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January 15th, 2020, 21:14 Posted By: wraggster
Wine v5.0-rc5 is released. Wine is a project to allow a PC running a Unix-like operating system and the X Window System to run x86 programs for Microsoft Windows. Alternately, those wishing to port a Windows application to a Unix-like system can compile it against the Wine libraries.
Wine v5.0-rc5 Changelog:
Bug fixes only, we are in code freeze.
http://www.emucr.com/2020/01/wine-v50-rc5.html
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January 15th, 2020, 21:06 Posted By: wraggster
BizHawk v2.3.3 is released. BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.
BizHawk Supported Systems
* Nintendo Entertainment System, Famicom, Famicom Disk System
* Super Nintendo Entertainment System and Super Famicom
* Nintendo 64
* Game Boy, Super Game Boy, and Game Boy Color
* Game Boy Advance
* Sony PlayStation
* Sega Master System, Game Gear, and SG-1000
* Sega Genesis
* Sega Saturn
* NEC PC Engine (AKA TurboGrafx-16), including SuperGrafx and PCE CD
* Atari 2600
* Atari 7800
* Atari Lynx
* ColecoVision
* TI-83 graphing calculator
* Wonderswan and Wonderswan Color
* Apple II
https://github.com/TASVideos/BizHawk
http://www.emucr.com/2020/01/bizhawk-v233.html
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January 15th, 2020, 20:44 Posted By: wraggster
GameEx v16.11 is released. GameEx is a graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators, along with being a good Home Theatre PC solution. It also makes a good CarPC and touchscreen frontend. The original goal was for it to be used on Windows XP Media Center and Arcade Cabinets although it will run on any version of Windows 98, ME, 2000, XP and Vista. For just $17 (USD) you can too unlock the full potential of the front end.
http://www.emucr.com/2020/01/gameex-v1611.html
http://www.gameex.net/
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January 15th, 2020, 20:36 Posted By: wraggster
HTC Vive has cut prices on its line of Vive Pro virtual reality headsets, dropping the price on three of its Vive Pro offerings by $200 each.
For those who want the headset on its own, the Vive Pro HMD is now $599. The Starter Kit, which includes the headset as well as two controllers and two Steam VR 1.0 base stations, will sell for $899 going forward. Finally, the Vive Pro Full Kit with the headset, two controllers, and two Steam VR 2.0 base stations, now goes for $1,199.
The Vive Pro Eye headset is not included in the price cuts. The eye-tracking version of the headset remains $999 for the headset on its own, and $1,599 when sold as a Full Kit with controllers and a pair of Steam VR 2.0 base stations.
https://www.gamesindustry.biz/articl...d200-price-cut
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January 15th, 2020, 20:31 Posted By: wraggster
Tequila Works' Google Stadia exclusive Gylt is somewhat of an anomaly on the list of games currently available via the streaming service.
Described as "delicate horror" by CEO and creative director Raul Rubio, it's inspired by Pan's Labyrinth director Geuillmo Del Toro, who is "in love with his monsters."
But nestled amid the blockbusters and arcade-style games, Gylt's haunting exploration of teenage bullying is Stadia's clear attempt at getting some indie credentials.
While speaking with GamesIndustry.biz at the Fun and Serious Game Festival in Bilbao, Spain, Rubio discusses working with Google in the run up to Stadia's launch, and what the future holds for game streaming.
Google approached Tequila Works around two years ago, and Rubio says he was immediately impressed by the Stadia tech. Riding high off the success of 2017's Rime, it's not hard to see why Tequila Works got the call. But Rubio sounds almost surprised when he says Google wanted a narrative-focused, indie exclusive without online or multiplayer.
Rubio says this began a "very open and honest dialogue" with Google, as the tech giant financed and produced the project. In fact, under Google he adds, Gylt had the "smoothest production for a Tequila Works game ever."
https://www.gamesindustry.biz/articl...uila-works-ceo
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January 14th, 2020, 19:10 Posted By: wraggster
A new software update is available, would you like to update now? No, not for one of your consoles, but for RetroArch! The first new version of the year, in fact. RetroArch v1.8.3 has just been released, and this version makes some major additions to our favorite emulator frontend. The most notable new feature in 1.8.3 is ANGLE support, which helps platforms that don't have good OpenGL core support get better performance, by converting OpenGL to Direct3D. ANGLE is available for two platforms initially: UWP (Xbox One) and Windows 64bit. This will help out users that have older integrated graphics cards or use RetroArch on the Xbox One.
- For the regular Windows version, there are two binaries from now on – one with ANGLE (retroarch_angle.exe), one without (retroarch.exe). The non-ANGLE version will use your system-provided OpenGL driver, while the ANGLE version will use the ANGLE version of the OpenGL dynamic libraries.
- ANGLE works over OpenGL ES. This means that ANGLE requires separately compiled cores targeting OpenGL ES 2/3 instead of desktop OpenGL. What this means is that 1) you need separate cores for every Libretro OpenGL core you want to run, since the current OpenGL cores available for Windows assume that desktop OpenGL will be targeted, and 2) a libretro core has to have a working OpenGL ES 2 or 3 implementation in order for it to work. This will mean that currently, cores like Quake 2/3/Doom 3 won’t work since there are no working OpenGL ES 2 codepaths in those cores. However, Mupen64plus Next and Flycast do have OpenGLES 2 codepaths.
Click to expand...
