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June 20th, 2008, 04:35 Posted By: JKKDARK
New version of the Sega Genesis/Megadrive, Sega CD and 32X emulator for Linux.
Changelog:
Features include:
* OpenGL support
* Joypad support
* Real Sega CD-ROM support
* Sega ISO image support
* GTK+2 integrated interface
Changes:
Integrated GTK interface
Real Sega CD-ROM support
Fixed segfault crash at startup
Turned OpenGL support off by default
Various misc fixes
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June 20th, 2008, 04:33 Posted By: JKKDARK
New version of the Sega Master System and Game Gear emulator for PC.
Changelog:
- Localization:
- Updated Dutch localization [Mark van Tilburg]
- SC-3000:
- Fixed the ;/+/RAD key not working on Sega Keyboard emulation under
certain host keyboard/OS configuration. Thanks Jacko. [Omar]
- Fixed crash in the X86 assembly implementation of the 32KB RAM mapper
writer when the upper 16 bits were not cleared by the Z80 emulator. [Omar]
- Debugger:
- Added "SYM @addr" command to search for symbols given an address. [Omar]
- Added "RMAP addr" command to reverse map of a Z80 address and display
the source of data based on machine state (mapper registers, etc).
eg:
RMAP $8001 ; eg: print 'ROM $14001 (Page 5 +0001)'
RMAP $E001 ; eg: print 'RAM $C001'
The feature doesn't work 100% in all mappers & bus mirroring cases,
but should be ok with the standard SMS/GG mapper. [Omar]
- Duplicate commands are automatically removed from history. [Omar]
- Increased default height of the debugger. [Omar]
- Changed watch point per-frame flood limit from 100 to 50. Will expose in
configuration file if requested. [Omar]
- Fixed crash when loading symbols with debugger disabled. [Djbass,Omar]
- Fixed labels showing one instruction early in "DASM" command. [Omar]
- Added breakpoint '!' mark in disassembly window. [Omar]
- GUI:
- File browser: country flag now displayed even on BIOS, Prototypes
or Homebrew images. [Omar]
- Inputs configuration: right-click on input source selection goes
backward, in addition to regular left-click to go forward. [Omar]
- Miscellaenous:
- Added "Capture" menu with screen capture menu access and options. [Maxim]
- Added "Capture All" mode, capturing all emulation frames to disk. [Maxim]
- Added "Include GUI" capture option. Disable to only capture game screen
when MEKA GUI is enabled. [Maxim]
- Renamed "Automatically crop and align screen captures" option to
more explicit "Crop and align screen captures to 8x8 boundaries".
Previous name was sounding too "cool" and was sometimes activated
by innocent users who then got their capture all cropped. [Omar]
- Added "screenshots_crop_scrolling_column" option in configuration
file (default to enabled), to disable cropping the empty left-most
column in horizontally scrolling games. [Omar]
- Project:
- (Win32) Fixed standard libraries used by debug builds (using unusual
combination led to various problems). Fixed various link warnings.
Fixed shared directories between DLL and No DLL builds. [Omar]
- Added and modified entries in the checksum and compatibility lists. [Omar]
Some particular renaming includes:
SMS - d91b340d - Action Fighter (JP) --> Action Fighter [v1] (also released in Germany and Italia)
SMS - 3658f3e0 - Action Fighter --> Action Fighetr [v2]
SMS - f4b3a7bd - Ariel - The Little Mermaid (BR) --> Ariel - The Little Mermaid (Disney's) (BR)
SMS - e2fcb6f3 - Super Wonder Boy (JP) --> Wonder Boy [v0] (also released in Italia)
SMS - 73705c02 - Wonder Boy --> Wonder Boy [v1]
GG - 3e549b7a - Aerial Assault --> Aerial Assault [v0]
GG - ffe4ed47 - Alien Syndrome --> Alien Syndrome (JP)
GG - 97e3a18c - Ariel - The Little Mermaid --> Ariel - The Little Mermaid (Disney's)
GG - e123d9b8 - Fray (JP) --> Fray ~Shugyou hen~ (JP)
GG - a93e8b0f - Griffin --> Griffin (JP)
GG - 75e273eb - Madden '96 --> Madden 96 [BAD]
GG - 36ebcd6d - Majors Pro Baseball --> Majors Pro Baseball, The
GG - f1732ffe - TaleSpin --> TaleSpin (Disney's)
GG - 7ec64025 - Vampire: Master of Darkness --> Vampire - Master of Darkness
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June 19th, 2008, 21:52 Posted By: Shrygue
via Engadget
Judging by the fact that AMD tipped the whole world off to its upcoming RV770-based GPUs earlier this week, we don't suppose it'll be too upset that a 512MB MSI Radeon HD 4850 happened to land a little early in the PC Perspective labs. Design wise, there's nothing too out of the ordinary -- a single-slot cooler design, twin dual-link DVI ports, single 6-pin PCIe power connector and one goofy looking monster that you'll never see again once this thing gets installed. Care to see how it fared when facing the pressures of modern day gaming? You know where to look.
