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The Hottest DCEmu Posters
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September 6th, 2011, 11:24 Posted By: wraggster
via http://gbatemp.net/t307185-super-bat...o-cart-auction
Super Bat Puncher DEMO carts are being auctioned off at Nintendoage and NesDB. The proceeds from that auction will be split in half between the two sites. The money which is going to NesDB will end up with specific members who are working on a new, feature-rich, NES mapper. If you are interested in owning Super Bat Puncher on a physical cart, consider this auction as it will benefit the community.
http://morphcat.de/blog/
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September 11th, 2011, 20:49 Posted By: wraggster
news via http://www.romhacking.net/forum/inde...pic,13226.html
I am happy to announce the official release of Final Fantasy Zz, a hard-type hack of the original Final Fantasy for the NES! Final Fantasy Zz includes both bugfixes and enhancements that will make this hack more fun and more challenging to play than the original.
Some of the enhancements include the ability to see the contents of a treasure chest without having to drop something if your inventory is full, the ability to buy 9 items at a time, new and more powerful magic spells, slightly remapped dungeons, new enemy formations and AI, improved and rebalanced classes, new equipment, and the ability to dash by holding the B button. Some of the bugfixes include fixing the INT bug for magic, fixing broken magic spells like TMPR and SLEP, fixing some cosmetic bugs, and fixing the multiple level-up bug.
This hack is recommended for people who are very experienced with the original Final Fantasy. There aren’t any cheap enemy encounters, such as Iron Golems in the Earth Cave, but if you are not careful, any battle could be your last.
This is a great hack that has taken almost four years to develop. Give Final Fantasy Zz a try! Good luck! (You’ll need it!)
RHDN Project Page
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September 11th, 2011, 22:22 Posted By: wraggster

[Rich's] newest version of takes what was already good and makes it better. We looked at the original version back in May, which is built into a knockoff controller – [Rich] mentions that he got a lot of flack for defacing retro equipment and wants to set the record straight. The most notable difference between the two controllers is that the batteries are now housed inside the case. He switched over to an 850 mAh Lithium Ion battery, which takes much less room than the four AA batteries did. There is an integrated charger which connects via a mini USB jack as seen in the image above. Bother versions of the controller can be used to play emulators without rooting your Android device.
Unfortunately you won’t get to look inside the case. What we can tell you is that the build no longer uses a BlueSMiRF board , opting for a less expensive Bluetooth solution. We also know that the build is still Arduino compatible, sporting an ATmega328 chip running the bootloader. The lack of detail is because [Rich] is working to market the controller with a limited-quantity preorder. Check out his video presentation of the new version after the break.
http://hackaday.com/2011/09/11/updat...r-for-android/
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September 11th, 2011, 22:36 Posted By: wraggster
via http://gbatemp.net/t308021-zelda-sfx-ds
This application contains all of the Zelda sound-efx and 1 background track. Users can play around with the audio by adjusting the pitch, speed, and volume. For more information on this project check the on-going discussion link below.
QUOTE
•touch the buttons - play sfx/music
•Press UP/X - show/hide edit-mode
•Press DOWN/B - stop music
Download and Give Feedback Via Comments
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September 11th, 2011, 23:29 Posted By: wraggster
via http://emu-russia.net/en/
N64 emulator has been updated recently. Changes:
- 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.
News source: http://sites.google.com
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September 22nd, 2011, 23:51 Posted By: wraggster

Here’s a wall hanging for the reception area that let’s your customers play retro games while they wait. To give you some sense of scale, the buttons to the right (labeled Start/Jump but we would call them A and B) are arcade buttons larger than traditional arcade buttons. The screen itself is a Samsung widescreen computer monitor — we’d wager that it’s a 16″ model but we’re just guessing. It’s held in the wooden frame by a piece of angle bracket.
This is the product of a hack we looked at in June where an Arduino was used to control digitized retro LCD games. The same hardware is used, monitoring the buttons with the Arduino and using a Python script to translate them to keypresses on a computer. That means this isn’t a standalone, but needs a computer to run the game and feed the LCD monitor. Still, we love the look of it and hold out hope that this will someday migrate to FPGA control (they have not problem driving LCD screens) with selectable games.
http://hackaday.com/2011/09/22/retro...-its-playable/
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September 26th, 2011, 00:16 Posted By: wraggster
via http://emu-russia.net/en/
N64 emulator has been updated recently. Changes:
- enhance video speed hack, most games will display 1st frame almost immediately e.g. Star Wars - Shadow of Empire, Hexen, Perfect Dark, GoldenEye, DK64, Top Gear - OverDrive.
News source: http://sites.google.com
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September 26th, 2011, 02:05 Posted By: wraggster
news via http://www.aep-emu.de/
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
September 21, 2011
Apparently, the Oeka Kids tablet controller had the same problem as the Zapper when the pointer was outside the window - this has also been fixed.
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September 26th, 2011, 02:06 Posted By: wraggster
news via http://www.aep-emu.de/
A new build from the NES emulator FCEUltra-Win32-mappers-modified has been released. This emulator is based on FCEUltra source code snapshot (fceu-0.98.13).
Quote:
16.09.2011 - UNIF 8237 - rewritten to full SuperGame mapper support
- mapper 215 - now the same as UNIF 8237 boards
- mapper 217 - removed, all roms should be redefined to 215 mapper
- mapper 182 - removed, redefined to 114 by CRC check
- UNIF 8237A - new dump with 4Mb data support
- mapper 162 - added as iNES mapper for Zelda by Waixing dump
- mapper 4 - little hack to run "SFVI 16p", TODO: check is nothing is broken
- UNIF KS7013B - new Kaiser mapper for MMC1 to simple mapper conversion
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September 26th, 2011, 02:26 Posted By: wraggster
via http://www.emucr.com/
HalfNES v0.039 is released. HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application.
Current Features:
-Now cropping off the top and bottom 8 pixels of the video output, since these are
not visible on most TVs and a lot of games render garbage on those lines.
-Added volume slider to options dialog (and rewrote the sound output code as well.)
-Fixed a lot of sound bugs. Crystalis, Zombie Nation, A Boy And His Blob etc. all sound right now.
-Fixed Twin Cobra
HalfNES v0.039 Changelog:
Added mappers 5 and 119. Castlevania III works now and so do all other MMC5 games
except for Laser Invasion and two Japanese exclusive ones. Also fixed one tiny
almost unnoticeable bug with drum sounds cutting off a tiny bit early that
has been there for months unnoticed.
http://code.google.com/p/halfnes/
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September 26th, 2011, 02:29 Posted By: wraggster
via http://www.emucr.com/
Glitch64 SVN r254 is released. GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64. Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.
Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.
Glitch64 SVN changelog:
r254
Fix Issue 269: 1080 Snowboarding crash.
http://code.google.com/p/glidehqplusglitch64/
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