That's not the only improvement, though! Netplay has also gotten some lovely fixes and refinements. A major bug that had plagued netplay users--disconnecting all players from a server when one player quits the game--has been solved, after a year. A memory leak has also been patched out, meaning netplay should just be more stable, overall.
You can see the changes for yourself, by grabbing the latest version of RetroArch from the Libretro site, linked in the source.
Changes
1.8.3
- ANDROID/BUGFIX: Fix ‘Install or Restore Core’ regression
- BUGFIX: Ensure core info is always initialised when calling ‘drivers_init()’. This bug could prevent cores from doing content runtime logging
- BUGFIX/MENU: History size can only be set to 1 at a minimum
- BUGFIX/MENU: (XMB/OZONE) Fix ‘quick menu’ detection. XMB would not display savestate thumbnails in the quick menu if it was accessed via the main menu
- BUGFIX/CRASH/CORE UPDATER: Fix potential double free error
- BUGFIX/CRASH/OPENGL/WINDOWS: Fix regression in 1.8.2 that would cause GL-based cores to fail because it would try to erroneously load libGLESv2.dll instead of OpenGL32.dll (cores affected: VitaQuake 2/3/Dhewm3, possibly more)
- BUGFIX/MENU/DESKTOP UI: Show desktop menu on startup does not launch Qt UI on Linux
- CHEEVOS: Don’t disable achievement when AddAddress generates an out-of-range address
- CHEEVOS: Don’t reset triggers/leaderboards that failed to load
- CHEEVOS: Don’t count unsupported achievements as unlocked
- CORE UPDATER: Display number of cores updated when updating installed cores
- DINGUX: Initial port
- D3D11: Block FL9_3 devices from D3D11 driver because they don’t work anyway (current D3D11 driver uses SM4.0 which requires FL10_0 and up)
- D3D11: Fallback to GL driver when D3D11 fails
- EMSCRIPTEN: Fix assets
- HISTORY/FAVORITES: Bump up default to 200 entries from 100
- FFMPEG CORE: Implement packet buffer, fixes MP4 video playback for many files
- LOCALIZATION: Update Italian translation
- LOCALIZATION: Update Polish translation
- LOCALIZATION: Update Russian translation
- LOCALIZATION: Update Spanish translation
- MENU: Added ‘Hosting’ menu under Netplay menu
- MENU: Added ‘Subsystems’ menu
- MENU/FILEBROWSER: Fix file selection issues when starting from (or navigating to) the top level directory
- MENU/WIDGETS: Prevent looping of task title text
- RASPBERRY PI: Fix BGRA8888 color inversion issues in the menu and elsewhere with VideoCore GL drivers
- NETPLAY/RELAY: Add Sao Paulo (Brazil) relay server
- NETPLAY/RELAY: Fix the “spectator” bug when using the relay server – When a player switches into the spectator mode (pressing “i”) while using the relay server, all players will disconnect.
- NETPLAY/RELAY: Overall stability has improved. Fixed a memory leak that would cause the relay server to become unresponsive after some time
- NETPLAY/RELAY: Fixed critical bug that would cause all players to be disconnected from the relay server if one player was leaving the game. That bug had been open for one year and we were finally able to fix it
- SWITCH/LIBNX/BUGFIX: Fix onscreen keyboard input regression
- UWP: Add ANGLE support
- UWP: Wire up get_metrics to the fake context of D3D9/10/11/12 driver, enabling proper scaling and mouse/touch gestures
- VITA: Re-add Online Updater
- VULKAN: Fix font driver ‘vulkan_get_message_width()’ function
- VIDEO FILTERS: Only use threads when the number exceeds 1. Fixes race conditions with some CPU filters on Vita
- WINDOWS: Add ANGLE support for x64, separate binary (for now?)
Click to expand...
Source
https://gbatemp.net/threads/retroarc...ements.556107/
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January 14th, 2020, 17:43 Posted By: wraggster
Facebook Gaming has seen an end-of-year rise in hours watched, reaching 102 million total hours in December -- up 210% year-over-year from December 2018's 32 million hours.
StreamElements and Arsenal.gg have released their Q4 State of the Stream report, which showed that Facebook Gaming's market share as of December has risen considerably since last year. Facebook Gaming held 8.5% of the streaming market last month, compared to only 3.1% in December of 2018.
YouTube Gaming held steady with 27.9% of the market (compared to 27.5% last year) and Mixer grew slightly from 2% to 2.6%. All platforms are slowly chipping away at Twitch, which went from 67.1% of the market in December 2018 down to 61% in December 2019.
https://www.gamesindustry.biz/articl...d-of-year-rise
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January 14th, 2020, 17:35 Posted By: wraggster
Grand Theft Auto IV is no longer available for purchase on Steam, due to Rockstar Games losing the ability to generate new keys for the game.
At the time of this post, the game still has a Steam store page and its standalone expansion, Episodes from Liberty City, is still buyable. However, a Rockstar Games spokesperson told US Gamer that the publisher will need to look for new options to distribute the game.
https://www.gamesindustry.biz/articl...-generate-keys
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January 14th, 2020, 17:31 Posted By: wraggster
Epic Games today offered an update on the growth of the Epic Games Store. Launched in December of 2018, the store to-date has racked up $680 million in spending from 108 million PC customers.
While much of that total can be accounted for by Epic's own hit Fortnite, the company noted that $251 million has been spent by players on third-party PC games.
https://www.gamesindustry.biz/articl...layer-spending
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January 8th, 2020, 18:40 Posted By: wraggster
It was perhaps inevitable that other hardware manufacturers would attempt to bottle the Nintendo Switch lightening, and Alienware certainly appears to be doing that with the Concept UFO.
