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The Hottest DCEmu Posters
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November 1st, 2008, 01:43 Posted By: wraggster
News from our affiliates over at NGemu
Dolphin passed the 1000 revision milestone, with significant progress. Among the usual batch of graphic and emulation fixes to expect, Wiimore support has been improved by FireS.
The full list of changes is pretty long, and can be browsed here.
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November 1st, 2008, 13:34 Posted By: wraggster
News/release from Jinroh
This is our second released GBA Game and it is by far our most advanced (sprite-wise anyway). We started work on this Pong Implementation around Christmas as a test for our now complete Sprite Library it is very memory efficient and flexible! This is a simple silly Pong game we coded for everyone to have fun with until our next release hope you enjoy it!
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November 2nd, 2008, 15:22 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Heres whats new:
fixed an off by one error I created in the texture copy function in
bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
noticed the real HW doesn't clip some things it should. modified the projection
matrix to account for this.
changed normal loader to better handle 1 or 3 index NBT data which fixed an
underrun.
added missing z component in biasing section of indirect texturing.
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Thanks to elation for the news.
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November 3rd, 2008, 17:28 Posted By: wraggster
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November 5th, 2008, 01:54 Posted By: wraggster

The more casual console collectors in the audience may scoff at the asking price for this PowerFest '94 Competition Super Nintendo, but if you've got an extra fifty-thousand dollar bill lying around, you really can't go wrong with this little stocking stuffer. Built for the Nintendo World Championships II competition, this one of a kind survivor — only 32 were made, they say — from the early '90s is a hidden bargain.
Why? According to the seller, it features level 1-1 of Super Mario Bros.: The Lost Levels, five laps of the first track from Super Mario Kart and the home run derby from Ken Griffey Jr. Presents Major League Baseball. That's practically a hundredth of a full game, right there!
http://kotaku.com/5076423/50000-gets...super-nintendo
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November 7th, 2008, 01:24 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Heres whats new:
fixed an off by one error I created in the texture copy function in
bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
noticed the real HW doesn't clip some things it should. modified the projection
matrix to account for this.
changed normal loader to better handle 1 or 3 index NBT data which fixed an
underrun.
added missing z component in biasing section of indirect texturing.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 9th, 2008, 09:57 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 11th, 2008, 23:30 Posted By: wraggster
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November 12th, 2008, 01:02 Posted By: wraggster
The Rogue Clone for DS/GBA and PSP has been updated, heres whats new:
Thanks to Bill Blake there is a PS3 Linux port of POWDER! His announcement can be found here.
Keeping with POWDER tradition, a long time between releases does not mean there was some huge secret code being worked on that took this long to get ready. It means I was busy with other stuff. That said, there are a good number of fixes in this version. Most important is likely the Safe Walk ability, derived from a patch by Andreas Bohm, which lets non-DS users the ability to avoid accidentally attacking kiwis when they go careening through the hallways. The intent is you can bind it to, say, [L], and then hold that when you want to move safely. If you want [L] to attack, you can change the global option. SDL users may use the ctrl key. Unless they are using vi-keys in which case I'm afraid they are out of luck for now. I can only hope those players believe that Safe Walk is for weaklings.
The mouse will work again for the onscreen keyboard in SDL builds. (Ilya, Teun Peelen)
Description when wearing necro dress code spells servant right. (David Damerell, Andreas Bohm)
Vacuum correctly spelled in death message. (David Damerell)
"Click on your self to search" rather than Clicking. (Narius Varigor)
Starting as cultist will immediately tell you ><0|V|'s whim. (hotpoo)
Loading a save game worshiping ><0|V| will likewise report the whim.
Zapping a hostile wand of create monster will have a chance of the creature turning on you. (hotpoo)
New boon from gods: hostile creatures surrounding you can be smitten. (Indirectly Ambvai)
Earth hammers can be forged into artifact earth hammers with the proper setup. (David Damerell)
Level up hitpoints and magic points are now 2d2+1 rather than 1d4+1, giving a tighter distribution and slight boost to the average. (Teun Peelen)
Earth hammers have an encyclopedia entry. (David Damerell)
When you can move in diagonals you can use the diagonals of the numberpad. (Andreas Bohm)
There is now a SafeWalk mode which stops you from attacking when walking about. You can toggle this by pressing Ctrl when using the arrow keys or binding the Safe Walk command to a button in GBA mode. (Andreas Bohm)
The delete key works the same as the backspace key, a useful feature on Macs whose keyboards lack a backspace. (Roger Bolton)
Wishing for a level teleport no longer uses atoi() so hopefully works on gpsphone. (Roger Bolton)
We now promote room flags to map flags when loading. This way loading the game on the final levels will not turn the levels into floor-diggable and hence suddenly create holes to short-circuit the levels. (Ambvai, debugged by Andreas Bohm)
A case where you could achieve barbarian dress code despite not wearing armour is fixed. (Malte Helmert)
You now gain piety for the barbarian and necro dress codes. (Malte Helmert)
You can no longer move diagonally if both orthogonal directions are blocked by walls.
Spells cast when you have the can dig intrinsic will no longer disintegrate earth elementals. (SparroHawc)
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November 13th, 2008, 22:05 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
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November 18th, 2008, 17:08 Posted By: wraggster
New from Divineo China

