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July 24th, 2008, 20:58 Posted By: JKKDARK
New version of the Commodore Plus/4 emulator for PC.
Changelog:
Changes in version 1.2.8.1
--------------------------------------------
* fixed file overwrite (@) bug in IEC level drive emulation
Changes in version 1.2.8
-------------------------------------
* new option for saving the printer output to a text file, either as the raw characters sent to the printer, or converted to ASCII
* slightly improved compression when saving the printer output in TGA format
* added Windows icons from the Plus/4 icon set by SVS
* when using the mouse to set the cursor position, the color of the character under the cursor is now saved, set, and restored correctly
* minor utility and Windows installer improvements and fixes
* some optimizations in software video mode, and serial floppy drive and printer emulation
thanks to 1emulation ofr the news
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July 24th, 2008, 20:57 Posted By: JKKDARK
New version of the arcade emulator for PC.
Changelog:
- Added dynamic video size switching to the core
- Merged in Captain CPS-X's menu themes code and added the options to the misc menu (disabled by default)
- Merged in kev's and oopswares changes to zet and added CZ80 to the source distribution
- Fixed an issue causing the preview image not to display on program start when the Enhanced blitter was enable
- Fixed an issue with localisation support and added an option to reset to UI default language
- Changed the hotkeys for cheat search to be used with Ctrl
- Added support for the widescreen mode in Street Fighter III 2nd Impact
- Added a fake dipswitch to Street Fighter III for widescreen since the game seems to support it
- Added extracted roms to all CPS-3 sets (noone is likely to port CHD support just for CPS-3 which already works anyway)
- Added fake dip hack to make Red Earth and War Zard work
- Added sf2m8 to release builds
- Added tigerhb1 to the Tiger Heli driver
- Fixed a potential crash in the ICS2115 reset routine (spotted by iq_132)
- Matched all sets to MAME 0.126u1
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July 24th, 2008, 20:55 Posted By: JKKDARK
New version of the SNES emulator for PC.
Changelog:
This release adds SPC7110 emulation, without the need for graphics packs!!, and a rewritten S-RTC (real-time clock) emulator.
SPC7110 support means that Far East of Eden Zero, FEoEZ: Shounen Jump Edition, Momotarou Dentetsu Happy and Super Power League 4 are now all fully playable. I will warn you, the emulation is very slow in this version -- while most areas of each game will run at the same speed as other games, there are a few peak moments where speed will drop by up to ~50%. The reason for the slow-down is that I am currently uncertain how to determine the amount of data to decompress in advance, so I default to the maximum amount possible. The reason I am releasing now anyway, is because I beleive in the "release early, release often" paradigm. It will likely take me a few weeks to finish researching this chip, and I didn't want to keep the work I had private during that time. But rest assured, bsnes v034 should feature much faster SPC7110 emulation.
neviksti, Andreas Naive and jolly_codger worked non-stop on the SPC7110 decompression algorithm for the past two weeks. caitsith2 provided valuable data to the effort. I only wish that I could've been of some use, but alas, I had no role in this. In the end, it was neviksti who managed to crack all three(!!) compression modes of this chip, which turned out to be a customized 8-bit QM-coder with a prediction model. You can read more about this here. I would also like to thank Dark Force and John Weidman (aka The Dumper) for their research notes on the SPC7110 register interface.
For those who don't understand the hoopla about figuring out this compression algorithm when we already had graphics pack simulation, I should note that we have since found a few errors in these packs. Not to mention, you no longer need ~4-16MB packs for each game you wish to run. They work like any other game now. Better still, the chip can now be used to compress new graphics, eg for any future translation efforts on these titles.
The real-time clocks in both Far East of Eden Zero and Dai Kaijuu Monogatari 2 will now save a ".rtc" file in your save folder, which contains the clock as set by the video game, as well as a timestamp from your computer when the time was last updated. It uses the difference between the saved timestamp and current time to update the time. This allows you to specify any time you like, whereas previously bsnes would just use your computer's current time, ignoring the time you set in-game. It also allows the "round clock by 30 seconds" option in both games to work. I avoided this before because this method makes supporting daylight savings time and such impractical, although I should note that the original hardware did not support DST, either. This method was required to pass the SPC7110 tests, and is overall much more faithful to how the original chips worked.
