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August 11th, 2008, 19:03 Posted By: Shrygue
via Eurogamer
The PC version of Bionic Commando Rearmed costs an extra five dollars because of "different business terms/expectations in that sector and, more importantly, generally prevailing pricing of PC digital games versus their console counterparts".
That's according to Capcom's US VP of strategic planning, Christian Svensson, who told Shacknews, "It has nothing to do with piracy concerns" in an email on Friday night.
Bionic Commando Rearmed is due out on Xbox Live Arcade this Wednesday, 13th August, where it will cost 800 Microsoft Points (GBP 6.80 / EUR 9.60 / USD 10.00). The PSN version's European release date is TBC (our money's on next Thursday), but the price is confirmed as GBP 6.99 / EUR 9.99 / USD 9.99.
Svensson pointed to portal sites for PC games released primarily through digital distribution to back up his point about pricing. "USD 14.99 represents an appropriate price for the platform and you should probably expect our PC pricing to always be slightly higher than the console equivalent in this space," he wrote.
The PC version of Bionic Commando Rearmed is due for release through Steam, Direct2Drive and other digital distributions platforms on 14th August.
Look for our review of BCR this week. In the meantime, you can check out our Bionic Commando Rearmed hands-on preview for preliminary thoughts.
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August 11th, 2008, 16:50 Posted By: wraggster
Newly released in the UK at Amazon UK:
Product Features
All-new in-game content: more fighting styles plus new monsters, weapons and items
Ultra-crisp visuals showcase the lush environments of Jade Empire with short load-times and smooth frame-rates
Rich and engaging storyline: Forge a legendary tale where you control the outcome
Are you a noble hero"�. or a treacherous villain?
Intuitive controls optimized for the PC
Improved combat sequences with support for both game pads and keyboard-mouse layouts
http://www.amazon.co.uk/exec/obidos/...nosim/dcemu-21
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August 11th, 2008, 16:40 Posted By: wraggster
Newly released in the UK at Amazon UK:
Embrace the competitive spirit of the world’s most prestigious sporting event and represent your country and bring home the gold
Appearing on next gen consoles for the first time, Beijing 2008 delivers an entertaining and immersive Olympic experience. The superior graphics capture the fine emotional detail of each event where a fraction of a second means the difference between winning and losing. The Innovative game mechanics challenge a player’s time, speed and co-ordination. Compete for glory with up to seven friends online; strive to break records as you lead your country to victory. This summer show your patriotism and bring home the gold!
38 Official Events: Across ten Olympic disciplines, represent the country of your choice and compete for honour in Track and Field, Aquatics, Gymnastics, Cycling, Judo, Table tennis, Kayaking and many more.
In depth Career and Competition modes: Organise your daily schedule and customize your chosen team with agility, power, stamina and speed for competition in over 38 events. Or in competition mode participate with up to three friends in either a single or multi-event challenge.
Innovative Gameplay Mechanics: Use a variety of controls across all the events including a time based system where timing, power and angle are essential, rhythm based play that requires skill of increasing and maintaining speed, and a targeting system to assist in aiming.
Global Online Competition: Choose your country and become a member of the Olympic team and face challenges from across all nations. A multitude of online features such as exhibition events, ghost times and leader boards will allow players to prove themselves before the world.
Capturing the Olympic Spirit: The official video game of the Beijing Olympics 2008 offers full branding, realistic recreations of the official Olympic stadiums. The game offers you a chance to soak up the atmosphere of this prestigious worldwide and bring home the gold!
http://www.amazon.co.uk/exec/obidos/...nosim/dcemu-21
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August 11th, 2008, 15:58 Posted By: JKKDARK
New version of the SNES emulator for Windows and Linux.
