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The Hottest DCEmu Posters
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November 1st, 2010, 21:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15835.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
October 29, 2010
In order to improve usability (and likely improve compliance with any existing standards for program data storage on Windows), Nintendulator´s savestates, SRAM files, and debug dumps are now stored within the current user´s "My Documents" folder rather than within their roaming "Application Data" folder.
Additionally, the build configurations have been tweaked such that the ANSI version of Nintendulator can now be run properly on Windows 98 again (and possibly even Windows 95), for those inclined to do such a thing; it had apparently stopped working when I first changed it to store save data within the Application Data folder, appropriately enough.
http://www.qmtpro.com/~nes/nintendulator/
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November 4th, 2010, 02:11 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=309
The second Planet Virtual Boy Coding Compeition has ended. This year, 7 entries in total made it in before the deadline, which you can download all zipped up in one file here.
Please take your time to review all entries before casting your vote. In this secret vote, each user (registered before November 1st) has 10 points, which he can freely award to the submitted projects. You will have two week for this. On November 15th, the results will be announced!
Read on for an overview of all entries (in order of their submission date). More infos and discussion about each project can be found in the repective forum thread.
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November 9th, 2010, 01:15 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=310
Version 0.9.14-WIP of the multi platform emulator Mednafen has been released one day after a broken 0.9.13-WIP release. Virtual Boy emulation specific changes:
- New 3D mode "hli"
- Old "pbarrier" 3D mode renamed to "vli"
- New setting "vb.liprescale" (for the hli and vli 3D modes exclusively)
- New setting "vb.3dreverse" (reverses left/right)
- Save code fixed
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November 11th, 2010, 00:37 Posted By: wraggster

[Craig] wanted to make the original Game Boy LCD screen do his bidding so he sniffed out the data protocol that it uses. We were amused when he mentions that there’s an army of people out there looking to build pointless crap as part of a hobby. Guilty. And he goes on to outline why this LCD screen is a great resource for hobbiests.
As you can see in the pinout above, it uses 5V logic, with a 4 MHz data clock. These traits are both very friendly to a wide range if inexpensive microcontrollers. If you know how to address the display it should be very easy to use. Furthermore, the low pin count is thanks the to a 4-shade grayscale screen, limiting the data pins to just two. [Craig] hooked up his Saleae Logic probe to capture communications and walks us through what he discovered. During this process he proved to himself that he had figured out the protocol by exporting captured data from the logic probe and reassembling it into an image on his computer.
http://hackaday.com/2010/11/10/divin...-lcd-protocol/
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November 11th, 2010, 00:46 Posted By: wraggster

Speaking to Game Hunters during Mario's 25th-anniversary celebration at the Nintendo World Store, Mario maestro Shigeru Miyamoto revealed some interesting tidbits about everyone's favorite plumber. When asked what fans don't know about Mario, Miyamoto revealed that the development team on Super Mario Bros had considered using the NES D-pad to make Mario jump instead of the A button. We know, madness.
Another revealing bit of trivia: Miyamoto admitted that his favorite Mario game is Super Mario World. Miyamoto liked that the game combined the traditional action of the series with new map features, making players "think about where they were going and what they were going to do next." He added that many of the Super Mario World staff went on to become producers and directors.
Strangely, Miyamoto neglected to mention the SNES game's standout feature: namely, that the cape is awesome.
http://www.joystiq.com/2010/11/09/su...te-mario-game/
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November 13th, 2010, 11:22 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15869.html
NRage Input Plugin is a netplay and input plug-in for N64 emulators.
Quote:
NetPlay Input Plugin
Hello everyone. I´ve been working on an input plugin that supports netplay. I´ve attached it to this post for people that want to try it out. This is meant to be a workaround until zilmar implements netplay directly in Project64.
Instructions:
Unzip the dll into the Plugin folder.
Open Project64 and select AQZ NetPlay as the input plugin.
Go to Options, Configure Input Plugin. Select and configure an input plugin to use. My netplay plugin basically acts as a middleman, relying on a normal input plugin to read input from the keyboard/controller. Only plugins in the same directory as my plugin are listed. Also, my plugin does not work with Jabo DirectInput7 1.7, but it does work with Jabo DirectInput7 1.6 that comes with Project64 1.6. When you have selected and configured an input plugin, click OK.