Once again, I'd really like to personally thank neviksti for his tireless efforts. Eliminating graphics packs from SNES emulation was one of my primary reasons for getting involved in the SNES emulation scene. That neviksti managed to crack this algorithm means a lot to me. Thank you so much, neviksti. This release is dedicated to you, now go get some sleep
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July 24th, 2008, 20:54 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
-----------------------------------
- 01448: [DIP/Input] twotiger: If you have your controller centered, it is in fact tilted slightly to the right. (Aaron Giles)
- 00595: [DIP/Input] playch10.c games: Button 1 and 2 are reversed with respect to all other standard mapping. (Fabio Priuli)
- 02007: [Misc.] avengrgs: SH2 Recompiler Bug: Avenrgs crash (R. Belmont)
- 01892: [Sound] calspeed: Refreshspeed causes horrible screetching in some games [Calspeed used for example]. (Aaron Giles)
- 01472: [DIP/Input] flower: Starting a game doesn't always register. (David Haywood)
- 02029: [DIP/Input] aurail and clones: Coinage Dip Switches ignored (Fabio Priuli)
- 01902: [Core] galpani3: crash at start (Fabio Priuli)
- 01718: [DIP/Input] bishi: Coin 1 and Service 1 mapped twice. (Fabio Priuli)
- 01572: [DIP/Input] hypreact: Kan, Pon, Chi, Reach, Ron are mapped twice. (Fabio Priuli)
- 01568: [DIP/Input] gstrik2: Service mode is mapped twice. (Fabio Priuli)
- 02019: [Core] vfkids: Logging for the SH-2 has been left on. (R. Belmont)
- 01113: [Speed] btlkroad: [possible] This game runs like slow-motion during gameplay, with 60/60 on fps. (Nicola Salmoria)
- 00479: [DIP/Input] livegal: P1 Start start a P2 game (and some inputs are misread in Test Mode) (Fabio Priuli)
Source Changes
--------------------------
Robustified key behavior when the debugger is visible. Should now properly ignore the "break into debugger" keypress and not allow related characters to filter through. Removed some hacks related to making that work in the past. [Aaron Giles]
Changed osd_wait_for_debugger() to take a machine parameter and a "firsttime" parameter, which is set to 1 the first time the function s called after a break. The Windows debugger uses this to ensure that the debugger has focus when you break into it. [Aaron Giles]
Changed short names for STV BIOS back to single words. [Brian Troha]
Added information on how to toggle the built-in speedup in Ms Pacman or the fast shot in Galaga in 20pacgal. [Brian Troha]
Removed MDRV_SOUND_ADD. Renamed MDRV_SOUND_ADD_TAG to MDRV_SOUND_ADD. All sound chips must now include a tag. Changed all existing drivers to define a unique tag for each sound chip. [Aaron Giles]
Fixed incorrect i960 behavior when generating interrupts. [ElSemi]
Changed -listxml to now output the tag names for CPUs and sound chips. [Aaron Giles]
Added validity checks to ensure no duplicate sound or CPU tags. Fixed several duplicates. [Aaron Giles]
Changed MDRV_CPU_ADD to require a tag. Removed MDRV_CPU_ADD_TAG. Tagged all CPUs. [Aaron Giles]
TGP / Model 2 fixes [ElSemi]
- TGP now correctly uses table roms (model1/2 updated accordingly)
- removed FIFO hack on srallyc (game now runs)
- added analog ports reading for model 2A/B/C
- fixed some loading instructions in the TGP. that fixes srallyc automatic transmission bug
Merged CPU0 and 1 memory maps in flower, improved interrupt generation [David Haywood]
Dsp56156 Disassembler rewrite. [Andrew Gardner]
- Rearranged decoding behavior.