- Official licensed product
- 8 characters from Super Mario Kart
- Approximately 1.5 inches tall
- Shipped randomly
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November 18th, 2008, 21:21 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 19th, 2008, 22:40 Posted By: wraggster
FCE Ultra GX is a modified port of the FCE Ultra 0.98.12 Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube. Version 2 is a complete rewrite based on code from the
SNES9x GX project.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD (requires DVDx), SMB, GC Memory Card, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* NES Compatibility Based on v0.98.12
* Open Source!
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*—–*—–*—–*— *—–*—–*—–*—–*—–*—–*—–*—-*—–*-–•¬
|0O×řo· UPDATE HISTORY ·oř×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[What's New 2.0.7 - November 18, 2008]
* Special thanks to eke-eke & KruLLo for contributions, bugfixes, and tips
* Video code rewritten - now has original, unfiltered, filtered modes
* Zoom option
* 16:9 widescreen support
* Full widescreen support
* SDHC support
* SD/USB hot-swapping
* A/B rapid-fire
* Turbo option
* Video cropping (overscan hiding) option (thanks yxkalle!)
* Palette changing fixed
* Fixed audio 'popping' issue
* Wii - Added console/remote power button support
* Wii - Added reset button support (resets game)
* Wii - Settings file is now named settings.xml and is stored in the same
folder as the DOL (eg: apps/fceugx/settings.xml)
* GameCube - Added DVD motor off option
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November 19th, 2008, 22:52 Posted By: wraggster
SNES9x GX is a Super Nintendo emulator for the Wii based on the PC emulator
SNES9x 1.51 (http://snes9x.ipherswipsite.com/). SoftDev is responsible for
the original SNES9x 1.50 GameCube port, whose work was continued by crunchy2.
It was updated for the Wii by michniewski and SNES9x 1.51 was ported by
Tantric. The project is currently being maintained by michniewski and Tantric.
|0O×řo· FEATURES ·oř×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
* Based on Snes9x 1.51 - superior ROM compatibility
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD (requires DVDx), SMB, GC Memory Card, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*—–*—–*—–*— *—–*—–*—–*—–*—–*—–*—–*—-*—–*-–•¬
|0O×řo· UPDATE HISTORY ·oř×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
[What's New 007]
* added: SDHC support
* added: SD/USB hot-swapping
* added: zoom saving
* added: IPS/UPS/PPF patch support
* added: Qoob modchip support (thanks emukidid!)
* added: Added console/remote power button support (Wii only)
* added: Added reset button support - resets game (Wii only)
* changed: Settings file is now named settings.xml and is stored in the same
folder as the DOL - eg: apps/vbagx/settings.xml (Wii only)
* fixed: swc, sfc file support
* fixed: inverted sound channels
* fixed: some game crashes
* fixed: snapshot saving for games with SPC7110, BS, DSP, or CX4
* fixed: justifier support
* fixed: superscope turbo button
* fixed: widescreen support
* fixed: ActRaiser 2 issues
* fixed: Invalid memory accesses in C4 and OBC1. MMX3 Toxic Seahorse stage
now can be emulated with HDMA. (zones)
* fixed: Updated snapshot to prevent desync. Added some variables related to
APU and HDMA. (gocha)
* fixed: zoom issues (thanks eke-eke!)
* fixed: original modes (thanks eke-eke!)
* fixed: vertical scaling for filtered/unfiltered modes (thanks eke-eke!)
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November 19th, 2008, 22:55 Posted By: wraggster
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
* Compatiblity based on VBA-M r778
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*—–*—–*—–*— *—–*|0O×řo· UPDATE HISTORY ·oř×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
[What's New 1.0.5 - November 18, 2008]
* SDHC works now
* Frameskipping tweaks
* Fixed snapshot loading issue
* Full widescreen support
* Changed scaling
* Zooming fixed (thanks eke-eke!)
* PAL timing changes - EURGB60 mode forced
* Wii - Added console/remote power button support
* Wii - Added reset button support (resets game)
* Wii - Settings file is now named settings.xml and is stored in the same
folder as the DOL (eg: apps/vbagx/settings.xml)
* GameCube - Added DVD motor off option
* GameCube - Fixed GBA loading issue
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November 21st, 2008, 00:59 Posted By: wraggster
News from Nintendomax
1) Scrolling
Scrolling with, I had to manually create the characters leaf small squares method "old school", and noted the coordinates of all vertices. I also made a routine that calculates all the normal averaged for the Light (ie more than normal in a table).
At the beginning it should be a scrolling, but it has become over time an auditor modeling characters. That is why it is a "rotation character", "transparency"
and "display vectors" that shows the normal.
You can also manipulate the camera you see that light is before the character and act from behind it. There are 2 version, a GC and a PC has the following buttons or keys to use:
(PC attention to the numeric keypad to figures)
PC version ------------------------ ---- |---- GC
CHARACTER SELECTION: --- 4 ----------- B
NO LIGHT / OFF: 9 ----------- ----------- R
ROTATION character --- 6 / 8 -------- X / Y
TRANS MODE / OPAQUE: ----------- ----- 7 L
ROTATION CAMERA: ----- --- Analog Arrows
DISPLAY VECTORS: A ----------- ----- 2
2) DEMOTEV
With DEMOTEV, I wanted to associate light and texture, because in fact I knew the light by using vertex and display textures, but I could not combine the two. This is where the VTE: The VTE can combine ( "mix") color information or not with a texture and / or combine texture with a texture (multitexturing).
It also plays well with the color and alpha of a textured surface with color and alpha of a colored surface. Background: alpha is the degree of transparency or opacity of a color.
It can make 16 combinations (Stage) but only a multitexturing 8 textures. But it is enough.
In short, using operators, parameters, type of matrix, sources texture coordinates we do what we want the texture. As with Open GL.
This demo is not multitextures and want a reason to use this possibility.
I had already made a demo showing a cube with different textures simultaneously, but it was not multitextures as I had announced. I was wrong.
This demo does Shows a cube with a few comments on a star whose "color of the stars change. There are 2 versions:
a GC,
- Have the file DEMOTEV.gcm.
- Press the button to change the texture of the cube.
and a PC,
- Must be created under the root C: (where another hard disk) a "DEMOTEV" and put DEMOTEV.exe and DEMO.tpl, and then start DEMOTEV.exe.
- Press the 2 key on the numeric keypad to change the texture of the cube.
NOTES: GC versions of the 2 demos have a RESET button START.
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November 24th, 2008, 22:42 Posted By: wraggster