Changelog:
* SPC7110 decompression code updated to latest version by neviksti and converted to a state machine; SPC7110 overhead is now identical to S-DD1 overhead (eg ~5% speed hit over standard games)
* Fixed a major bug in SPC7110 data port emulation that was crashing Super Power League 4 [Jonas Quinn]
* HDMA trigger point corrected to H=1104, bus sync timing corrected
* All illegal DMA A-bus accesses should now be properly blocked
* DMA state machine rewritten, greatly simplified
* Major corrections to HDMA run timing; fixes flickering bugs in Mecarobot Golf and Super Mario Kart
* Emulator now defaults to 2/1/3 SNES (CPU/PPU1/PPU2 revision numbers)
* Multitap emulation added, can be attached to either or both controller ports; user interface updated to reflect this
* Status messages (cartridge loaded / unloaded, UPS patch applied, etc) now appear in status bar
* Added advanced configuration option, "input.analog_axis_resistance", to control gamepad analog stick sensitivity
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August 11th, 2008, 15:56 Posted By: JKKDARK
MemcardRex is a PSX Memory Card manager.
Changelog:
* VMP format is supported once again (opening only) since some people were asking for it.
* PS3 virtual save format (*.psv) is now supported (importing only).
* RAW single save format is now supported (both importing and exporting).
* On startup first slot of both memorycards is now selected.
o This will prevent errors with the save import function if user has not selected the slot to import to.
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August 11th, 2008, 05:00 Posted By: JKKDARK
New version of the multi-system emulator for PC.
WinArcadia 7.52 (Windows): 11 August 2008
AmiArcadia 7.52 (AmigaOS 3): 11 August 2008
AmiArcadia 7.5a (AmigaOS 4): 4 August 2008
AmiArcadia 4.81 (MorphOS): 3 March 2008
AmiArcadia and WinArcadia emulate these Signetics-based machines:
* Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (1982);
* Interton VC 4000 console family (Acetronic, Fountain, Interton, Prinztronic, Rowtron, Voltmace, Waddington, etc.) (c. 1978);
* Elektor TV Games Computer (1979); and
* PIPBUG-based machines (such as the Electronics Australia 77up2 and the Signetics Adaptable Board Computer) (c. 1977).
Features: ReAction GUI load/save snapshots windowed and full-screen modes CPU tracing trainer drag and drop support graphics scaling automatic load/save of configuration/game keyboard/joystick/gamepad/paddle/mouse/trackball support autofire warp mode gameplay recording/playback PAL/NTSC modes sprite demultiplexing help windows source code debugger frame skipping redefinable keys save screenshots ARexx port network play real-time monitor locale support game selection sidebar text-to-speech printer output undithering support for ZIPped games
Changes since 7.51:
PIPBUG-based machines: improved keyboard support.
Improved mouse support.
Miscellaneous improvements and bug fixes.
http://amigan.1emu.net/releases/
http://amigan.classicgaming.gamespy.com/
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August 11th, 2008, 04:59 Posted By: JKKDARK
New version of the Neo Geo CD emulator for PC.
Changelog:
* This version mainly takes the changes from raine 0.40.15 : joysticks are more responsive, and the console gets new commands which allow better cheats for ssrpg
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August 11th, 2008, 04:58 Posted By: JKKDARK
New version of the Neo Geo emulator for PC.
Changelog:
* Fixed a bug with the joysticks where if you moved the stick too fast, some opposite directions could be rejected (left after right...).
* Fixed a segfault while trying to access the analog calibration dialog.
* Preliminary support for darwin (mac os x), but the linker seems to do some weird stuff and for now it crashes at startup even before reaching the main function !!!
* Thanks to Logiqx you can now load correctly the bootleg version of new zealand story.
* Added a few things to the console, required to have better cheats for ssrpg (neoraine)
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August 11th, 2008, 04:57 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
+ MAME 0.126 compatible
+ code of statusbar was updated
+ gamelist.txt was updated
+ BIOS files were added
+ lng-files were updated
Thnaks to 1emulation for the news.