Unveiled at CES 2020, this is a prototype of a portable PC with more than a few influences taken from Nintendo's popular console. It has removable controllers, which can be attached to a grip to form a more traditional gamepad when the Concept UFO is standing upright or plugged into a monitor.
It runs on Windows 10, according to Business Insider, suggesting users will be able to access their libraries on Steam, Epic Games Store, uPlay, etc.
The device has an 8-inch screen with a 1200p resolution, a marked improvement over Switch's 6.2-inch, 720p screen. But while the controllers can be removed, it does not appear they support two players like Nintendo's console.
The Concept UFO is powered by a 10th generation Intel processor, supports connectivity like Bluetooth and Wi-Fi, has two USB-C ports and can be controlled with a keyboard and mouse if you so choose.
https://www.gamesindustry.biz/articl...ble-pc-concept
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January 8th, 2020, 18:40 Posted By: wraggster
Steam has seen a major slowdown of games released on the platform for the first time in four years, according to data from SteamSpy.
Last year 8,415 games arrived on Steam, compared to 8,167 in 2018. With the number of games released on Steam rapidly increasing since 2014, this represents a notable change in pace.
The number of games released on the platform saw its first major leap in 2014, increasing to 1,609 from 557 the year prior. Since then, the number of games releasing on Steam has increased to nearly 2,000 a year.
The effect of this slowdown is seen throughout the data for 2019, most notably with the number of copies owned falling from 242 million in 2018 to 127 million in 2019.
SteamSpy is unable to provide precise sales data, but the number of copies owned "refers to total copies of games released this year acquired by users for the lifetime. Includes copies sold, downloaded for free and given out."
With both the average and median price increasing by around $1, it suggests the platform is seeing fewer cheap games released. It's also the first time the average price of games on Steam has increased year-over-year since 2014.
https://www.gamesindustry.biz/articl...-steam-in-2019
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January 8th, 2020, 18:38 Posted By: wraggster
Modern Times Group today announced that its esports subsidiaries ESL and DreamHack have signed a three-year deal with Blizzard Entertainment to run ESL Pro Tours for StarCraft II and Warcraft III: Reforged.
With Warcraft III: Reforged not slated to release until later this month, the ESL Pro Tour will become the first major championship series for the game. But for StarCraft II, the ESL Pro Tour will replace the StarCraft II World Championship Series, which has run for seven years with a grand final tournament held at the annual BlizzCon conference.
https://www.gamesindustry.biz/articl...-esl-dreamhack
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January 2nd, 2020, 23:12 Posted By: wraggster
MAME v0.217 is released. MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game's ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.
What's news in MAME:
MAMETesters Bugs Fixed
----------------------
- 00232: [Graphics] (skyfox.cpp) exerizerb, skyfox: Missing parallax effect. (sasuke)
- 04344: [Graphics] (galivan.cpp) ninjemak and clones: Continue countdown on game over displays incorrectly. (sasuke)
- 05380: [Interface] (apple2gs.cpp) apple2gs: Command-line media options not recognised for cards set in INI file. (R. Belmont)
- 05387: [Timing] (snk6502.cpp) nibbler: Some animations run too fast. (AJR)
- 05606: [Gameplay] (crvision.cpp) crvision and clones: Sound plays too slowly causing game delay issues. (Michael Zapf)
- 06782: [Gameplay] (apple2gs.cpp) apple2gs [chsm2100]: Chessmaster 2100 player clocks do not count. (R. Belmont)
- 06946: [Misc.] (galivan.cpp) dangar, dangara, dangarb, dangarbt, dangarj: Black warp screen between areas is missing. (sasuke)
- 07196: [Timing] (snk6502.cpp) nibbler: Game slows down periodically in two-player mode. (AJR)
- 07482: [Color/Palette] (apple2.cpp) apple2, apple2e and clones: Graphics colors do not match the original machines. (R. Belmont)
- 07493: [Graphics] (galivan.cpp) dangar, dangara, dangarb, dangarj, galivan, galivan2, galivan3: Incorrect text colors. (sasuke)
- 07494: [Graphics] (terracre.cpp) horekid, horekidb, boobhack: Coffee break doesn't show. (sasuke)
- 07501: [Sound] (snk6502.cpp) nibbler: Snake sound missing when materializing in two-player game. (hap)
- 07502: [Sound] (ms32.cpp) f1superb: Machine is flagged as lacking sound emulation, but plays sound. (ArtLine)
- 07510: [Cheat System] An unnecessary separator is displayed at the top of the cheat menu. (kunikuni)
