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May 30th, 2008, 20:56 Posted By: Shrygue
via Eurogamer
At Valve's mini-summit on the state of PC gaming in Seattle today, president Gabe Newell revealed that the company is not concerned about the threat of piracy in the PC market.
Responding to a question from Rock Paper Shotgun, Newell said, "When you list the things that we worry about in our business, piracy is not one of them."
His sentiments run counter to those of many publishers, who feel piracy is killing their PC games business. But, said Newell, Valve's Steam distribution platform and the service it provides its customers protects it from that.
"We've got great facilities that make it very hard for people to pirate," he said. "And more importantly, the service value of having an ongiong relationship with us is high enough that it causes people to not be very interested in piracy. It's a dangerous thing to pirate one of our games because later on, when we catch you, you lose all your games, or you can't play multiplayer."
Earlier, Valve's Jason Holtman explained why the company felt the fear of rampant piracy in emerging markets such as Russia and China was misplaced, and the problem easily solved.
He noted how famous the Russian market was for its piracy, and explained that this was a direct result of games releasing there six months after North America and Western Europe. It wasn't just Steam's encryption technology, but the ease of simultaneous worldwide releases on the platform that solved the problem for Valve.
"We know that that's the major place where this rampant piracy myth comes from," Holtman said. "Rampant piracy is just unserved customers.
"Russians have money, Russians like to play games and Russians have PCs. They love going to stores and not having to use Bittorrent sties."
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May 30th, 2008, 01:19 Posted By: JKKDARK
New version of the Commodore 64 emulator for Windows 2000, XP and Vista.
Changelog:
Bug fix for an un-initialised boolean that either allows head stepping while the motor
is off (the most likely case) or causes missed head steps depending of the "random" state of
the boolean.
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May 30th, 2008, 01:17 Posted By: JKKDARK
New version of the front end for MAME, the Arcade emulator for Windows.
Changelog:
- RESOURCE.ML changes: MAME: -AVIWRITE (0.125u1), -JOYSTICK (0.125u2 -
default behavior is now ON), -SNAPNAME (0.125u3). The AVIWRITE it set
up to be handled like the other recording toggles and SNAPNAME has 3
options hardcoded.
- Added MANTIS search option (F7 - setname, SHIFT+F7 - source) to allow you
to search the MAME Testers database for any bugs registered or mentioning
your specific search criteria. As the other web lookups, this is only
able to be used from External Data View (F3). The lookup keys are now:
F5 - MAWS, F6 - Arcade-History, F7/SHIFT+F7 - MANTIS/MT search, F8 - MARP.
- Fixed the List Sort Method routine (F1) to remember and jump to the
gamename which was highlighted on the previous list.
- Added an icon (finally) to ML TNG. Been meaning to do this for some time.
Right now is just an generic cabinet icon - anything to pull it away from
a label of being an "anonymous windows executable". If anyone wants to
make one to help identify ML TNG as unique, feel free to make a 16x16 or
32x32 .ico file for possible inclusion and credit!
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May 29th, 2008, 20:53 Posted By: Shrygue
via Engadget
Iomega's getting quite fed up with listing those GBs, and thus, it's exceptionally thrilled to be offering up a brand new 1TB model for your consideration. Fittingly christened the Super eGo, the external hard drive you see above packs a single one-terabyte HDD, USB 2.0 port and a one-year warranty. Folks who don't care to wait for a 2TB edition can grab one now in ruby red, midnight blue or jet black for $269.95 [£137.73].
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May 29th, 2008, 20:41 Posted By: Shrygue
via Gizmodo
Details on the multi-touch functionality in Windows 7 are only a couple of days old, but it appears that Microsoft is already looking ahead with a multi-touch SDK slated for release at this year's Professional Developers Conference in October. At that time, Microsoft is expected to "highlight the new multi-touch gesture APIs and explain how you can leverage them in your applications." [PDC via tabletpctalk]
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May 29th, 2008, 20:37 Posted By: Shrygue
via Engadget
It's only just barely made it out into the wild, but DigiTimes is now reporting that ASUS has already stopped taking orders from resellers for its 8.9-inch Eee PC 900 in anticipation of the now imminent launch of the Atom-based Eee PC 901.