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August 9th, 2008, 16:43 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
- added: support for CHD regions. Now you can disable/enable subsets of chds. For example you can disable lasterdisks but scan cd-roms, etc. You can enable/disable them in Scanner->Hash & Chd (formerly Checksums...) (at the moment this is only available in xml dats)
- added: wordbyteswap operation to xml header syntax
- added: new header defintions for n64 (thanks Cue)
- fixed: setsubfolder support is broken
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August 9th, 2008, 16:42 Posted By: JKKDARK
Emulator of the Radofin Electronics Aquarius Home Computer System
http://www.geocities.com/emucompboy/
Changelog:
- Expansion RAM is now scrambled by the cartridge security (XOR)
- Improved "power up pattern" in RAM
- Support for the 16K+16K noncontiguous homebrew RAM expander which puts 16K of RAM in the cartridge area
- Save RAM behavior changed; doesn't filter memory through the cartridge scrambler. LOL. No, I can't make up my mind.
- Added in some more software images.
- Added the AQ_tapeldprep tool to the ML directory, which makes an _A.CAQ from a binary file, for use with the McNamara & Dubois tape loader program.
thanks to 1emulation for the news
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August 8th, 2008, 22:13 Posted By: Shrygue
via IGN
Several months ago, PS3 and 360 owners had the opportunity to experience the next iteration of KOEI's Warriors franchise in the form of Dynasty Warriors 6. Featuring several new additions to the combat mechanics, such as the Renbu chaining system, Dynasty Warriors 6 marked the first appearance of the series proper on current-gen consoles.
At KOEI's Media Day event yesterday, we learned that Dynasty Warriors 6 is on its way to PCs. With content identical to the PS3 and 360 versions, Dynasty Warriors 6 will be available only through digital download for $29.99. Although no specific release date has been given, we've been told that the game will find its way onto your computer sometime during October of this year.
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August 8th, 2008, 21:19 Posted By: Shrygue
via Computer and Video Games
The specs for Far Cry 2 have been released. Come and check them out.
This is what you'll need to run the tropical shooter in all its glory.
MINIMUM REQUIREMENTS:
CPU: Pentium 4 3.2 Ghz, Pentium D 2.66 Ghz, AMD Athlon 64 3500+ or better
RAM: 1 GB
Video card: NVidia 6800 or ATI X1650 or better
Shader Model 3 required
256 Mb of graphic memory
Media reader: DVD-ROM
Hard drive space: ~12 Gig of HD space. (TBD)
RECOMMENDED:
CPU: Intel Core 2 Duo Family, AMD 64 X2 5200+, AMD Phenom or better
RAM: 2 GB
Video card: NVidia 8600 GTS or better, ATI X1900 or better
512 Mb of graphic memory
Sound: 5.1 sound card recommended
SUPPORTED VIDEO CARDS:
NVidia 6800, NVidia 7000 series, 8000 series, 9000 series, 200 series. 8800M and 8700M supported for laptops.
ATI X1650 - 1950 series, HD2000 series, HD3000 series, HD4000 series.
"It has always been our intention to make Far Cry 2 as accessible to everyone as possible, and we have worked continuously to optimize Far Cry 2 to achieve this goal," said Dominic Guay, Lead Technical Director. Discuss below.
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August 8th, 2008, 17:15 Posted By: wraggster
After attracting lots of media attention with the Eee PC, Asus has now turned its hand to producing a motion-sensitive controller like the Wiimote, called the Eee Stick. Looking unashamedly like a copy of a Wiimote and Nunchuk setup, the Eee Stick has two components — one with an analogue joystick, and one with a digital control pad — and both sticks have a rumble feature. The Eee Stick is currently planned to be bundled with various models of the Eee PC and Eee Box, but Asus says it can also theoretically work with any PC
http://hardware.slashdot.org/article.../08/07/1747248
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August 8th, 2008, 05:14 Posted By: JKKDARK
New update of the front end for PC.