- 07524: [DIP/Input] (subsino2.cpp) new2001, queenbee, squeenb: Input settings are not saved. (hap)
New working machines
--------------------
Bondwell Holding Bondwell Portable Computer Model 14 (German keyboard) [rfka01]
Cosmo Gang (US) [hap, Lord Nightmare, coolmod, The Dumping Union]
CXG Systems / Newcrest Technology Sphinx 40 [hap, Berger]
CXG Systems / Newcrest Technology Sphinx Dominator (v2.05) [hap, Berger]
France Double R La Regence [hap, anonymous]
Intec InterAct Complete Video Game 89-in-1 [Sean Riddle, David Haywood]
Lexibook JG7415 120-in-1 [TeamEurope, David Haywood]
MiWi2 16-in-1 + Drum Master [David Shah, David Haywood]
New working clones
------------------
200 in 1 Retro Arcade [eanbowman]
Acorn Computers / Slogger Acorn Electron (Stop Press 64i) [Nigel Barnes]
Arlington Horse Racing (v1.40-D) [Brian Troha, The Dumping Union]
Magic Bubble (Adult version, YS1302 PCB, set 2) [hammy, The Dumping Union]
Mandinga (Electrogame S.A. bootleg of Amidar) [ClawGrip, Rampa]
Megatouch 5 (9255-60-50 R0G, Bi-Lingual GER/ENG version) [TeamEurope, Brian Troha, The Dumping Union]
Mera-Elzab Meritum I (Model 1) [element853, Robbbert]
Osborne Osborne-1 with SCREEN-PAC [Vas Crabb]
Snow Bros. 2 - With New Elves / Otenki Paradise (Nyanko) [jordigahan, Heckler, ClawGrip]
Tron (5/12) [cdjump @ klov]
Machines promoted to working
----------------------------
Jungle Soft / Ultimate Products (HK) Ltd Zone 40 [David Haywood, BeckyRGB]
Lexibook Zeus IG900 20-in-1 (US?) [David Haywood, Sean Riddle]
Star Wars Arcade (US) [O. Galibert, Caps0ff]
Wing War (World) [O. Galibert, Caps0ff]
Clones promoted to working
--------------------------
Channel Three [TeamEurope, Grull Osgo, Ivan Vangelista]
Star Wars Arcade (Japan) [O. Galibert, Caps0ff]
Wing War (Japan) [O. Galibert, Caps0ff]
Wing War (US) [O. Galibert, Caps0ff]
Wing War R360 (US) [O. Galibert, Caps0ff]
New machines marked as NOT_WORKING
----------------------------------
21 (Sigma) [Yasuhiro Ogawa]
BaoBaoLong BBL380 - 180 in 1 [zhongtiao1]
Buttobi Striker [SpinalFeyd, R. Belmont]
Cars 2 (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
Chameleon RX-1 [starlord, ClawGrip, Recreativas.org]
Digital Equipment Corporation VT52 [Dalby Datormuseum, Matt Burke, AJR]
EOD Performance Inc. Vanguard MK1 [Caps0ff]
Fantasy Story [David Haywood, caius, The Dumping Union]
Fish Life Amazon Playful Edition (Japan) [Musee Bolo]
Golden Tee Golf (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
Golden Winner [@LosTrastosDeXaX, ClawGrip]
Hasbro Playskool Heroes Transformers Rescue Bots Beam Box (Spain) [Sean Riddle, ClawGrip]
JAKKS Pacific Inc Star Wars Blaster Strike [Sean Riddle]
JAKKS Pacific Inc Teenage Mutant Ninja Turtles Hero Portal [Sean Riddle]
Kattobase Power Pro Kun [SpinalFeyd, R. Belmont]
Lexibook Compact Cyber Arcade - Star Wars Rebels [TeamEurope]
Lexibook JG7425 221-in-1 [TeamEurope]
M&D unknown M&D handheld [zhongtiao1]
Majesco (licensed from Konami) Konami Collector's Series Arcade Advanced [Sean Riddle, David Haywood]
Oxford Instruments ITC-4 Intelligent Temperature Controller (Version 2.04) [ClawGrip]
Pro-Nets Technology Speedcom VD56SP [ClawGrip]
Pub Time Darts [jordigahan, ClawGrip]
Rowe International CD-100B LaserStar [unknown]
Super Mario Fushigi no Korokoro Party (satellite) [SpinalFeyd]
Sweet Land [anonymous]
Takara / Sammy / DCT / SSD Company LTD Gachinko Contest! Slot machine TV (Japan)
[Sean Riddle, Peter Wilhelmsen, ShouTime, David Haywood]
Techno Source Handy Boy 11-in-1 (TV Play Power) [Sean Riddle, GameHistory.org]
Toy Story Mania (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
unknown VRender0+ bowling game [SpinalFeyd, hammy, The Dumping Union]
Virtual Ping Pong (Conny / SDW Games) [Sean Riddle, David Haywood]
VTech Genius Junior Profi (Germany) [TeamEurope]
VTech Genius Tabletop Black Magic CX (Germany) [TeamEurope]
VTech PC Super Color (Spain) [ClawGrip]
VTech V.Baby [Sean Riddle, ClawGrip]
New clones marked as NOT_WORKING
--------------------------------
Abit 486 EISA-AE4 [rfka01]
AEG Olympia Olyport 40-21 [rfka01]
Aquarius System (ASI) MD-4DUVC [rfka01]
Arche Technologies Inc. KMA-300G-25 [rfka01]
Blood Bros. (Modular System) [jordigahan, ClawGrip]
Bull Micral 45 [rfka01]
Computechnik ASC486SLC [rfka01]
dreamGEAR Shredmaster Jr (NTSC) [Sean Riddle, David Haywood]
Elitegroup UM8810 PAIO [rfka01]
Elitegroup SI5PI AIO [rfka01]
Epson PC AX [rfka01]
Epson PC AX2e [rfka01]
Epson PC AX3 [rfka01]
Freetech 486FT55 [rfka01]
Gigabyte GA-486AM/S [rfka01]
Gondomania (World) [Corrado Tomaselli, The Dumping Union]
Jetway J-446A [rfka01]
Poitto! (revision C) [hammy, The Dumping Union]
Raiden (Modular System) [jordigahan, Recreativas.org, ClawGrip]
Sanyo SPC-400D [jordigahan, ClawGrip]
Star Horse Progress Returns (live and voice) [Darksoft, rtw, MetalliC]