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June 19th, 2008, 21:47 Posted By: Shrygue
via IGN
Crytek President Cevat Yerli said Crysis Warhead, the recently announced Crysis installment, will be optimized for lower-end PCs. Yerli told German publication PCGames.de to expect Warhead to run any where from 30-35 frames per second at high settings on a $620 rig. (Translation courtesy of Voodoo Extreme)
When the original Crysis released in late 2007, it raised the bar for graphics. However, since the graphics were so impressive, the system requirements intimidated many PC owners who didn't have killer gaming rigs. The German developer is attempting to alleviate that fear to reach a wider install base.
While Yerli said Warhead's optimizations were possible to implement in the original Crysis, it would take a lot of time and resources away from Warhead, which is the company's main priority at the moment.
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June 19th, 2008, 21:45 Posted By: Shrygue
via IGN
Patch 3.17 for Civilization IV: Beyond the Sword is now live. The patch incorporates numerous bug fixes, gameplay tweaks, new map scripts and more to Sid Meier's turn-based strategy game. Some of the gameplay tweaks are listed below:
* Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
* Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
* Flank attack now has a maximum number of siege units it can affect
* Horse archers no longer receive attack bonus against Trebuchets
* Destroyer: no longer upgrades to anything
* Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
* Attack Submarine: Increased cost
* Airship no longer gets bonus attacking ships
* Airship does 20% maximum air strike damage
* Machine Gun and Anti-Tank get 20% air interception chance
* No withdrawal when attacking amphibiously
* Siege weapons cannot attack amphibiously
* Reduced war weariness
* New Colonies have their parent civ's tech brokering restrictions
* New Colonies have knowledge of their parent civ's maps
To view the complete change log or to download the patch, visit File Planet.
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June 19th, 2008, 21:43 Posted By: Shrygue
via Joystiq
While the rumor mill is perpetually abuzz for Diablo III, let's go back one iteration to a game that's actually available. Blizzard has released patch 1.12 for Diablo II, which allows you to run the full game without the disc in the tray, provided you have all the required .MPQ files. According to BlizzPlanet, that either requires a full re-installation or copy-and-pasting the proper files onto the computer.
The patch also fixes some compatibility with Intel Macs and resets the online rankings. Our friends at BigDownload speculate this might be preliminary steps to putting the game on Blizzard's digital download store. Blizzard, known for patching games years after their release, updated Starcraft as recently as 2007.
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June 19th, 2008, 21:07 Posted By: Shrygue
via Games Industry
The NPD Group has released US PC game sales data for the week ended June 7, with Age of Conan retaining the top position.
Age of Conan was also the top-selling PC game in May across all categories.
New to the chart this week is Lego Indiana Jones: The Original Adventures, which debuted at number three behind Mass Effect. Sins Of A Solar Empire, meanwhile, dropped out of the Top Ten even as BioShock moves to number eight.
As with last week, three World Of Warcraft and three Sims 2 titles remain in the Top Ten.