Every year, as it gets cold, many of us put our faithful two wheeled companion away for the winter. Despite that, there have been a veritable smorgasbord of bicycle related projects posted to instructables this last week. In honor of our human powered transportation, lets take a peak at a few projects.
Bicycle safety is always paramount. They can be fairly difficult to see compared to a car. There are many ways to make them easier to spot, such as wrapping them in reflective material, or adding blinking tail lights. Even if people do see us, they often have no idea where we are planning on going. To remedy this, we can always add turn signals. It can also be hard to see where you are going at times. Adding a head light, or helmet light can really help. If you’re not a big fan of LEDs and want a little retro flair, you can always add an oil lamp.
For those who live in warmer climates, or just can’t give up their bicycles, you may wish to add some festive decorations. Covering your bike in Christmas lights doesn’t look too difficult, and a CFL lit wheel is a cheap way of adding some cool effects.
http://hackaday.com/2008/11/24/bicycling-in-the-fall/
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November 25th, 2008, 21:53 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 27th, 2008, 19:39 Posted By: wraggster
New from Mr Modchips

Connects common PS/2 keyboards to Wii / GC / PS3 / PS2
The keyboard will only function with GC and PS2 games
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November 27th, 2008, 20:22 Posted By: wraggster
News via nintendomax

GCB us is the release of its first demo named Automatii.
A first release in two versions, a Game Cube and a Wii.
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November 29th, 2008, 12:36 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.


Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 30th, 2008, 20:44 Posted By: wraggster
New from Divineo China

- Connects PS/PS2 and Wii Classic controllers to GC/Wii
- Support PS dance mat in Wii dancing game
- Support rumble function
- Programmable Auto Fire mode included
Note:
1. Classic Linker would be recognized as a GC controller for GC / Wii console.
2. In Wii, GC controller (or Classic Linker) is not workable in Wii menu.
3. Supports GC controller compatible Wii games.
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