Star Horse Progress Returns (main screen left) [Darksoft, rtw, MetalliC]
Star Horse Progress Returns (main screen right) [Darksoft, rtw, MetalliC]
Star Horse Progress Returns (sound) [Darksoft, rtw, MetalliC]
Super Mario Fushigi no Korokoro Party (center) [SpinalFeyd]
Tetris (bartop, prototype) [Andrew Welburn]
Thomson SIMIV TO16 [rfka01]
TMC Research Corporation PCI48AF [rfka01]
VTech Storio (ES, Spanish, 2011-06-17?) [Sean Riddle, ClawGrip]
New working software list additions
-----------------------------------
electron_flop:
Stop Press 64 [Derek Walker]
HeadFirst PD Disk E000/M000/B000, HeadFirst PD Disk E001/M005/B001, HeadFirst PD Disk E002/M006/B002, HeadFirst PD Disk E003,
HeadFirst PD Disk E004, HeadFirst PD Disk E005, HeadFirst PD Disk E006, HeadFirst PD Disk E007, HeadFirst PD Disk E008,
HeadFirst PD Disk E009, HeadFirst PD Disk E010/M009/B005, HeadFirst PD Disk E011, HeadFirst PD Disk E013,
HeadFirst PD Disk E015/M015/B014, HeadFirst PD Disk E016/M016/B015, HeadFirst PD Disk E017, HeadFirst PD Disk M013/B012
[everygamegoing.com]
fmtowns_flop: DOR, DOR Part 3, Elle [r09]
gameking: 4 in 1 - Chaser + Blaster + StarWars + Nagual (set 2) [sCZther, TeamEurope]
gameking3: Falcon Corps, Search Action, Vagrant [sCZther, TeamEurope]
ibm5170: Sleepwalker, UFO - Enemy Unknown (Italy) [ArcadeShadow]
pce: R-Type Part-2 (alt) [Maddog]
samcoupe_cass: F-16 Combat Pilot (demo) [TwistedTom]
samcoupe_flop:
Boing!, Defenders Of The Earth, Sam Coupe System Disk (SAMDOS v1.1), Sam Coupe System Disk (SAMDOS v2.0), Sam Strikes Out!, Sphera
[TwistedTom]
spectrum_cass: Los Gnomos - David el Gnomo [RetroLEL]
spectrum_mgt_flop: Plus D System Disk v1 [TwistedTom]
vectrex:
3D Scape Demo Collection, All Good Things, City Bomber, Continuum, Hexed!, Lord of the Robots, Moon Lander, Nebula Commander,
Patriots, Performance VX, Protector and Y*A*S*I, Revector, Rockaroids Remix, Ronen's Games Cart, Royal 21, Sectis, Spike Hoppin',
Spike's Water Balloons - Analog Version, Thrust (1.2), Thrust (Final 1.01), Vector 21, Vector Vaders, Vectrex Frogger,
Verzerk (Berzerk hack), War of the Robots, War of the Robots - Bow to the Queen, Zantis [Justin Kerk]
Software list items promoted to working
---------------------------------------
jaguar:
Bubsy in Fractured Furry Tales, Cannon Fodder, Double Dragon V - The Shadow Falls, Dragon - The Bruce Lee Story, Hyper Force,
Pinball Fantasies, Raiden, Raiden (Rev. A), Rayman, Sensible Soccer - International Edition, Soccer Kid,
Soccer Kid (Re-release, Hacked), Towers II - Plight of the Stargazer, Worms, Zero 5, Zool 2 [Angelo Salese]
New NOT_WORKING software list additions
---------------------------------------
gcslottv: Aladdin TV, Ginginmaru TV, Moju-o TV, Salaryman Kintaro [Sean Riddle, Peter Wilhelmsen, ShouTime, David Haywood]
leapfrog_leappad_cart: Was ist das? von Richard Scarry (Germany) [TeamEurope, FakeShemp]
pico:
The Muppets on the Go! (prototype 19950721), The Muppets on the Go! (prototype 19960301),
The Muppets on the Go! (prototype 19960313), The Muppets on the Go! (prototype 19960322, set 1),
The Muppets on the Go! (prototype 19960322, set 2), The Muppets on the Go! (prototype 19960324),
The Muppets on the Go! (prototype 19960329), The Muppets on the Go! (prototype 19960330, set 1),
The Muppets on the Go! (prototype 19960330, set 2) [Demon, FakeShemp]
sega_beena_cart:
Pocket Monsters Diamond & Pearl Pokemon o Sagase! Meiro de Daibouken!, Samurai Sentai Shinkenger Battle ga Ippai! Iza Mairu!,
Shoku Iku Series 1 Soreike! Anpanman-Sukikirai Nai Ko Genki na Ko!,
Soreike! Anpanman Hajimete Kaketa yo! Oboeta yo! Hiragana Katakana - Gojuuon Board Kinou-tsuki,
Yes! PreCure 5 Asonde Oboeyou Hiragana! [TeamEurope, FakeShemp]
Source Changes
--------------
-snk6502.cpp: Corrected CPU speed according to schematics and added wait states for vanguard, fantasy, pballoon and nibbler. [AJR]
-cpu/m6502: Added disassembler and basic execution core for Rockwell R65C19. [AJR]
-cpu/bcp: Added preliminary dp8344 execution core and improved disassembly. [AJR]
-cpu/mc68hc11: Fixed disassembly and execution of BRCLR/BRSET with Y-relative indexed addressing. [AJR]
-bus/s100: Added ASC Associates SASI Host Computer Adapter card. [AJR, Bitsavers]
-debugger: Added cpulist command. [AJR]
-cpu/vt50: Added very preliminary CPU execution emulation. [AJR]
-debugger: Show opcodes in octal when disassembling code from octal spaces. [AJR]
-armedf.cpp, galivan.cpp: Cleaned up video configuration, and converted to raw screen parameters. [Angelo Salese]
-galivan.cpp: Added interrupt acknowledge signal. [Angelo Salese]
-nb1414m4.cpp: Improved notes and added a frame synchronization stub. [Angelo Salese]
-Re-implemented ARM IOMD and VIDC20 emulation as devices. [Angelo Salese]
* Both ssfindo.cpp and riscpc.cpp now share the same implementation.