The Top Ten best-selling PC games in the US for the week ended June 7 were as follows:
* 1 Age of Conan: Hyborian Adventures
* 2 Mass Effect
* 3 Lego Indiana Jones: The Original Adventures
* 4 The Sims 2 Double Deluxe
* 5 World Of Warcraft: Battle Chest
* 6 The Sims 2 Kitchen & Bath Interior Design Stuff Expansion Pack
* 7 World Of Warcraft
* 8 BioShock
* 9 World Of Warcraft: Burning Crusade Expansion Pack
* 10 The Sims 2 FreeTime Expansion Pack
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June 19th, 2008, 21:04 Posted By: JKKDARK
New version of the Amiga emulator for Windows.
Changelog:
New features/improvements:
- Picasso96 emulation rewrite.
* Major speed increase.
* Optimized blitter operations.
* Hardware (flicker free) mouse cursor emulated.
* Picasso96 <> native switch without screen/window reopening if
old and new size matches (instant mode switching).
* Fullscreen to fullscreen switch without desktop flashing.
* Color space conversion, all RTG color depths supported in windowed
mode as long as Windows desktop has same or higher color depth.
* Simple scaling support added, fill to whole screen instead of
switching resolution. (Useful with low resolution games and demos in
windowed mode or if host resolutions like 320x200 are not supported).
* Configurable 15/16/24/32 bit color space formats.
* Important notes if slowdown is noticed:
- Select "NonLocalVRAM" in Misc-panel (if major slowdown)
- Make sure display panel depth setting is same as Picasso96 depth
setting (or tick "Match host and RTG color depth if possible")
Color space conversion is always slower than direct match.
- Filter update.
* Scaling and centering are now more intuitive (NOTE: old settings
are not compatible).
* "FS" scale multiplier added (fill whole screen).
* "1/2" scale multipler added.
* Hq3x and hq4x filters added.
* Onscreen leds are not filtered anymore.
* Keep aspect ratio option added.
* Direct3D/OpenGL filters not yet updated.
- PCMCIA SRAM card emulation, includes real PCMCIA SRAM card support.
- ROM scanner byteswapped and even/odd ROM image support.
- Multithreaded AVI recording, huge speed increase with 2+ core CPUs
- Right mouse button over image selection buttons opens favorites menu
(can add/remove/edit shortcut paths to disk/rom/harddrive images).
- Sprite emulation updates, sprite doublescan support improved
(for example Fantastic Dizzy CD32 background), yet another missing
undocumented feature implemented.
- More compatible with timing changes caused by power saving features.
- Missing uaescsi.device CMD_GETGEOMETRY added.
- Debugger, GUI debugger improvements.
- A600/A1200/A4000 IDE emulation LBA48 (>128G) support.
- Input handling is more Windows-like, only release mouse/joystick/keyboard
when WinUAE loses focus (previously when mouse was not captured)
- Added 1.5M Chip RAM (A600 + 0.5M trap door expansion) and 384M/768/1.5G
Z3 RAM (configures two emulated RAM boards) configurations.
- Configuration file cache implemented, increases initial configuration
list loading speed.
- 5.1 sound settings include center and LFE channel (all 4 channels mixed)
Bug fixes:
- uaenet.device random deadlock fix, NSCMD_DEVICEQUERY works correctly.
- Gayle interrupt handling update.
- CPU emulation fixes, EXTB.L and CHK.L was 68000 (should be 68020+).
- Sprite emulation fix, Super Skid Marks hires mode cars and Marvin's
Marvellous Adventure score/cloud interference.
- "HAM4" and "HAM5" is displayed properly.
- Sound emulation fix, fixes Weird Dreams hospital scene sound problem.
- More compatible CD32 state restore support.
- AGA mode sprite garbage may have appeared in some cases. (1.4.5+)
- DOS formatted HD floppy image crash.
- Rare real harddrive detection crash.
- CD32 compatibility improved (Liberation CD32)
- Display emulation fix, mixed interlaced and non-interlaced modes don't
cause random display errors anymore, same with doublescanned interlaced
modes. (for example hires-mode Pinball Illusions)
- Autoconfig emulation update, Action Replay 3 does not detect
non-existing fast RAM board anymore.
- Many lha/lzh archives mounted as a harddrive crashed.
- Mousehack (tablet) mode works again.
- On the fly mouse/joystick switching crash fix.
- A3000 1.3 SuperKickstart works again.
