scanline change of LCDC bits (gejmboj).
- fixed a condition that would cause inaccurate timing of interrupt (final fantasy adventure).
- added "gameboy or GBC" system mode setting. added "blurry" doubler.
- fixed searching any opcode with a space giving "IO error 105".
- added field in IO map to view/edit the "low" bank of multicart emulation.
- fixed "remotejoy" bring broken. screen window can now init on secondary monitor.
- fixed failure of GUI elements initing on secondary monitor.
- fixed wrong field in wav file written.
File: Download
News source: http://bgb.bircd.org
http://emu-russia.net/en/
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August 27th, 2012, 21:17 Posted By: wraggster
Fceux SVN r2618 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:
r2618
* Taseditor: fixed AdjustLag feature
* Taseditor: changed fm3 version to v2
* Taseditor: Ctrl+Z/Ctrl+Y trigger twice when crossing AdjustLag operations
http://www.mediafire.com/?jofpoi99cg1cydf
http://www.emucr.com/
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August 27th, 2012, 21:22 Posted By: wraggster
Gekko Git (2012/08/25) is compiled. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko Git Changelog:
* More buildfixes.
* More changes for linux
* Header modification to help linux builds due to g++ not liking class name being used inside of the class.
* Forgot to remove this line
* Dynarec is functional but linux build will break due to enabling assembly.
Need an ifdef to help linux builds.
Please test multithreading.
http://www.mediafire.com/?z1aoiclwwao3hu4
http://www.emucr.com/
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August 28th, 2012, 15:10 Posted By: wraggster
Mr Modchips the website who sell anythin from DS Flash Carts to Modchips for Xbox360 and replacement parts for DS, PSP, PS3, Xbox, Gamecube,PS2, GBA and Xbox 360 have launched a massive sale with near on 300 items at One or Two Pounds, and many that are up to 80% off.
Check out the full listings over at MrModchips, you do have to be logged in to see the Flash carts and Modchips etc.
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