Pick a game to play. Send the save file for that game to each player you plan to play with. The save file is located in the Save folder by default. If each player does not have the same save file, the emulators will probably desync.
Open the game. A message will appear telling you to plug in controllers for each local player. Click OK.
The config window for the plugin you have selected will appear. Check the "Controller is plugged in" check box for each player playing at your computer. (For example, if 3 people are planning to play, 2 people can play at one computer and the 3rd person can play at another computer.) Which controllers you decide to plug in (player 1, 2, etc) does not matter. My plugin will automatically assign each player to player 1, 2, etc automatically when the game starts. Finally, if you want to be a spectator and just watch, uncheck all 4 "Controller is plugged in" check boxes. When you are done, click OK.
The connect window will appear. Decide who will host the game. This person must leave the host box blank, pick a port number (the default, 27999, should work fine), and click Start Server. A message from a firewall may appear. Be sure to click Allow. Also, if the host is behind an NAT (home router), the host must forward the port they selected to their computer. Google how to do that if you don´t know. Every other player should enter the IP address of the host in the host box, choose the port the host chose, and click Connect. When everyone has connected, click Start Game. (Note: If anyone is using WiFi (excluding spectators), the game will probably be laggy unless they have a strong signal with low interference. You´re better off using an ethernet cable.)
Once the game starts, go to Options, Configure Input Plugin. A window will appear. Here you can adjust the lag setting. Set the value as low a possible. If you set it too low, the game will not run at full frame rate. However, the higher you set it, the more delay between the time when you press a key on your keyboard or button on your controller and the time that information reaches the game. The optimum lag is dependent on the connection latency (ping) between the host and each of the other players.
Notes:
From my experience lag is fairly low and often not very noticeable. It is much better than my experience with Kaillera. Of course, the huge advantage my plugin has over Kaillera is that it works with Project64 1.7, the best N64 emulator in my opinion. You can use my plugin with other N64 emulators, too. However, in my experience, most of them, including Project64 1.6, will desync while you are playing. I have never had a desync occur while using Project64 1.7 though.
I recommend going to Options, Settings, and unchecking "Pause emulation when windows is not active?" That way you can adjust the lag easily while the game is running. Otherwise, every time you click the window that lets you adjust the lag setting, the game will pause.
I´m thinking about adding a chat feature in the future so you can chat with your friends while you play. For now, use a separate program like AIM, etc. Again, uncheck "Pause emulation when windows is not active?" if you don´t want the game to pause every time you click the IM window to say something to your friends.
Let me know if you encounter any bugs with my plugin.
Enjoy Project64 1.7 with netplay support!
Changes:
v0.11:
Fixed a bug that made it impossible to run the server on Windows XP
v0.10:
Initial release
http://forum.pj64-emu.com/showthread.php?t=1973
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November 17th, 2010, 14:18 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15891.html
Mednafen a multi-system emulator has been updated. Mednafen emulates the following systems: Atari Lynx, Game Boy/Game Boy Color, GameBoy Advance, NES/Famicom, PC Engine (PC Engine CD), TurboGrafx 16 (TurboGrafx 16 CD), SuperGrafx, NeoGeo Pocket/NeoGeo Pocket Color, PC-FX, WonderSwan/WonderSwan Color and Nintendo Virtual Boy
Quote:
The Win32 build will be uploaded later Saturday or Sunday.
-- 0.9.15-WIP: --
November 12, 2010:
SNES: Reworked a floating-point compare to work correctly with x87 FPU math on gcc(and probably most 32-bit x86
compilers). TODO: Audit code to find and correct any other instances of similar problematic floating-point code.
November 11, 2010:
MasterCycles field of EmulateSpecStruct is now assigned in more emulated systems.
November 10, 2010:
Genesis: Converted the "md.region" and "md.reported_region" settings to enum types, to allow for automatic document
generation for the various values for these settings.
Genesis: Fixed various issues that were preventing emulation from working properly on big-endian systems.
SNES: Updated the PowerPC code in libco with "blargg_libco_ppc64-5".
November 9, 2010:
VB: Fixed an endian-related bug with joystick input state decoding.