- Updated code style to MAME standards.
- Tested each single-word opcode with custom ROMs.
Laserdiscs are now devices. Updated all drivers accordingly. [Aaron Giles]
Merged memory maps in battlnts, bbusters, bigevglf, bigstrkb, and bionicc. [Aaron Giles]
Added new functions attotime_to_ticks() and ticks_to_attotime() to convert between attotimes and a clock tick at an integral frequency. [Aaron Giles]
Changed the 6532 RIOT device into a proper device. Rewrote the logic to be simpler and leverage the new attotime functions. Changed the I/O port setters to specify a mask, and changed the I/O port callbacks to pass in the previous value. Updated tourtabl and gameplan drivers to use the new device interface. [Aaron Giles]
Converted audio/starwars.c, audio/exidy.c, and audio/gottlieb.c to use the new RIOT implementation instead of rolling their own. [Aaron Giles]
Began gottlieb.c cleanup. Converted palette calculations to resistor weights. Corrected video timing. Reduced the number of separate machine drivers. Fixed incorrect spriteram sizes. Populated full memory maps for the main CPU and the rev 1 sound board. More to come. [Aaron Giles]
Fixed 8257 DMA terminal count stop for autoload mode and added callback function existance check. [Miodrag Milanovic]
Completed removal of all explicit calls to input_port_read_indexed(). [Fabio Priuli]
Converted tinklpit keycus implementation from a table to a LFSR. [Olivier Galibert]
Removed unnecessary ROM shuffling code in namconb2. [Olivier Galibert]
Made the initialization of various Konami PPC drivers consistent from run to run, hopefully fixing most multisession issues. Also moved some allocations from static to dynamic storage. [Atari Ace]
Made input_port_read_indexed() private to machine/generic.c. Eventually it will probably disappear altogether. Fixed the two remaining instances. [Aaron Giles]
Converted a number of drivers from A-C to using tagged input ports, and AM_PORT_READ in the address maps. [Fabio Priuli]
Added DIP locations to a large number of drivers: bwidow.c, bzone.c, bestleag, blackt96, bogeyman, bombjack, boogwing, bottom9, brkthru, darwin, buggychl, squaitsa, btime, bnj, lnc, zoar, disco, cabal, canyon, cbuster, cclimber, swimmer and guzzler. [Fabio Priuli]
Made DIP switch renderings consistent regardless of UI aspect. [Aaron Giles]
Moved more items out of .data by either applying const, removing the non-zero initializer (if its overwritten by init/reset) or by adding appropriate initialization code. [Atari Ace]
Removed conditional logging code in favor of allowing the compiler to optimize it out. This prevents bitrot of #ifdef'ed code. [Atari Ace]
New games added or promoted from NOT_WORKING status
-------------------------------------------------------------------------------
Shinobi III (Mega Play) [Tomasz Slanina, Kowal]
Player's Edge Plus (X002069P) Double Double Bonus Poker [Hammer300]
New clones added
-----------------------------
Major Title (World) [Tirino73 / MAME Italia]
Winding Heat (EAA, Euro v1.11) [Highwayman]
Demon's World / Horror Story (set 5) [Corrado Tomaselli]
New games marked as GAME_NOT_WORKING
--------------------------------------------------------------
Rail Chase 2 [AndyGeezer]
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July 24th, 2008, 19:22 Posted By: wraggster
Newly released in the USA at Amazon.com:
Attack. Protect. Dominate the world with Risk! Defend your territories and gain new ones, all with a roll of the dice! You're the General in this version of the classic board game, brought to life with cinematic music, vivid visualizations and innovative Auto Roll and Quick Battle features! Compete against computer Generals, each with his own persona and style, or challenge up to five of your friends. Even the casual player will be plotting invasions in this game of conspiracy and adventure!
http://www.amazon.com/exec/obidos/AS...kiangagenew-20
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July 24th, 2008, 19:16 Posted By: wraggster
Newly released in the USA at Amazon.com:
Knowing your way around the kitchen is a recipe for success! Go on a culinary adventure like no other in this gastric-busting time management cooking adventure!