* Allows riscpc to reach desktop mode with valid non-volatile RAM contents.
* Adds preliminary soudn for ppcar.
-Add low latency option to internal user interface. [Antonio Giner]
-namcos2.cpp: Reduced duplication in machine configurations and memory maps, and updated notes. [cam900]
-segas16a.cpp, segas16b.cpp: Added save state support, improved reset behavior, and moved dfjail to a derived state class. [cam900]
-bnstars.cpp, ms32,.cpp, tetrisp2.cpp: Derive clocks from crystals present on PCBs. [cam900]
-namcofl.cpp: Converted RAM/ROM banking to use address_map_bank_device, added raw screen parameters, and cleaned up code. [cam900]
* Also updated notes on imperfectly emulated features.
-namco_c355spr.cpp: Fixed priorities when priority 0 sprites aren't the first layer drawn. [cam900]
-sknsspr.cpp: Corrected high-precision sprite shrinking algorithm and changed position values to 10.6 fixed point format. [cam900]
-tecmosys.cpp updates: [cam900]
* Added sprite graphics decoding description, cleaned up sprite drawing code and restricted drawing to clipping rectangle.
* Cleaned up code and added notes.
-bnstars.cpp, ms32.cpp, tetrisp2.cpp: Moved sprite drawing to a common device, improved sprite zoom, and cleaned up code. [cam900]
-ms32.cpp: Fixed sprite delay. [cam900]
-plugins/cheatfind: Added support for entering cheat names. [Carl]
-netlist: Reduced visibility of some matrix solver members. [Couriersud]
-vt1682 updates: [David Haywood]
* Swapped background pen fall-through for boxing game.
* Adjusted timing of line rendering to improve racing games.
-sunplus_gcm394.cpp: Improved DMA, banking and video addressing. [David Haywood]
-cpu/unsp updates: [David Haywood]
* Implemented goto mr, mul su, lslor, exp, jvc and jvs instructions.
* Added stubs for u'nSP 2.0 unimplemented extended instructions and registers.
-dreamwld.cpp: Hooked up microcontroller. [David Haywood]
* Also replaced simulation of undumped microcontrollers with hacked versions of the dreamwld program replacing the payload.
-lua: Exposed address space address mask, data width and endianness. [feos]
-cpu/m68000: Fixed MMU issue that caused Domain/OS and its installer to crash. [Hans Ostermeyer]
-apollo.cpp: Fixed failures in DEX DISP7C tests 170 and 210 and self-test TE. [Hans Ostermeyer]
-model1.cpp: Fixed a number of transcription errors in the vf coprocessor TGP program. [hap, O. Galibert]
-bus/hp_dio: Fixed HP98265A SPC memory mapping for select codes other than 14, and renamed confusing default CD-ROM connection.
[Kars de Jong]
-cps3.cpp: Fine-tuned screen parameters based on more precise measurements and early boards documentation. [MetalliC]
-intelfsh.cpp: Added Fujitsu 29LV002TC Flash device with hard-coded sector protection for Dreamcast. [MetalliC]
-dccons.cpp: Added Flash read/write support. [MetalliC]
-cpu/tms9900: Made address visible externally while accessing on-chip memory for tms9995. [Michael Zapf]
-sn76496.cpp: Use a timer to control the ready output. [Michael Zapf]
-model1.cpp: Replaced vf and swa coprocessor TGP simulation with emulation using internal programs. [O. Galibert, Caps0ff]
-model1.cpp: Changed hard-coded background pen, giving better results. [O. Galibert]
-apple2.cpp: Perform single-pixel shift for monochrome high-resolution graphics with bit 7 set. [R. Belmont, SoltanGris42]
-apple2.cpp updates: [R. Belmont]
* Added Autostart Monitor BIOS option to apple2.
* Fixed crash when running apple2 or apple2p without a card in slot 0.
* Updated palette to use latest calculated values from Apple II Video Display Theory (MT07482).
-apple2gs updates: [R. Belmont]
* Clear vertical blanking and quarter-second interrupts on reading (as well as writing) $C047. [R. Belmont]
* Raise ADB interrupt on mouse axis movement (MT06782).
-bus/a2gameio: Added support for paddles. [R. Belmont]
-bus/a2bus: Added support for to $C074 control register to TransWarp accelerator card emulation. [R. Belmont]
* Also added TransWarp card as an option for apple2 and apple2p (in addition to the apple2e family).
-z80ne.cpp, zn.cpp: Split up large state classes by machine type and reduced reliance on deprecated machine configuration features.