Changelog:
- Added 'Coin Lockout' Mame option.
- Added 'Watchdog' Mame option.
- Added 'Debug' Mame option.
- Added 'Watchdog' Mame option.
- Added 'Save AVI' Mame option.
- Added 'Snapshotview' Mame option.
- Added 'Snapshotsize' Mame option.
- Added 'Snapshotname' Mame option.
- Added 'Cheatpatch' Mame option.
- Improved toolbar - now full Vista compatible.
- Fixed small bug in search code.
Note : EasyMame 5.8 only works with Mame.118 binaries and upwards !!
Thanks to 1Emulation ofr the news.
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August 8th, 2008, 05:13 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- Fixed: Could not select .avi file to record with MAME
- Fixed: Setting debugscript was being saved as comment if value is empty (MAME settings)
- Changed: Read/write emulator/game full setting only works on MAME and AGEMAME. All other emulator have support for paths only (this is for MAME based emulator only!)
- Improved: Left panel files can now handle any word surrounded by asterisks. They will be converted into sub-nodes.
- Improved: The section "[ROOT_FOLDER]" is not required anymore but if this section is not found, it will be added automatically (required, so the tree nodes can be created correctly)
- Removed: Support for "optionXx (NULL) (not set)" entries from MAME based emulators (mame.ini). This means that configuring old MAME/AGEMAME builds and HazeMD/Mjolnir emus with EL is no longer possible (I might do something about that in a future version, but can't promisse anything)
- Added: Support for MAME 0.126u3
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August 8th, 2008, 01:24 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------
01958: [Crash/Freeze] skns: Segfaults on load (Pierpaolo Prazzoli)
01817: [Crash/Freeze] intrepi2: Game stops at PCB test
(Pierpaolo Prazzoli)
02090: [Crash/Freeze] thedeep: Game didn't start (black screen).
(Pierpaolo Prazzoli)
02067: [Crash/Freeze] mustangb, tdragonb: Access Violation
(Aaron Giles)
02069: [Crash/Freeze] astrofl: Access Violation (Aaron Giles)
02068: [Crash/Freeze] All sets in mhavoc.c: Access Violation
(Aaron Giles)
02070: [Crash/Freeze] atlantol: Access Violation (Aaron Giles)
02066: [Graphics] All sets in mhavoc.c: all graphics is missing
(Aaron Giles)
02033: [Crash/Freeze] soccerss and clones: the romtest report
two bad roms (robiza)
02049: [Graphics] invaders: Built in red color overlay goes too low
and shows on top line of invaders heads in Vista only. (robiza)
02079: [DIP/Input] radr, radru: Dipswitch info (robiza)
02056: [DIP/Input] pbobble, qzshowby, spacedx, spacedxj: Unable to
enter coins (Fabio Priuli)
02060: [Graphics] spinlbrk, spinlbru, spinlbrj: Priorities wrong in
second level (robiza)
Source Changes
--------------
Added information to the 1943 driver (video) about priorities encoded
in PROM. [robiza]
Minor optimization to the DISCRETE_INPUT modules. The node output is
now calculated when a discrete_sound_w() is called instead of each
step in the simulation. Also removed the Enable line from the
DISCRETE_ADJUSTMENT modules. They should never be disabled.
[Derrick Renaud]
Removed per-frame metadata support from chdman. Creating an A/V now
simply requires an AVI file input. [Aaron Giles]
Changed laserdisc support to parse white flags and other data from
the VBI data directly, rather than relying on the textual metadata.
Expanded video frame cache to 3. Changed the way frames are assembled
to decrease the likelihood of getting an interlaced weave. Fixed sound
creation so that it is done at reset time instead of device start,
when the sound devices aren't yet live. [Aaron Giles]
Fixed bug in winwork that caused the creation of single work items to
return NULL, and thus lead to massive memory leaks when using A/V
CHDs. [Aaron Giles]
Added new functions cputag_set_input_line() to assert input lines
via CPU tag instead of index. [Aaron Giles]
Disks opened by the romload module are no longer identified by index.