Product Description
Go on a culinary adventure like no other in this gastric-busting Time Management game! Build your career one dish at a time as you start at the bottom of the culinary ladder as a line cook in a local Italian restaurant with dreams of one day becoming a world class 5 Star French chef. Master the timing and accuracy needed to bring simple dishes to the table by executing their various steps and combining ingredients at the right times to create food your customers and the critics will love!
http://www.amazon.com/exec/obidos/AS...kiangagenew-20
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July 24th, 2008, 19:09 Posted By: wraggster
Newly released in the USA at Amazon.com:
Jump right into the action with Hunting Unlimited 2009! Hunt your way through the ranks from Greenhorn novice to accomplished Master Hunter in pursuit of North America's game animals including deer, turkey, and NOW Timberwolves. Trophy animals await-are you skilled enough to bag them?
Product Description
Get up close and personal with the big game you seek. Gone are the endless hours of empty forests and unused shots. The search for the elusive prized trophy has never been more action packed or more realistic. Spot your prey quickly and get into position for the ultimate hunting action! Scout for the perfect kill in 8 expansive hunting regions, complete with richly detailed animals and realistic animal behaviors. Play the Challenges, Free Hunt Mode, Target Range, or design your own missions for endless play.
http://www.amazon.com/exec/obidos/AS...kiangagenew-20
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July 24th, 2008, 19:05 Posted By: wraggster
Newly released in the USA at Amazon.com:
Melvin is a misfit. For his love for fantasy he is treated as a madcap by his classmates. He'd rather be a knight, magician or adventurer than just being Melvin. Every sunray is full of magic, in every tree is a puck - and if it was in his hand he would hunt down every gangster in the world with a magic wand. Every hard crash with reality rips him out of illusion and gets him down. That's why he goes on an adventurous journey by the help of candle magic. Realistic illumination and light effects Change between day and night is possible at any time showing the totally contrarian day and night personalities of the characters Four-dimensional time travel quests Innovative quest diary with high score display and variable quest help.
Product Description
Melvin is a misfit, treated poorly by his classmates. He lives in a fantasy dream world where he can be a brave knight, a skilled magician or a fearless adventurer. Anything is better than being just Melvin. In his world, every sunray is full of magic, hiding behind every tree is a fairy; and he has the power to wield a magical wand! But then, reality invades his fantasy, and the illusion is broken. Join Melvin on a wondrous journey as he explores the world of Everlight! Change between day and night is possible at any time showing the totally contrarian day and night personalities of the characters Four-dimensional time travel quests Innovative quest diary with high score display and variable quest help
http://www.amazon.com/exec/obidos/AS...kiangagenew-20
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July 24th, 2008, 18:57 Posted By: wraggster
Newly released in the USA at Amazon.com
ALL NEW adventure tempts your FATE. ¿ Brand new lands and treasure filled dungeons to explore! ¿Transform your fearless companion into a flaming lion or timber wolf! ¿Complete the quest with an all new set of potent magical spells! ¿Brand New Quests to Challenge you: oFight an onslaught of monsters while protecting your town oImprison evil foes and bring them to justice oSneak into heavily guarded areas to liberate a captured comrade ¿ Test your courage, strength and determination with a menagerie of new beasts ¿An array of weapons and armor offer new and exciting special powers. All new fish and gems for FATE fans! ¿ Import original FATE characters into the Undiscovered Realms, so you can continue the adventure and raise your experience level.
Product Description
Expansion Pack / New scene and adventures / ESRB E10+ Everyone 10 and older
http://www.amazon.com/exec/obidos/AS...kiangagenew-20
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July 23rd, 2008, 23:15 Posted By: wraggster
The Stropp's World blog has an interesting editorial of the pros and cons for open sourcing MMOs, especially those that have "died." Stropp examines both sides of the issue and makes some compelling arguments.