That word apparently comes from some unspecified "industry sources," who also claim that the Eee PC 900 was only ever a "transitional product" to begin with, which ASUS pushed out the door with a plain old Celeron M processor in order to get an 8.9-inch model out ahead of its competitors. Certainly a reasonable conclusion to draw, but a quick glance of online retailers shows that there's still plenty of Eee PC 900s out there for the taking if you're not sold on this whole Atom thing.
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May 29th, 2008, 20:35 Posted By: Shrygue
via Computer and Video Games
Sega has passed along a new trailer for Gas Powered Games' Space Siege. And there's plenty of in-game footage to ogle over.
We recently ran a PC Gamer preview on the game, which began: "There's nothing too deep or life-encompassing about Space Siege. It is, like its goblin-bound forebear, Dungeon Siege, basically about the hack and slash. This time, however, the slash is done with an arm-mounted laser-swordfork thing, and the hack is, well, more like a blast.
"Grenades, electrical discharges, blazing autocannons: you're reaping revenge as a hi tech part-cyborg killer on a technology curve that would make the Terminator blush."
Continue reading here.
Trailer
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May 29th, 2008, 20:10 Posted By: JKKDARK
via mad.co.uk
Sega’s upcoming online version of its gaming series Football Manager is set to offer a wide range of advertising opportunities when it launches this summer after securing an exclusive deal with IGA Worldwide today.
Sega Europe, in conjunction with Sports Interactive, is launching its Massively Multiplayer Online version of Football Manager Live with a range of advertising opportunities said to be in-keeping with those experienced at a real football match; league and tournament sponsorship, pitch-side billboards, web-based MPU’s and a number of static integrations.
IGA will also be using its proprietary Radial technology to dynamically link ad spaces between the Football Manager Live game client and the corresponding locations on the football manager live web portal. This service will allow advertisers extended coverage with the opportunity for video and rich media content within the web-based MPU spaces.
Justin Townsend, chief executive of IGA Worldwide, said: “The Football Manager series boasts three of the top five fastest selling PC games in history and we are extremely enthusiastic about partnering with Sports Interactive and Sega on these world-leading titles leading into the Euro 2008 series this summer.
“The unique opportunities available to our clients in these titles offer unrivalled exposure, engagement and accountability whilst adding realism and context to a game environment that prides itself on these same qualities.”
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May 29th, 2008, 16:22 Posted By: JKKDARK
New version of the multiple arcade machine emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
-----------------------------------------------
- 01827: [Interface] galaga: DIP switch information is not being readded properly when .CFG is read. (Aaron Giles)
- 01837: [DIP/Input] Missing input definitions (Aaron Giles)
- 01039: [Interface] trog: Memory area limit of the cheat engine. (ShimaPong)
- 01690: [Graphics] goldstar, goldstbl: Damaged and partially missing graphic. (Fabio Priuli)
- 01153: [Speed] clshroad: The game is slow, the frame rate suffers, and even the calorie bar flickers. (Nicola Salmoria)