- Many "non-standard" resolutions were missing in Picasso96 mode.
and more..
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June 19th, 2008, 20:36 Posted By: Shrygue
via Computer and Video Games
Electronic Arts CEO John Riccitello has said that PC owners can expect to see BioWare's fantasy RPG Dragon Age in this fiscal year's forth quarter.
For those unaware, this fiscal year ends next April, so you'll be able to get your grubby hands on the title sometime between January and March, 2009.
According to GameSpot, Riccitello broke the news at the William Blair & Company Growth Stock Conference in Chicago.
When asked which of EA's new IP would be among its top 10 best-sellers in 2008, he listed a number of titles, before adding:
"[Saboteur and Dragon Age] won't make the calendar year because they're coming in fiscal Q4." EA's fiscal year ends on March 31, 2009, which means that both games will now arrive in the first three months of next year."
EA's UK office were unable to confirm that the title will get a global launch, but we're sure that the days of having to wait for such a high-profile title on PC are behind us. Or rather, hoping they are.
Dragon Age is set in an entirely new setting created from some of the minds behind Baldur's Gate and Neverwinter Nights. They've been working away at it for five years.
From the sounds of it though, the time has been well spent. PC Zone was lucky enough to recently see the title in action. You can read the preview here.
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June 19th, 2008, 19:53 Posted By: Shrygue
via Computer and Video Games
Blizzard has released two new images from Starcraft 2 - a piece of artwork and a screenshot crammed full with action.
The in-game screen makes our eye hurt, with so much going on it's hard to know what any of it means.
It does look excellent though, and the video we've seen before indicates that it will all make sense when everything is moving, talking and exploding.
The artwork causes mixed emotions in us, though. Don't misunderstand - we think it's stunning.
What upsets us is how closely it matches some of the art we've seen from World of Warcraft. Which makes our desire a Starcraft MMO even greater.
Keeping watching this virtual space around June 28, when the 2008 Blizzard Worldwide Invitational kicks off. We're sure there's plenty more treats on the way.
Screenshot and artwork
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June 19th, 2008, 19:39 Posted By: Shrygue
via Games Industry
EA has said more than 250,000 creatures have been created and uploaded to its Spore community website in one day.
The publisher claims more than two are being shared every second, and at its peak there were 1000 creatures changing hands every minute.
"The response to the Spore Creature Creator has been overwhelming," said Lucy Bradshaw, executive producer for Spore at Maxis.
"The creativity and passion that the community is putting into their creatures is spectacular. The development team has spent the last 24 hours checking out the amazing creations racing in from all corners of the globe - with peak volume hitting more than 1,000 creatures being shared a minute."
The Spore Creature Creator was released on 17th June and costs either GBP 5 for the full version or can be downloaded in trial form for free.
Creatures appear in a huge index on the Sporepedia section of the community site and can be saved as a small file and then quickly imported into the Spore Creature Creators all over the world.
However, some accounts have come under fire for breaching the Terms of Service for rude or inappropriate content. EA has issued written warnings to those doing so.
The full Spore game is due out for PC on 5th September.
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June 19th, 2008, 19:03 Posted By: JKKDARK
ShifterMame360 is a custom version of MAME, an arcade emulator for PC.
Something a little different...I have uploaded source changes & binary for a custom version of M.A.M.E. v0.125 I have recently compiled. Named ´ShifterMame360´, in a nutshell, this supports only parent* roms of working* 360 degree wheel driving games ( * with a few exceptions). The point of this build is mainly to fix some of the rather annoying ´toggle´ hi/lo shifter inputs (eg Pole Position), and to hook up dial inputs etc where possible. I have slightly altered the refresh rates of some games, to not exceed 59.85Hz, in order to avoid frame-skipping issues with a lot of video hardware (including but not exclusive to both generations of ArcadeVGA). I have also made some other changes to make configuring controls easier. Please see the document included in the download for full details - grab it here.
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June 19th, 2008, 19:02 Posted By: JKKDARK
Progress on the Arcade emulator.
the author will submit the driver the MAMEDev
the communication work between CPU and 3D DSP should be limited to the master M68000, if the address mapping is done in the shared memory, master CPU would be disturbed by the slave one.