Instead, they are identified by the region they were loaded in. This
generally means one disk per region. get_disk_handle() now takes a
region name in place of an index. Updated all callers to do this.
The SCSI modules in particular posed a challenge to make this work,
so watch out for potential bugs there. [Aaron Giles]
Changed the IDE interfaces to default to choosing the region with the
same tag as the device for its master disk (assuming no slave). Added
support for specifying explicit master/slave disk regions as part of
the configuration, though slave disks are still not supported yet.
[Aaron Giles]
Change the laserdisc interface to no longer require a disk number or
a custom sound device. Both are now assumed to be tagged the same as
the laserdisc device. Updated all drivers accordingly. [Aaron Giles]
Merged memory maps for drivers: blmbycar, blockade, blockhl, blockout,
bombjack, boogwing, and bottom9. [Andrew Gardner]
Added readmes for Galaga, The Outfoxies, Splatter House, Top Racer,
Kyros No Yakata, Bombs Away, Meikyuu Hunter G, Crazy Kong, Moero Pro
Yakyuu Homerun Kyousou, Lucky & Wild, Match It, Country Club,
Enforce, Elevator Action, Chuka Taisen, The New Zealand Story,
Buck Rogers Zoom 909, Head On, Victorious Nine, Youma Ninpou Chou,
Pairs, Woodpecker, Slap Fight, Alcon, Tiger Heli, Superman,
WWF Superstars, Area 51, Animalandia Jr, Avengers In Galactic Storm,
Alien 3: The Gun, Aquajack, and Missile Command. [Guru]
Fix region jumper on psikyo4 (loderndf). [David Haywood]
Backported a bunch of FM OPN (YM2608/2612) fixes from Genesis Plus
GX. All of this was verified on real hardware.
[Eke-Eke, Nemesis, Alone Coder, AamirM]
- implemented PG overflow, aka "detune bug" (Ariel, Comix Zone,
Shaq Fu, Spiderman...)
- fixed SSG-EG support
- modified EG rates and frequency
- fixed EG attenuation level on KEY ON (Ecco 2 splash sound)
- fixed LFO phase update for CH3 special mode (Warlock, Alladin)
Scanline exact rendering for dkong & clones [couriersud]
* Sprite limit of 16 sprites per scanline implemented from
schematics.
* Proper wrap around from bottom to top
* Added some notes about sprite limits and hardware to dkong
driver (thanks to R. Belmont)
Added edge connector pinout info to flower.c. [Brian Troha]
Some initial work on the adp driver. [robiza]
Fixed window in shanghai and shangha2. [robiza]
8257dma and z80dma devices now require device callback handlers
instead of machine handlers. Updated affected drivers accordingly.
[couriersud]
Improved Dsp56k CPU interrupt handling. Polygonet Commanders now
advances past its first dsp handshake. [Andrew Gardner]
Added proper laserdisc support for MACH 3, Us vs. Them, and Cobra
Commander (MACH 3 hardware). Old laserdisc hacks are now removed.
The code now talks to the standard Pioneer PR-8210 interface. Also
removed hacky "target list" from the MACH 3 ROMs; this information
is now decoded on the fly from the right channel laserdisc audio.
[Aaron Giles]
Other Gottlieb cleanups: [Aaron Giles]
- fixed rev 2 sound again
- fleshed out memory maps and behaviors according to the schematics
- hooked up coin counters.