- 00267: [Graphics] clshroad: Occasionally a cycler who's graphics are garbled will come along, (Nicola Salmoria)
- 01692: [Graphics] athena: Corrupt sprites in game. (robiza)
- 01834: [Graphics] fitegolf, countryc: Graphics corruption (robiza)
- 01780: [Graphics] pingpong: Level select arrow's not displayed (Nicola Salmoria)
- 01822: [Interface] OSD causes crash when try to show the Screen Refresh Rate menu. (Aaron Giles)
- 01830: [DIP/Input] All sets in m58.c: Conditional coinage dip not visible/working for coin mode 1 (Aaron Giles)
- 01836: [DIP/Input] qcrayon2: Conditional input not visible/working for dip game control joystick (Aaron Giles)
- 01833: [Graphics] spikes91: missing text layer (David Haywood)
- 01832: [DIP/Input] finalgdr: Cannot insert coins (all coin slots are disabled) (David Haywood)
- 00240: [Gameplay] galaga88: Most of the time the shooting accuracy shown on the screen when the game is over is not computed correctly. (Nicola Salmoria)
- 01741: [Graphics] ldrun4: Sprites are misplaced two pixels to the right. (Nicola Salmoria)
- 01816: [DIP/Input] onetwo, onetwoe: credit problem and maybe sound problem (David Haywood)
- 00245: [DIP/Input] tomahawk: There are no separate keys for player 2 in cocktail mode. (Nicola Salmoria)
- 01735: [Graphics] sf2m4, sf2m5, sf2m6, sf2m7, sf2yyc, sf2koryu: games with bootleg kludge doesn't work (Nicola Salmoria)
- 00070: [Misc.] nettoqc: In-game message. (couriersud)
- 01756: [Sound] 800fath, knockout, marine, triplep: No sound in game. (couriersud)
- 01825: [Interface] Toggling Tab menu works as F2 key in games with their service mode DIPs on the top of the menu. (Aaron Giles)
- 00407: [Misc.] qtono2: At the game over scene, MAME reports "layer c000 contact MAMEDEV". (Nicola Salmoria)
- 00237: [Sound] jumping: I have a Jumping bootleg and the music has the same tempo of the original rainbow islands. (Nicola Salmoria)
- 00208: [Original Reference] monymony: I am measuring clocks on my Money Money pcb but I have a problem with the tms5200 clock. (Nicola Salmoria)
- 01776: [Misc.] pzloop2, pzloop2j: In-game message "write to CPS-A register 24 contact MAMEDEV" at startup. (Nicola Salmoria)
- 01755: [Misc.] mmatrix, mmatrixj: CPS-B read port 10 (Nicola Salmoria)
- 01823: [Graphics] digdug, xevious, galaga + all clones: cocktail mode, player 2 has all sprites offset by an inch or two (couriersud)
- 01826: [Graphics] All sets in mappy.c: All cocktail modes are displayed incorrectly for 2nd player (couriersud)
- 01819: [Misc.] "Coinlock disabled coin x" message displayed upon startup (couriersud)
- 01828: [DIP/Input] Most sets in taito_f3.c driver: Coin slots locks information does not disappear (couriersud)
- 01719: [DIP/Input] bking, bking2, bking3: Player 1 and 2 Start mapped twice. (couriersud)
Source Changes
------------------------------------------
Changed default DIP switches in onetwo.c. Common coinslot mode seems broken, or our code is wrong. [David Haywood]
Updated documentation in several drivers based on old readmes and other data that might get lost. [Andrew Gardner]
Fixed COP420 instructions JSRP, LBI, LQID, and SKT. Draco now has sound. Also fixed COP420 instructions XAS and INIL. Fixed cycle count for extended opcodes. Added CKO general purpose input. [Curt Coder]
Improvements to American Poker II driver. [Roberto Fresca]
- Reworked the color routines switching to resnet system.
- Added a resistor network diagram.
- Switch to pre-defined crystal value.
- Changed the WATCHDOG_TIME_INIT to be based on miliseconds instead of hertz.
- Other minor cleanup/fixes.
- Updated technical notes.