Left, center and right screens have separate programs and boards, each would work independantly, how these 3 boards communicate and coordinate is yet unknown.
About projection angles of left and right screen. The angle is correct on "DRIVER'S EYES" title screen, however in the tracks of demo mode it doesn't seem correct.
The game also features a pretty nice 2D sprite layer, which still doesn't show up yet.
it is known that the CPU does constantly feed the 2D video memory some meaningful and logical data. mame system21 driver does not emulate this 2D sprite layer, we have to use namcoic and namco system-II emulator instead, possibly they are not compatible with system21.
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June 19th, 2008, 19:00 Posted By: JKKDARK
New update of the Arcade emulator for Windows.
Changelog:
Notes: All Burger Time hardware games added, most working.
Changes: Breem core moved into a library, now an array of emulators can use it.
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June 19th, 2008, 18:58 Posted By: JKKDARK
Rom manager for PC.
Hi There,
As you may notice, there are not many updates (eccLive) released, this is not that we have stopped… biggrin.gif, but we are very busy with the 0.9.8 version, wich includes many new features.
You can sign-up HERE and share your ideas!
The ECC ImageDB has been purged and started over again!
We have formatted the HD, and installed all imagepacks we have on the ECC imagepack site back again, also all thumbs are created, so on the ROMDB site you see the small JPG file…click on that and you get the PNG, this saves bandwith and loadtime on the ECC ImageDB server, you can visit the ECC ROMDB HERE
There are 67.105 images (134.210 incl. thumbs) on our imageserver today!, it’s growing bigger and bigger wink.gif
DID YOU KNOW that with the latest ECC 0.9.8 WIP04, you can download images for a rom in the rom context menu, without downloading BIG imagepacks!
We have also uploaded the MAME v0.124b imagepacks for ECC, you can find these HERE
MAME imagepacks:
- ingame play 01
- ingame title
- flyer
- flyer 02 (marquees)
- media icon
- media storage (cabinet)
- media storage 02 (cpanel)
A total of 17.345 MAME images have been added to the ECC ImageDB!!
With the latest WIP04 we have also included .CUE support for CD/DVD rips in the ECC options, so this should make it easy to run CUE files.
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June 19th, 2008, 18:52 Posted By: JKKDARK
http://cgfm2.emuviews.com/
Comms Link USB Replacement I had worked on a Comms Link compatible device in 2007 to allow development of Sega Saturn software without having to use an old ISA-equipped computer. It had some timing issues that I wasn't able to diagnose at the time. I decided to revisit the project and dumped the PALCE20V8H chip from a clone Comms Link ISA card to see how the communication logic was implemented. Turns out one of the strobe signals need to be active high instead of active low, something that was fixed with a minor tweak to the GAL equations. Now that it works as expected, I've decided to clean up the project and release it. Here is the PCB layout, GAL equations, and source code:
For developing large programs, the transfer utility can load data from disk and transfer it over the Comms Link interface. This allows you to simulate a CD environment without burning discs for each test. I am working on a demonstration program to show how to use these features which should be finished shortly.
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June 19th, 2008, 18:50 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- Fixed a rather sneaky (and annoying) issue with Parent/Clone display listing which caused some clones to be included with the wrong parent sets. This also caused some of my regular name sorts to be incorrect. Thanks to Mr. Do for bringing it to my attention.
- Corrected an issue with detecting the MAME.INI file for some MAME GUI derivatives. This resulted in the inability, in some cases, to read stored ROMPATH names which could result in an empty AVAILABLE list.
- Typical batch of RESOURCE.ML updates for MAME: -COIN_LOCKOUT (0.125u5), -SNAPSIZE and -SNAPVIEW (0.125u6). MESSSAMEROM: comx35p/comx35n, newbrain/newbraid.
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June 19th, 2008, 01:18 Posted By: JKKDARK
SIDTool is a SID player or SID emulator front end for Windows.
Changelog:
* Now supports spaces in HVSC path
* Fixed possible infinite loop
* Check SID exists prior playing (HVSC changes)
* Now remembers STIL enabled/last Sid Player used
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