- moved sound inputs to audio/gottlieb and included them in
all relevant drivers
- ordered input ports and ROM definitions consistently
Other laserdisc changes: [Aaron Giles]
- changed PR-8210 interface to work consistently for both Gottlieb
and Stern games
- added audio callback mechanism to allow drivers to peek at the
raw audio streams
Set the initial 8253 timer output to 2 to indicate that it is
undetermined. [Wilbert Pol]
Removed obsolete makemeta tool. Replaced it with new ldverify
tool which walks through either an AVI or CHD capture from a
laserdisc and ensures that there are no anomalies lurking in
the VBI data. [Aaron Giles]
Added new option to chdman, where if you use -createav with
a special filename (either 2:2 or 3:2) it will create a fake
laserdisc files with the equivalent cadence. This can be used
for testing until full captures are available. Most games used
2:2 apart from Dragon's Lair and Space Ace, which were 3:2.
Note that even though these files are essentially blank, they
are Huffman-compressed, meaning that the maximum compression
ratio you will get is 8:1, so they still end up ~5GB. [Aaron Giles]
Moved error strings from chdman.c to chd.c, where they can be
fetched from any caller via the new chd_error_string()
function. [Aaron Giles]
Updated vbiparse to improve Manchester code decoding. It now
assigns a confidence level per bit based on how solid the
data is. Also added a new function vbi_parse_all which parses
the white flag and all three lines of metadata from a
laserdisc frame. It then compares line 17 and 18 against each
other and selects the most likely candidate based on per-bit
confidence and other factors. [Aaron Giles]
Added frame number display to laserdsc.c. It is off by
default, though most players can be configured to turn it on
(not sure if any actually do). It can be manually toggled via
the backslash key during playback. [Aaron Giles]
Discrete sound core optimizations: [couriersud]
* moved a couple of exp(x) from _step into _reset where appropriate
* use tabulated function values for the transfer function in
DSS_INVERTER_OSC
Forced synchronization (stream_update()) before the YM2151 status is
actually read. [Jarek Burczynski]
Added Discrete Sound to Fantasy, Nibbler and Pioneer Balloon.
[Derrick Renaud]
Fixed I/O watchpoints. [Aaron Giles]
Changes to the cheat.xml format: [Aaron Giles]
- new tag <comment> (within <cheat>) is read and preserved
when saved
- removed variable attribute from <parameter>; it is now
assumed to be 'param'
- added default attribute for <parameter>
Added new variable 'frame' accessible from cheat scripts. This
can be used in the conditional to prevent execution on every
frame, or for other effects (like displaying temporary messages).
[Aaron Giles]
Added new variable 'argindex' which is the index when processing
an <argument> with a count attribute greater than 1. [Aaron Giles]
Reinstated the cheat menu. It now displays all loaded cheats and
allows for them to be activated. All known cheat behaviors should
be working now. Cheats are toggled on/off with the left/right
arrow keys. Oneshot cheats are activated by hitting enter. Pressing
enter on other cheats resets them to their default values.
[Aaron Giles]
Continued the cleanup of inputs in drivers starting with C (the
remaining ones), D and E. Improvements include conditional dips
added to dynduke and diplocations for chinagat, chqflag, circus,
citycon, cloak, contra and dynduke. [Fabio Priuli]
Added tags to EVERY input port in drivers starting with F->Z.
[Fabio Priuli]
Removed PORT_START macro. Renamed old PORT_START_TAG to PORT_START.
All input ports must have tags. [Aaron Giles]
Added support for DEL as well as BS for backspacing in the game
select menu. Also limited input to ASCII characters. [Aaron Giles]
Fixed Rim Rockin' Basketball to use the HD6309 core. [Tim Lindner]
Added diplocations to bigrun, scudhamm, cischeat & f1gpstar.