[Ryan Holtz]
-terracre.cpp: Added support for disabling the foreground text layer (MT07494). [sasuke]
-galivan.cpp updates: [sasuke]
* Added support for disabling the text layer, and fixed text colors for galivan, dangar, and clones (MT06946, MT07493).
* Suppressed drawing tiles from memory locations used for NB1414M4 parameters.
-ssrj.cpp: Always show difficulty DIP switches. [sasuke]
-skyfox.cpp: Reimplemented background star drawing. [sasuke]
-spdheat.cpp: Changed service mode DIP switch to use the standard macro. [sasuke]
-speedatk.cpp: Fixed graphics tile selection (fixes bonus rate display). [sasuke]
-crgolf:cpp: Fixed coinage DIP switches. [sasuke]
-armedf.cpp, galivan.cpp: Adjusted sound balance to match PCB recordings. [sasuke]
-nb1414m4.cpp updates: [sasuke]
* Fixed attribute fill when erasing blinking objects.
* Suppress insert coin prompt when in game (flag supplied by game program).
* Improved game over display.
* Improved kozure score display.
* Ignore repeated fill/DMA commands (fixes MT04344).
* Cleaned up code a little.
-bus/spectrum: Added MGT +D G+DOS v1 BIOS option. [TwistedTom]
-samcoupe.cpp: Fixed colours in graphics modes 1 and 2, and added joysticks. [TwistedTom]
-bus/spectrum: Added ROM from a Brazilian Multiface One clone as a BIOS option. [TwistedTom]
-Added overridden new/delete operators to pre-fill memory in debug builds (can help identify uninitialised members). [Vas Crabb]
-osborne1.cpp updates: [Vas Crabb]
* Made SCREEN-PAC video a clone machine rather than a configuration setting as it's a hardware modification.
* Added additional default input mappings for the keys wired in parallel, and added backspace as an alias for cursor left.
* Put the screen parameters used by the Nuevo Video BIOS in its machine configuration (improves automatic resolution selection).
* Improved performance a little, cleaned up code, and updated notes.
-input_sdl.cpp: Added checks to ignore joystick buttons beyond maximum supported by structures. [Vas Crabb]
-Added support for saving members of structures in arrays, and added support for automatically saving output values. [Vas Crabb]
-Enhanced -listxml, -listsoftware, -getsoflist and -romident to support software lists enabled by slot card devices. [Vas Crabb]
-minimaws updates: [Vas Crabb]
* Added support for software lists in web pages and romident verb.
* Added clone listing to machine pages as well as software pages.
* Added identification of fixed bit patterns up to 128 bits long to web-based ROM identification code.
* Reduced network requests required to initial load a machine page.
-hh_sm510.cpp: Set 16-way flag for Game & Watch games that don't physically prevent contradictory directions being pressed.
[algestam]
-mephisto_mm2.cpp: Added two more Mephisto MM IV revisions. [Berger]
-itech32.cpp: Corrected ROM names and documented PCB part numbers for drivedge. [Brian Troha]
-kickgoal.cpp: Added layout of PRO-3/B circuit board used by Kick Goal and Action Hollywood. [Brian Troha]
-tumbleb.cpp: Decapped and dumped microcontrollers for chokchock, htchctch, and dquizgo. [Caps0ff, Guru]
-dreamwld.cpp: Decapped and dumped dreamwld microcontroller. [Caps0ff, Guru]
-eispc.cpp: Re-enabled RAM size options that were disabled to work around a heap corruption issue. [Edstrom]
-gameboy.xml: Added additional PCB and enhancement support information, and cleaned up formatting. [FakeShemp]
-pico.xml: Added scanned pages for poohcornsw and cookpico. [FakeShemp, TeamEurope]
-sawatte.xml: Added scanned pages for doraedbl, soreike and uht. [FakeShemp, TeamEurope]
-Split Commodore 64 floppy disk software list into original, clean cracks, and other dumps. [Firehawke]
-flstory.cpp: Updated DIP switch descriptions for victnine based on manual. [Guru]
-megaplay.cpp: Documented Sonic the Hedgehog cartridge labels. [hammy]
-model2.cpp: Dumped drive board ROM EPR-16488 for daytona and clones. [jordigahan, ClawGrip]
-genpc.cpp: Added additional XT Award 2.05 BIOS dump to pc. [jordigahan, ClawGrip]
-taitopjc.cpp: Dumped PALs for optiger. [jordigahan, ClawGrip]
-missbamby.cpp: Dumped PROM for msbamby. [jordigahan, ClawGrip]
-rcm32p.cpp: Improved ROM labels based on PCB pictures. [Lord Nightmare, ValleyBell]
-triforce.cpp updates: [Lord Nightmare]
* Marked mkartagp, mkartag2 and mkartag2a Flash ROM dumps chips as bad as data is missing.
* Fixed mkartagp ROM mapping/interleaving.
* Documented Flash block remapping lookup ROM and Flash metadata.
-chihiro.cpp: Replaced Ghost Squad security data with real PIC16 key firmware (dumped from an original but unprotected device).
[MajorPBX]
-dccons.cpp: Added Katana BIOS v0.976. [MajorPBX, MetalliC]
-fmtowns_flop.xml: Added Japanese titles for most entries. [r09]
-at.cpp updates: [rfka01]
* Added tg286m BIOS option to atturbo.
* Added mrv135 BIOS option to at386.
* Added mrv130 BIOS option to op82c391.