peplus driver changes: [Jim Stolis]
* Updated coin-in timing
* Extended memory address range of DUART
* Fixed overlapping input port bits
Fixed PORT_IMPULSE handling. The old code would force inputs to be asserted for at least the number of frames indicated, but keeping the button pressed would keep the input asserted. Now the input is asserted far exactly the number of frames indicated. [Nicola Salmoria]
Fixed memory access in the 80286 cpu core which made i286.h obsolete. Changed CPUINFO_INT_MAX_INSTRUCTION_BYTES to prevent crashes during disassembly. [Wilbert Pol]
Fixed behavior of toggle switches so that they don't lose their value when the UI is up. They also can now be used for multibit DIP switch settings in which case they toggle through all the options. Added new functions input_field_select_next_setting() and input_field_select_previous_setting() which can be used to iterate properly through DIP switches. Fixed the behavior for cases where conditional ports are in play (you could get stuck). Changed uimenu.c to call these instead of implementing its own. [Aaron Giles]
Changed uimenu.c so that hitting ENTER on a DIP switch resets it to its default value. This is analagous to how the OSD sliders behave. [Aaron Giles]
Renamed EEPROM_* to eeprom_*. Updated all drivers accordingly. Typedef'ed a real eeprom_interface structure. [Aaron Giles]
Added a PORT_CUSTOM for the eeprom bit reading. Updated several drivers to use that by specifying it in their input ports instead of having a custom read handler that inserted the bit forcefully. Also added a PORT_CUSTOM for the ticket dispenser callback as well. Updated the dcheese driver to use it. Many more drivers can be updated to use these new PORT_CUSTOMs in the future, eliminating hacky input port read handlers. [Aaron Giles]
Changed text used to specify a menu separator in uimenu.c, and added a #define for the new string. [Nathan Woods]
Added TOKEN_SKIP_* macros to tokenize.h. [Aaron Giles]
Changed error reporting during input port detokenization to fill a buffer rather than fatalerror-ing immediately. Should now properly skip over any invalid tokens. Enhanced error detection during input port detokenization to catch duplicate bits. There are a lot of these! Updated initialization code to print errors and fatal only if the input ports were unable to be constructed at all. [Aaron Giles]
Fixed duplicate input port bits in pacman.c, gottlieb.c, cps1.c, megadriv.c, segae.c. [David Haywood]
Added support for a NULL set of input ports, used by the empty driver. [Aaron Giles]
Fixed cpu_getiloops() which was not returning the correct value. [Nicola Salmoria]
Made gijoe not crash, but still don't understand what the original code was trying to do. [David Haywood]
Moved suprpool to a better match hardware. Fixed the ROM load and added a list of PCB components. [Roberto Fresca]
Implemented autoload mode in 8257 DMA: [Miodrag Milanovic]
* added support for autoload mode
* fixed bug in calculating count
Fixed duplicate input port bits in dkong.c. [couriersud]
MIPS core changes: [Aaron Giles]
- renamed struct mips3_config -> mips3_config
- updated all drivers to the new names
- removed MIPS3DRC_STRICT_COP0 flag, which is no longer used
- a few minor cleanups
- moved implementation-specific state into a pointer hanging off of the core MIPS3 state
- removed large context in favor of a pointer to the large context to help improve context switch times
Changed the behavior of the translate callback in the CPU interface: [Aaron Giles]
- added new 'intention' parameter to the translate callback to indicate read/write/fetch access, user/supervisor mode, and a flag for debugging
- updated all call sites to pass an appropriate value
- updated all CPU cores to the new prototype
UML updates: [Aaron Giles]
- added new opcode SETC to set the carry flag from a source bit
- added new opcode BSWAP to swap bytes within a value
- updated C, x86, x64 back-ends to support the new opcodes
- updated disassembler to support the new opcodes
DRC frontend changes: [Aaron Giles]
- fixed bug in handling edge case with the PC near the 0 or ~0
- added new flag to tag privileged instructions
Added new option -snapname which lets you provide a template for how snapshot names are generated. See config.txt for details. [Aaron Giles]
Added new astring functions astring_del, astring_replace, and astring_replacec. [Aaron Giles]
Removed meaningless service_coin_lockout_w function. Updated the zaxxon driver to correctly handle the coin enable lines. [Nicola Salmoria]