VB: Made the VIP emulation code big-endian-compatible.
VB, PC-FX: Made the V810 core´s "fast" mode work on big-endian platforms.
Genesis: Fixed a major problem with illegal instruction handling; executing a long string of illegal instructions
will no longer lock up Mednafen. Thanks to Zombie for pointing out the lockup problem.
November 8, 2010:
Fixed(hopefully) OpenGL pixel shader initialization error detection.
Fixed "supereagle" special scaler crashing when the source surface was large.
VB: Added setting "vb.sidebyside.separation", which controls the number of pixels between the L/R view(pixel count is
pre-scaling by xscale(fs)), with a default value of 0. Previously, the effective separation for the sidebyside
was 16, so if you want to replicate the behavior of previous versions, set this setting´s value to 16.
November 7, 2010:
NGP, SMS, NES: const-ified some const data.
NGP, PC-FX, NES, WonderSwan: Fixed various initialization issues(they´re not a problem now, but it´s done for future-proofing).
WonderSwan: Fixed internal EEPROM initialization to not persist across game loadings(this doesn´t apply to Mednafen...
yet ). TODO: Evaluate removing persistence across power events.
MDFND_DestroyMutex() now actually frees the memory for the mutex wrapper.
Fixed a few initialization and deinitialization bugs in cdrom/cdromif.cpp (thanks to Rakashazi for pointing them out)
http://forum.fobby.net/index.php?t=msg&th=589&start=0&
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November 19th, 2010, 12:26 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=311
Here are the final results of the community voting for this year's coding competition. Congratulations!
Project Points
1. Hunter
by DanB 102 (35%)
2. Capitan Sevilla II
by rubengar 49 (17%)
3. Mandelbrot Explorer
by Fwirt 33 (11%)
4. Soviet Union 2010
by HorvatM 32 (11%)
5. GoSub 3D
by VirtualChris 27 (9%)
6. PongInvaders
by usch 25 (9%)
7. Super Bounce
by DogP 22 (8%)
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November 20th, 2010, 23:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15916.html
Mednafen GUI is a Windows-frontend for the multisystem-emulator Mednafen.
Quote:
Mednafen GUI
A Windows GUI for the popular multi-system emulator Mednafen, written in C#.
Usage
Extract the contents of this package into your mednafen directory and start mednafengui.exe.
v1.0.0.0 - Initial Build
*Simple, just find a rom and start
*gui remembers the last rom
*Non-descriptive about box with MS stock art
TODO
Basic settings for paths, files, input, video, audio, etc
more advanced settings like input assigning, and other deeper settings
system specific settings
TODO Maybe
More advanced rom browser
type of rom detector
http://sourceforge.net/projects/mednafengui/
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November 21st, 2010, 01:28 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11766.html
Dynamic-Designs has officially revealed a new project, Princess Minerva for the Super Famicom.
Seems Bongo` was looking into the code last year some unsuccessful attempts to hack Albert Odyssey 1 and 2 for SFC. So he started looking at PM’s code, thinking it would be easier. It wasn’t, but in the end he cracked the code on all three games.
If you’re a dedicated translator and want to help D-D give Minerva the same quality translations as their other works, you should contact them.
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November 21st, 2010, 23:31 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- mapper 25 - game bug fixed lol, ganbare goemon gaiden credits now works fine finally ;
- mapper 69 - debugger crash fixed;
- mapper 253 - fixed somehow, but I'm sure not ideal;
- UNIF OneBus - parent for UNIF DANCE board now, without PCM samples, emulation improved, new dumps working too;
- UNIF WITG - removed, dupe 193 mapper.
news source: http://cah4e3.shedevr.org.ru
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November 22nd, 2010, 21:21 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15933.html
The version 0.15 of the NES emulator Macifom for Mac OS X has been released.
Quote:
Version 0.15 Released!
The latest version of Macifom features the following major fixes and improvements:
Support for games using the MMC3 mapper on TxROM boards (such as the indie hit Blade Buster, pictured above)
Support for games designed for SUROM boards
Further improvements to the APU and PPU timing for compatibility and hardware equivalency
Improvements to the functionality and stability of the debugger. Audio playback now works properly when debugging and APU and PPU are synchronized when stepping through execution.