* Added op495slc04 BIOS option to opti495slc.
* Added ali148902 BIOS option to alim1489.
* Added lh5 BIOS option to ls486e.
* Added 2014 BIOS option to mb8433uud.
* Added shuttle BIOS option to hot433.
-model2.cpp Added DIP switches to all Model 2 boards (used for debug features in some games). [RyogaMasaki]
-gameking.xml, gameking3.xml: Added some metadata about cartridge types. [TeamEurope]
-rainbow.cpp: Added Rainbow model A ROMs. [tradde, Bitsavers, rfka01]
-Added company names to a number of software list descriptions. [Wintermute 0110]
http://www.mamedev.org/
http://www.emucr.com/2019/12/mame-v0217.html
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January 2nd, 2020, 23:07 Posted By: wraggster
OpenTTD v1.10.0-beta2 is released. OpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer and enhances the game experience dramatically. Many features were inspired by TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting gameplay
significant internationalisation support. OpenTTD has already been translated into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town, industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the font and translation
OpenTTD Changelog:
- Feature: [Script] More error mappings (#7857)
- Feature: Ctrl+Click on a vehicle in the vehicle group window selects and scrolls to the vehicle's group (#7800)
- Feature: Ctrl+Click on the vehicle details button in the vehicle view window opens the vehicle group window focused on the vehicle (#7800)
- Feature: Add a button to the vehicle advisory news window to open the vehicle's group window (#7800)
- Feature: Ctrl+Click on a vehicle in the vehicle list window opens the vehicle group window focused on the vehicle's group (#7800)
- Fix: Custom sea level default value is now equal to minimum value (#7866)
- Fix: [NewGRF] Various tracktype fixes (#7863)
- Fix: Infrastructure total update when removing tram road stop (#7856)
- Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates (#7849)
- Fix #7836: Check coherency of NewGRF parameter min/max (#7840)
- Fix #7673: [Script] Allow removal of custom town text (#7834)
- Fix: Crash when displaying an error message at map edges (#7833)
- Fix #7783, #7816: [SDL2] Fix input handling in edit context (#7825)
- Fix #7697: Tile query on HQs did not display cargo correctly (#7824)
- Fix #7820: Possible game crash when removing oil rig (#7821)
- Fix #7606: Rare crash when trying to clean up a crashed script (#7819)
- Fix #7784: [SDL2] up/down/home/end key behaviour (#7815)
- Fix #7631: 16 out cargo support for industry directory (#7809)
- Fix #7646: Crash on random map generation failure (#7805)
- Fix #7430: Only reset time since pickup when train visits station if it has room to load (#7595)
- Fix #5405: Aircraft could route to depots outside their range (#7104)
http://www.openttd.org/
http://www.emucr.com/2019/12/openttd-v1100-beta2.html
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January 2nd, 2020, 23:06 Posted By: wraggster
RetroArch v1.8.2 is released. RetroArch is a multi-system emulator for Linux, Windows, Mac OS X and *BSD. It is formerly known as SSNES. Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.
Currently there are libretro implementations for systems such as SNES, NES, GBA, GB/GBC, Genesis, and even arcade games (Final Burn Alpha).
libretro isn't only usable for emulators. A preliminary port of an open source reimplementation of Cave Story has been ported to libretro as well.
RetroArch believes in modularity. The application itself is a command-line driven application suitable for HTPC and/or headless use. There also exists a GUI frontend for RetroArch, supporting every single config option available in RetroArch.
http://www.libretro.com/
http://www.emucr.com/2019/12/retroarch-v182.html
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January 2nd, 2020, 22:56 Posted By: wraggster
OpenEmu v2.2 is released. OpenEmu is an open source project to bring game emulation to OS X as a first class citizen, leveraging modern OS X technologies such as Cocoa, Core Animation and Quartz, and 3rd party libraries like Sparkle for auto-updating. OpenEmu is based on a modular architecture, allowing for game-engine plugins, this means OpenEmu can support a host of different emulation engines and back-ends while retaining a familiar OS X native front-end.
Currently OpenEmu can load the following game engines as plugins:
* Atari 2600 (Stella)
* Atari 5200 (Atari800)
* Atari 7800 (ProSystem)
* Atari Lynx (Mednafen)
* ColecoVision (CrabEmu)
* Famicom Disk System (Nestopia)
* Game Boy / Game Boy Color (Gambatte)
* Game Boy Advance (VBA-M)
* Game Gear (CrabEmu, TwoMbit)
* Intellivision (Bliss)
* NeoGeo Pocket (NeoPop)
* Nintendo (NES) / Famicom (FCEUX, Nestopia)
* Nintendo DS (DeSmuME)
* Nintendo 64 (Mupen64Plus)
* Odyssey²/Videopac+ (O2EM)
* PC-FX (Mednafen)
* SG-1000 (CrabEmu)
* Sega 32X (picodrive)
* Sega CD / Mega CD (Genesis Plus)
* Sega Genesis / Mega Drive (Genesis Plus)
* Sega Master System (CrabEmu, TwoMbit)
* Sony PlayStation (Mednafen)
* Sony PSP (PPSSPP)
* Super Nintendo (SNES) (Higan, Snes9x)
* TurboGrafx-16/PC Engine (Mednafen)
* TurboGrafx-CD/PCE-CD (Mednafen)
* Virtual Boy (Mednafen)
* Vectrex (VecXGL)
* WonderSwan (Mednafen)
https://github.com/OpenEmu/OpenEmu
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