"So, there are some good reasons for a company to open source the game that it is soon to retire, and there are a couple of good reasons against. What to do? If opening up the client is not an option, open up the server code. This would allow the open source community to take the software, install it on a community server and open it up to the fans. Other players might want to grab the source and create their own private servers, perhaps with different rule sets for PvP and the like. The life of the game could be extended for years, supporting a thriving community."
http://games.slashdot.org/article.pl...8/07/23/165237
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July 23rd, 2008, 22:10 Posted By: Shrygue
via Gizmodo
To say that Windows Vista wasn't a particularly successful upgrade for Microsoft would be an understatement.
It's an operating system that's been plagued with problems since release and among other things, just doesn't offer enough genuine advantages over the now relatively stable and hardware friendly XP.
Microsoft recently extended the life of Windows XP to 2010 (it was originally going to be binned at the end of last month) for just these reasons, but hasn't given up on try to persuade people to move on.
A new $300m campaign looks to stoke up consumer demand for the OS with the software giant all but admitting the initial release was a bit of a balls-up, but 'everything's ok now'.
Personally we're still sceptical, and like a child that cries and wets its pants when mummy tries to take away a toy it's too old to play with, are happy to stick with XP for a bit longer.
If you've been sitting on the fence in recent times you can check out Microsoft's new product page, which includes the top 10 things to try and 100 reasons to upgrade and is entitled "Why Now?" from the link here. We wonder if the words "For the love of god..." were dropped from that particular headline during a final briefing.
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July 23rd, 2008, 20:00 Posted By: wraggster
Newly released in the UK at Amazon UK:
Product Features
6 tables with various themes
Multi-ball mode - 3 balls at once
Sounds and music with brilliant lighting
Multiplayer mode - up to 4 gamers
6 dynamic +1 fixed camera position
Pinball simulation game with realistic physics
Balls made out of 6 materials such as: Steel, Wood, Marble, Ivory and Gold
http://www.amazon.co.uk/exec/obidos/...nosim/dcemu-21
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July 23rd, 2008, 19:04 Posted By: wraggster
Newly released in the UK at Amazon UK:
Product Features
Spine-tingling ghost story
Realistic ghost-hunting, featuring actual E.V.P. (Electronic Voice Phenomena)
Photographs of unexplained entities captured by creator Jonathan Boakes while researching the game
Chilling original soundtrack
Point and click gameplay with both first and third person interaction
Cast of virtual actors to share your paranormal adventure
Local legends to investigate, interrogate, and observe
Realistic and integrated puzzles
A stunning 36 hours of gameplay
http://www.amazon.co.uk/exec/obidos/...nosim/dcemu-21
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July 22nd, 2008, 21:34 Posted By: Shrygue
via Joystiq
Microsoft's struggling Games For Windows Live service, which promised an Xbox Live like online experience with voice chat, unified friend lists, and cross-platform play between PC and console, is about to shrug off its chief criticism: cost. MS announced today that it is ending the XBL-style tiered pricing structure – which put a year of Gold membership at $49.99 – and making the service free for all users.
The change is effective immediately, affecting all current GFW Live titles (such as Halo 2 and Shadowrun) as well as future releases. MS is also set to expand the service through a GFW Live Marketplace, due this fall. Like the XBL Marketplace, the PC-centric store will offer free and paid downloadable content, demos, and trailers (is this PC Live Arcade?)
In addition to these announcements, MS is working to make the GFW Live interface "much more PC friendly" (read: not like the Xbox 360's now deprecated "Blades" interface) along with reducing the technical requirements for developers. One criticism of the interface from the development camp has been that it must be built into every GFW title, rather than a stand-alone client such as Steam.
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July 22nd, 2008, 21:02 Posted By: Shrygue
via Joystiq
At its GamesFest event in Redmond today, Microsoft shared the first details of DirectX 11 – the numerically superior successor to DirectX 10.1 – which will feature full support for Windows Vista, as well as future versions of the popular operating system. Worried about hardware? DirectX 11 won't just ignore your fancy DirectX 10 or 10.1 cards – nope, it offers support for both of those standards, as well as for new DirectX 11 hardware.