Fixed bug that caused DIP switches to be improperly read from game cfg file in certain circumstances. [Aaron Giles]
Added internal default tags for input ports when saving/loading. [Aaron Giles]
Updated cheat sytem drastically: [ShimaPong]
* Supported (preliminary) new cheat format
- Added new operations, PDWWrite, RWrite, VRWrite, CWrite, Move, Branch, Loop, Popup
- Added new options, ValueSelectNegative, Return, AddressReadFrom, DataReadFrom
- Added cheat variables, You can store data with Write or Move operations and read as an address or data from each fields
- Added condition check for CWrite, Branch and Popup operations
- Added new custom codes, Separator, Layer
- Supported Shared Code [MESS ONLY], different machine shares common code for a game
* Allowed mixed label-select or user-select with standard code
* Added label selector menu for label-selection code
* Added extend comment displayer for multi-line comments
* Added command menu for cheat list and watchpoint, Easy selectable cheat commands in this menu
* Added debug view menu [DEBUG BUILD ONLY], It displays internal info to debug cheat system
* Supported unique separator by ui_draw_menu() in several menus
* Added user defined search region, You can set free memory range from cheat database
* Enhanced error check for cheat code to prevent from unexpected working. Error code is locked. If you select this code, the analyser works instead of the code activater
* Enhanced value input with keyboard-less, Cheat edit key gives new input system in several menus, Left/right keys moves the edit cursor and up/down keys changes a value
* Added cheat command save, reload, reset in option menu
* Supported address shift in searching, Now searchable default region in TMS340*0 cpu games (Trog, Smash T.V. etc)
* Refined cheat menu handling with function pointer called cheat_menu_handler
* Added format strings table to manage in an integrated fashion
* Deleted unused hacks of default search region for Neo Geo and TMS34010
* Refined code based on MAME coding guidelines
- Renamed many functions/structures/constants, But not complete due to too many items
- Converted small but often used functions to INLINE
- Fixed a comparison in case of 0 or NULL
- Added missing function prototype for several functions
New games added or promoted from NOT_WORKING status
--------------------------------------------------------------------------------
beatmania THE FINAL (ver JA-A) [Chizzy]
Player's Edge Plus (XP000112) White Hot Aces Poker [hammer300]
ChuckECheese's Match Game [Exodus]
Coronation Street Quiz Game [Phil Bennett]
New clones added
------------------------------
Fred Flintstones' Memory Match (5 new sets) [Exodus]
Mighty! Pang (Euro 001010) [Bonky]
Dynamite Cop (USA, Model 2C) [The Guru]
Atomic Boy (revision B) [Stefan Lindberg]
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May 29th, 2008, 05:10 Posted By: JKKDARK
New version of the Commodore 64 emulator for Windows 2000, XP and Vista.
Changelog:
1) Another adjustment to the 1541 drive head stepping logic and initialisation of disk drive that is broken in the previous release as seen by excessive flashing of the 1541 LED.
2) The 1541 disk motor will run continue to spin for a short a fraction of a second after being turned off. The disk loader for Star Trekking the Game is now more accurately accommodated.
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May 29th, 2008, 02:53 Posted By: JKKDARK
New version of the Sinclair emulator for PC.
Info and changelog:
EightyOne is an emulator for several home computers made by Sinclair Research (And their clones) in the 1980s. EightyOne currently emulates:
Sinclair ZX80, Timex TS1000
Sinclair ZX81, Timex TS1500
Sinclair ZX Spectrum 16k/48k, Timex TS2068
Sinclair ZX Spectrum 128k, Timex TC2048
Amstrad/Sinclair Spectrum +2, Lambda 8300
Amstrad/Sinclair Spectrum +2a, Ringo R470
Amstrad/Sinclair Spectrum +3, MicroDigital TK85
Jupiter ACE
Version 1.0a 28/05/08
- Added Memory Browser (SirMorris)
- Added Symbols to Debugger (SirMorris)
- Fixed bug in OUTD/OUTIR instructions (MW)
- Fixed bug with NMI occasionally triggering twice (MW)
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May 29th, 2008, 02:52 Posted By: JKKDARK
New update of the rom manager for PC.
Changelog:
fixed: setinformation show setname doesn't show clone names correctly
fixed: sample-only sets appear as missing even when samples aren't scanned
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May 29th, 2008, 02:50 Posted By: JKKDARK
New version of the BBC emulator for PC.