About Macifom
Macifom is a highly-accurate NES emulator and debugger written in Objective-C that leverages the latest Mac OS X APIs to provide excellent performance and usability. The purpose of this project to facilitate new NES development on the Mac OS X platform while leveraging OS X technologies such as AppKit, OpenCL, CoreAudio, OpenGL and more!
The latest version of Macifom features:
Cycle-exact CPU (2A03) emulation for valid opcodes
Scanline-accurate PPU (2C02) emulation
Excellent sound reproduction care of Blargg´s Nes_snd_emu library
Windowed and full-screen display modes
Support USB Gamepad and Joystick controls
Supports games designed for NROM, UxROM, CNROM, AxROM, SNROM, SUROM and TxROM boards.
Automatic saving of cartridge SRAM to disk
A debugger featuring breakpoints, live disassembly of program code, reading and writing of memory locations, register display and step-through execution.
http://code.google.com/p/macifom/
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November 23rd, 2010, 15:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15934.html
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:
Changelog:
* 21.11.2010
* mapper 25 - game bug fixed lol, ganbare goemon gaiden credits now works fine finally
* mapper 69 - debugger crash fixed
* mapper 253 - fixed somehow, but I´m sure not ideal
* UNIF OneBus - parent for UNIF DANCE board now, without PCM samples, emulation improved, new dumps working too
* UNIF WITG - removed, dupe 193 mapper
* 19.06.2010
* UNIF NTD-03 - new dump "ASDER 20-in-1 (Unl)[U][!]"
* UNIF KS7012 - new dump "Zanac (KAISER)(FDS Conversion)(Unl)[U][!]"
* mapper 210 - savestate fixed
* fixed "Young Indiana Jones Chronicles, The (U) [!]" problem, thanks to nesdev people
* 13.05.2010
* mapper 121 - finally worked for all games (still hacky)
* mapper 121 - redefined with CRC check "Sonic 3D Blast 6 (Unl)" and "Street Fighter Zero 2 ´97 (Unl) [!]"
* mapper 187 - removed mapper 121 leftovers
* mapper 228 - fixed, save regs added
* fixed ines loading, "Action 52" now works fine
http://cah4e3.shedevr.org.ru/fceultra.php
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November 27th, 2010, 23:58 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6483
If there is a SetBreakPoint and the actual distance is enough to achieve the BP, we wait for the FIFO Loop in dual core mode. That fix Pokemon XD in game in dual core mode (also maybe this fix Issue 3452) and hopefully others FIFO hangs related with BP. I test games like SMG and don't produce slowdowns. If you have any slowdown about this commit. Please report it.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 28th, 2010, 22:32 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15956.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
November 26, 2010
Today´s build bumps the mapper interface version up to 3.8 in order to fix a few long-standing quirks in some of its data types:
* COMPAT_TYPE´s order has been reversed (so that COMPAT_NONE comes first and COMPAT_FULL comes last) and COMPAT_NUMTYPES has been added in order to denote the number of actual compatibility levels recognized.
* In STATE_TYPE, STATE_SIZE is now the first value instead of the last one.
* In ROM_TYPE, ROM_UNDEFINED is now the first value instead of the last one; additionally, ROM_NUMTYPES has been added in order to denote the number of actual ROM types recognized.
Additionally, another 20 UNIF boards have been added, and the "Mappers Supported" section at the bottom of the page is now dynamically generated.
http://www.qmtpro.com/~nes/nintendulator/
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November 28th, 2010, 22:36 Posted By: wraggster

If, like us, you've been waiting to see Kinect in control of a truly marquee game, your wait has now come to an end. The same fella that brought us the Kinect lightsaber has returned with a hack enabling eager nostalgics to enjoy a bout of Super Mario controlled only by their body contortions. OpenKinect was used to get the motion-sensing peripheral -- originally intended exclusively for use with an Xbox 360 -- to communicate with his PC, while a simple NES emulator took care of bringing the 25-year old plumber to life.
http://www.engadget.com/2010/11/28/k...e-convergence/
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November 30th, 2010, 01:15 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6496
DX9 debugger improvements:
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.
Download Here --> http://www.dolphin-emulator.com/download.html
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