But what's new and exciting about DirectX 11, you ask incredulously. How about a "new compute shader technology" that gets your GPU ready to do more than just boring old 3D graphics – instead "developers can take advantage of the graphics card as a parallel processor"? Not doing it for you? How about "multi-threaded resource handling that will allow games to better take advantage of multi-core machines" since, y'know, most every computer nowadays has multiple cores? Or "support for tessellation" which allows "developers to refine models to be smoother and more attractive when seen up close"? Something in there has to tickle your fancy.
What it probably means for most of you is this: as hardware manufacturers develop new chipsets to take advantage of DirectX 11's new features, you should be able to snag some of that older 10.1 gear for a song.
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July 22nd, 2008, 20:48 Posted By: Shrygue
via Eurogamer
Tabula Rasa systems designer Mike Moore has laid out sweeping changes to the game's crafting system in a post on the official site.
Crafting is one of the most criticised aspects of Richard Garriott's sci-fi MMO. As it stands, advancing your character's crafting skills requires assigning skill points that could otherwise be used for combat effectiveness, meaning crafting is usually done late in the game on "clone" characters or not at all.
This restriction will be lifted, Moore revealed, along with a host of others that make the game's crafting cumbersome and complex. The list of recipes will be streamlined, and there will be a new "currency" or resource for crafting to make it easier to understand.
Characters will now be able to modify their own equipment instead of constantly transferring back and forth to a crafting clone. The overall aim is to make crafting easier to understand and more accessible.
However, this will not happen in one major update; as has been the case with Tabula Rasa to date, changes will happen gradually over time. "Let me make clear from the get-go that the upcoming changes to Crafting are intended to be incremental," said Moore.
"We aren't going to publish this as a massive, game-changing update. Instead, we're going to make small changes over a few upcoming publishes. The idea is to ease TR into a new and improved Crafting system rather than throwing it off the deep end," he added.
By the sound of it the changes will eradicate one of our major bugbears with Tabula Rasa, so as far as we're concerned they can't come soon enough.
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July 22nd, 2008, 18:49 Posted By: JKKDARK
New version of Xfire.
* Added the option in Tools | Options | Video to enable flashback, which maintains a buffer in memory of a few seconds of video as you play a game. When you press Scroll Lock + V to record a video, the video starts recording a few seconds in the past.
* Added a new encoded videos section to the Videos tab.
* Added a thumbtack to allow the chat room voice chat overlay in Xfire In-Game to be hidden.
* Added a self-mute button on chat windows for voice chats.
* Added a right-click menu item to mute other people in a group chat room
* Fixed many minor voice chat problems.
* Added ability to flag videos as only appropriate for adults.
* New games supported:
Crazy Machines 2 - Out of the Park Baseball 9 - The Sims 2 IKEA Home Stuff - World of Kung Fu
Making History: The Calm and The Storm - Freelanc3r - Genleo: The Land of Eratica - Seeds of Time Online
Oil Imperium - Combat Arms - Cardmaster Conflict - Freedom Force
Ultimate Pimpin' - Safari Photo Africa: Wild Earth - Supreme Ruler 2020 - The Political Machine 2008
CS-Manager - Devil May Cry 4 - Immune Attack - Carmageddon II: Carpocalypse Now!
Panzer Elite
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July 22nd, 2008, 16:28 Posted By: wraggster
Sunnyvale-based manufacturer OCZ Technology has laid claim to being the first to bring a 'brain-computer' interface to the retail market and they have aimed it squarely at the gamer. The device is called the NIA, which is an acronym that stands for Neural Impulse Actuator. Instead of buttons, sticks, gyroscopes or motion sensors, it reads the body's natural bio-signals and translates them into commands that can be used to control PC games. This evaluation of the NIA shows the product actually works as advertised, with a little practice. It can, in some cases, offer reaction times superior to standard controllers, based on faster trigger response time, and the difference is quite noticeable and immediate
http://hardware.slashdot.org/article.../07/21/1926251
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