Changelog:
* Added menu option to display cursor line at bottom of screen.
* Added \d option to -KbdCmd command line parameters
* Made -KbdCmd processing more resilient
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May 29th, 2008, 02:47 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- Added platforms
- Commodore Amiga
- Microkey Primo
- Sinclair ZX81
- Small updates
- Fixed the Atary Lynx importing, by removing the 64 bytes
header when nessesary, so that the CRC32 will be good.
- Fixed the white border around the ECC GUI buttons.
- Replaced necessary CELL images with the eccident name for
that platform.
- Removed all CUE extensions, these are not ROM files.
- Renamed ´Tandy/Radio Shack TRS-80´ to ´Tandy/Radio
Shack TRS-80 Color Computer´
- Renamed ´Applied Technologies Microbee´ to
´Microbee Systems - Microbee´
- Replaced the ´Applied Technologies´ to the
´Microbee Systems´ logo in the
Microbee system platform.
- Fixed necessary emulator pathnames and added where needed.
- Added the ´Casio PV-2000´ informations/factsheet.
- Added the watara logo in the ´Watara Supervision´ platform.
- Cleaned the ´Watara Supervision´ teaser by removing lost pixels.
- Cleaned the ´ScummVM´ teaser image by removing lost pixels.
- Adds & fixes for best parameter/emulators:
- Added the Xroar emulator for the TRS-80 Color Computer.
- Added the ubee512 emulator for the Microbee System.
- Added the ´X millennium T-tune´ emulator for the Sharp X1 Computer.
- Added the ´WinX1´ emulator for the Sharp X1 Computer.
- Selected Fusion to be the best emulator for the Sega.
- Fixed the emulator homepage for the Pokemon Mini ´Minimon´ emulator.
- Added best emulator settings for
- Amstrad CPC
- Sharp X68000
- Sony Playstation 1
- Added Extensions:
- Acorn BBC: ADL
- Applied Technologies Microbee: DSK, D40, DS40, S80, SS80,
D80, DS80, D82, DS82, D84, DS84 (removed ROM, BIN)
- Atari 8-bit: EXE, COM, A8S
- Atari 5200: CAR
- Bandai Wonderswan: BIN
- Bandai Wonderswan Color: BIN
- Casio PV-1000: BAS, PBF
- Commodore 16/plus4: LNX
- Commodore VIC-20: A0, B0, 20, 40, 60, BIN, CRT, 70, 80, P00
- Dragon 32/64: PAK, DXT, DGN, S19
- Matra/Hachete Alice: WAV
- NEC PC-9801: FDD
- Nintendo - Super Nintendo: BIN
- RCA Studio II: BIN, ASM
- Robotron KC series: BAS
- ScummVM : GME, SM0, 000, LA0, 1C (removed DSK)
- Sony PocketStation: GME
- Sega SG-1000: BIN
- Sharp MZ-700: MZF
- Sharp MZ-1500: MZF
- Sharp X1: D88, 2D (removed GBA)
- Sinclair ZX Spectrum: SCL, BLK, CSW, WAV
- Vtech Creativision: BIN
- Vtech Laser 200: VZ, DSK
- Tandy/Radio Shack TRS-80 Color Computer: CCC
- Thomson MO5: BIN
- Tomy Pyuta: BIN
- ECC Theme
v1.1.0.5
- Improved ECC Core detecion, so that ECC software can be found.
- ECC Bugreport
v2.2.0.5
- Improved ECC Core detecion, so that ECC software can be found.
- Updated the MD5 hash file to 0.9.7 WIP20
- 3rd party tool updates
- AutoIt v3.2.12.0
- Notepad++ v4.9.1
- QuickSFV v2.36
- ECC Installer
v1.3.0.6 (ECC v0.9.7.R1):
- Compiled with NSIS v2.37.
- Added 2 more options available to install.
- Fixed 2 bugs in the installer that did not work in the 0.9.7 installer:
- Creation of the desktop icon.
- Restructure ECC Images.
- Default installfolder now point to the users profile.