Removed the current hacky handling of f1gpstar coinage dips to use
conditional ports instead. In order to do this, the possible
conditions were extended to support less than/greater than
comparisons. [Fabio Priuli]
Fixed bug that would break conditions on ports using the
PORT_DIPUNKNOWN_DIPLOC macro. [Aaron Giles]
Added diplocations to the following drivers: combatsc.c, copsnrob.c,
cosmic.c, crgolf.c, crimfght.c, crospang.c (here I also added service
dips to heuksun and bestri, which allowed me to verify locations),
crshrace.c, dambustr.c, darkseal.c, dassault.c, dblewing.c,
ddrible.c, deadang.c. Also added locations to the following games:
ddragon & ddragon2 on ddragon.c and docastle, dorunrun & dowild in
docastle.c. [Fabio Priuli]
Verified CPU clocks for athena. [Corrado Tomaselli]
Added module profiling to discrete sound core [couriersud]
* added DISCRETE_PROFILING macro to discrete.h
* Upon discrete_stop, the worst performing modules will be listed
Verified and corrected CPS1 refresh rate. [Corrado Tomaselli]
Changed sound cpu clock of Spinal Breakers to 5Mhz as verified on the
pcb. [Corrado Tomaselli]
Corrected MPU4 AY8910 output weightings. [James Wallace]
Added word alternates for operators in expressions: [Aaron Giles]
+ plus
- minus
* times or mul
/ div
% mod
! not
~ bnot
&& and
& band
|| or
| bor
^ bxor
lt <
le <=
gt >
ge >=
eq ==
ne !=
Changed cheat escaping to automatically escape && & < and <=
to and band lt and le. [Aaron Giles]
Decrypted Da Ban Cheng (dbc set in igs_blit.c) [Pierpaolo Prazzoli]
Removed bad dumps from ad2083. [Pierpaolo Prazzoli]
Fixed bug in aviio.c which could cause an infinite loop if attempting
to read sound beyond the end of the file. [Aaron Giles]
Added expression validation callback to verify names for CPUs and
memory regions. Extended error codes to report incorrect memory
spaces, memory names, or memory sizes. Added verification callback
to the debugger to validate CPU and memory region names, as well
as verifying that a requested address space exists for a given
CPU. [Aaron Giles]
Restored previous behavior that allowed popmessage() messages to
overlay menus and other UI. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Kyuukyoku no Othello [robiza, Fabio Priuli]
S.O.S. [Alex, Max, Antro]
New clones added
----------------
Indianapolis 500 Deluxe [Kris Anks]
Champion Poker (v200G) [Luca Elia]
Megatouch III (9255-20-01 RON) [Brian Troha]
New clone: Crystal Castles (joystick version) [Guru]
New games marked as GAME_NOT_WORKING
------------------------------------
Quiz Punch 2 [Luca Elia]
Jingle Bell [Luca Elia]
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August 8th, 2008, 01:23 Posted By: JKKDARK
New version of the Arcade emulator for PC.
Changelog:
* Added the 2xPM filter to the softfx filters with help from Captain CPS-X.
* Added ElSemi's SuperScale and SuperScale75 filters.
* Made the IPS Manager fallback to Simplified Chinese as a last resort as this is the reference language for the MAME Plus IPS collection.
* Made the IPS Manager description vertically scrollable for long descriptions and reorganised the dialog.
* Added Captain CPS-X's auto monitor aspect ratio code.
* Added driver for Unico games.
* Moved the drawing code in CPS-1/CPS-2 to happen after the VBLANK IRQ - this shouldn't cause any problems but if you see anything that didn't happen in previous builds let us know.
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August 7th, 2008, 21:20 Posted By: Shrygue
via Engadget
It's arriving a month later than anticipated, but at least it's arriving (we hope). According to a first look at PhysX on NVIDIA's GeForce cards, The Tech Report is reporting (ahem) that the graphical outfit will dish out new drivers that add PhysX support on August 12th. The new software will allow owners of GeForce 8, GeForce 9 and GeForce GTX 200-series cards to use PhysX acceleration without shelling out any additional coinage, which means that you all will surely be giving it a shot just for kicks, right? Keep next Tuesday clear -- you and Unreal Tournament 3 have a date, like it or not.
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