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May 29th, 2008, 01:50 Posted By: wraggster
Nexon America, publisher of MapleStory, has announced the closed beta for a new free-to-play, FPS-centric, MMO. The new "Combat Arms" is planned for a full release later this summer and promises not only the ability to customize your soldier, but also your guns and equipment.
"The closed beta test will run exclusively at FilePlanet.com for one week beginning May 30th. Once the game is released to the public, Combat Arms will receive regular content updates, including new weapons, gear, maps, and more free game modes."
http://www.worldsinmotion.biz/2008/0...ces_combat.php
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May 29th, 2008, 00:38 Posted By: JKKDARK
New update of the Amiga emulator for PC.
Changelog:
- A3000 1.3 SuperKickstart fakeMMU bonus remapping fixed
- A3000 mode (=A3000 SCSI enabled) forces UAE boot rom to backup location (no more conflicts with 1.3 SuperKickstart bonus area)
- notification area icon is now created only once at startup
- added function to uae.resource that can be used to query function pointers using string labels (more portable and safe)
- 32->16bit Picasso96 color space conversion fixed
- all missing Picasso96 color space conversion routines added
- HAM6 with less than 6 planes emulated properly
- 0.5M chip + 0.5M slow + ECS Agnus chip ram aliasing implemented (DMA addresses 0x80000-0xfffff are aliased to 0xc00000-0xc7ffff) Previous chip mapping fixes were not 100% correct, there is no "bus noise" when slow ram is enabled. Fixes demo "Move Any Mountain" by "Lazy Bones"
- floppy drive sounds fixed in 4+ sound channel modes
- fixed rare bug in configuration list, missing directory entries possible if it only contained other directories (no files)
- implemented configuration cache that caches all data needed to populate Configuration-panel quickly without directory/file scanning. Currently always enabled (this way I surely get enough testing..) Cache is stored in file called "configuration.cache" in configuration root directory. Cache file is only re-created when configuration is saved, deleted or cache file is missing or corrupted. Enable/disable in future, first some testing
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May 28th, 2008, 22:29 Posted By: Shrygue
via Computer and Video Games
As if we hadn't put up enough screenshots in the last 24 hours, Blizzard's gone and released some new pics of its colourful and lovely RTS sequel, StarCraft II. They look brilliant; go on, we dare you to moan in the comments.
Recently the required system specs for the future Korean GOTY leaked, revealing that - shock horror - it won't run on a Casio calculator. But Blizzard told us the "leaked" specs are nothing more than "speculation". We'll see...
Have a read of this recent hands-on preview when you're done with the screens.
Screenshots
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May 28th, 2008, 20:10 Posted By: wraggster
Newly released in the UK
Relive the golden age of aviation when a hardy band of adventurers first took to the air in direct defiance of gravity. This compelling collection of early aircraft features 5 machines that smashed records and finally allowed mankind to break the bonds holding us to terra firma.
Join the Wright Brothers and take to the air for a tour of Ohio in the iconic Model B aircraft, or recreate the achievement of Louis Blériot in a death defying crossing of the English Channel in the Blériot XI monoplane. Strap yourself into the Santos-Dumont 14-bis and share the elation of performing the first unaided take-off of a heavier than air aircraft. The Goliescu Avioplan with its idiosyncratic design and equally unpredictable performance may be a challenge to fly but was the first aircraft to utilise a tubular design that paved the way for aircraft of today. The Handley Page E is widely acclaimed as the first passenger aircraft, although comfort was not an option with the passenger seated precariously behind the pilot in a small bucket seat open to the outside air!
Each has been lovingly crafted, resulting in stunning recreations of these historic aircraft complete with authentic flight characteristics that capture the spirit and adventure of a bygone era. Also included are 5 missions for Microsoft Flight Simulator X that will push your flying skills to the limit with an opportunity to experience the finest hour of these pioneering aircraft, putting you in the pilot's seat to attempt the record breaking challenges that flew these daring aviators into the history books.
http://www.amazon.co.uk/Early-Years-...997836&sr=1-28
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