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May 24th, 2008, 04:59 Posted By: JKKDARK
New version of the SNES emulator for PC.
Translated changelog:
- When separate setting with directory setting, way remaining item is hidden, modification
- Addition of the option which indicates the window in the foremost aspect in normally
- Designation method of window style by mistake correcting the fact that it is
- Gamma control addition (*1)
- Correcting the fact that it has the variable of not yet initialization
- Modifying the VRAM entry operation at the time of non blank
- The bug where DMA to VRAM was not executed from the invalid territory correction (the *2)
- With arrangement of the name table, behavior when address is outside the VRAM range correction (the *3)
- At the time of state recovery key on not being just reflected correction (the *4)
- Behavior of echo effective/invalid register modification (*5)
- Execution timing of IPL emulation correction (*6)
- The number of execution of BRA of SPC cycles correction (*6)
- Processing of window mask synthesis was recreated. (*7)
- The number of execution of rep/sep cycles by mistake being correction (the *cool.gif
- Way the fact that it has the line of 1360 cycles is reproduced, modification
- Cycle several calculations of IRQ/NMI by mistake correcting the fact that it is
- The execution time of DMA by mistake correcting the fact that it is
- Modifying the execution timing of NMI/IRQ
- After several orders opening, after the DMA ending way it does NMI, correction
- NMI being cancelled in DMA, way NMI is executed, modification
- The behavior of HDMA correction (*9)
- HBlank timing and HDMA execution timing correction (*10)
- Drawing timing correction (*11)
- In translucency synthesis at time of high resolution mode provisional correspondence (*12)
- Mosaic of offset tile mode mounting (*13)
- Bug of offset tile mode correction (*13)
- With non high resolution behavior at time of interlace mode correction (*14)
It is setting possible by the fact that the *1 ini file is rewritten but, it is not additional to setting dialogue still.
Correction of the trouble where the game over picture of [nakoruru] transforms with *2 [samusupi]
Correction of the trouble where the picture deteriorates with *3 [remingusu] 2 and [ougabatoru]
Correcting the trouble where sound of the cascade of town of [amoru] of *4 [dorakue] 6 is not recovered just
Being *5 live alive, when the changing of tune, correction of the trouble which is the times when sound of tune before remains.
*6 battle commander, the strongest quiz king decision game SUPER operation in history
When with *7 live alive battle, the group of small fish are, when the enemy is pushed down, correcting the fact that graphics of the edge of the enemy applies
Correction of the trouble where behavior becomes strange in the *8 live alive menu screen
Correction of the trouble where the picture transforms with the ending of *9 FF5.
Correction of the trouble where boundary of the picture shakes with *10 [mariokato]. Correction of the trouble where letter shakes with opening of the front mission
Correcting the fact that indication becomes strange with the paddock of *11 [dabisuta]
Cancellation of the trouble where the picture becomes strange with *12 [mavuerasu]. So still the apparatus and behavior are different.
Correction of the trouble where indication of the boss of the *13 soul 斗 羅 spirits 1 aspect has become strange
At the time of option use of enlargement, correcting the fact that with the 摩 訶 摩 訶 indication has become depth in *14 integer time
Furthermore, with the bug which has report with beta3, this time being able to correct it is not,/being able to verify any which are not it is as follows
- The picture deteriorates with glory 3 of [herakuresu]
- [mavuerasu] freezes with the ending
- Sound of [sourubureida] is strange
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May 24th, 2008, 04:57 Posted By: JKKDARK
New version of the Commodore Plus/4 emulator for PC.
Changelog:
* implemented IEC level floppy drive emulation; this allows access to a directory on the PC filesystem, and supports reading and writing .prg, .p00, .s00, .u00, and .r00 files, and some commonly used CBM DOS commands
* the debugger window now displays the current state of TED registers
* on Windows and MacOS X the native file selection dialog is used instead of the FLTK one; also, the last PRG and screenshot file selected is remembered by the dialogs
* various improvements have been made to the utilities
* changed the TED luminance table to (hopefully) match the colors of the real machine more accurately
* when recording video to AVI files in RLE8 format, some TV emulation color effects are now also captured using additional palette colors
* D64 files with any number of tracks from 35 to 42 are supported
* new/improved GUI keyboard shortcuts
* the old file I/O hack has been removed, since its functionality is now replaced by the IEC level drive emulation
* added Gtk+ GUI theme (enabled with '-colorscheme 3' command line option)
* some minor bugs have been fixed
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May 24th, 2008, 00:56 Posted By: wraggster
ASUS isn't being shy about its plan for global Eee domination, and it sounds like the company is exploring expanding beyond the laptop and desktop form factors we've already seen. Speaking to Current.com.au, ASUS Australia retail manager Emmanuele Silanesu said that ASUS's Eee group is "obviously looking at other form factors rather than just a clamshell," but wouldn't confirm anything -- and just to make things even hazier, Silanesu said that a forthcoming touchscreen machine from ASUS might not carry the Eee branding. That's just about as vague as it gets, but we're in agreement with UMPC Portal that ASUS has plenty of low-power, low-cost UMPCs on the shelf (like the R2E pictured above) that could easily be made over to fit with the Eee line. We'll see when we see -- Silanesu hinted that something was due to appear at Computex in June.
http://www.engadget.com/2008/05/23/a...-form-factors/
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May 23rd, 2008, 23:56 Posted By: JKKDARK
New release of the front end for MAME (arcade emulator for PC).
Changelog:
Small update with some fixes and support for the MAME v0.125u2.
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May 23rd, 2008, 22:21 Posted By: Shrygue
via Computer and Video Games
Recent rumours that Diablo 3 will be announced in the next issue of the US edition of PC Gamer have been debunked by the magazine.
"We're officially squelching the Diablo rumour," said the editor to Voodoo Extreme. "We've got two big announcements coming in our August issue, but neither is from Blizzard."
The rumour originated when Gamer wrote that the August issue contained a "secret that [they're] just dying to blurt out, but [they] can't for another month, and the stress of holding it in makes you want to do the pee-pee dance?"
Based on this, the internet decided the magazine was referring to Diablo 3. The source of the rumour, Blizz Planet, based its conclusion on the following:- PC Gamer was probably among the Gaming press Magazines who visited Blizzard Entertainment early on May, a few weeks ago.
- PC Gamer knew about the Starcraft II announcement last May 2007.
- PC Gamer can't talk about it for the next 30 days. The 2008 Blizzard Worldwide Invitationals at Paris, France takes place on June 28-29.
- June 29 is the date Diablo II shipped on USA (2000) and the same date the expansion Lord of Destruction shipped on Europe a year later (2001).
- Notice how PC Gamer replaces a swearing with [CENSORED]? Could this be a clue as to what the game they refer to is? Because CENSORED really sounds like HELL... as in... Diablo?
Solid evidence you've got there, chaps. You should start a detective agency or something.
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May 23rd, 2008, 19:56 Posted By: Shrygue
via Games Industry
Speaking at yesterday's Wedbush Morgan Securities annual Management Access Conference, the Atari founder suggested that game piracy will soon be a thing of the past thanks to a new chip.
"There is a stealth encryption chip called a TPM that is going on the motherboards of most of the computers that are coming out now," he pointed out
"What that says is that in the games business we will be able to encrypt with an absolutely verifiable private key in the encryption world - which is uncrackable by people on the internet and by giving away passwords - which will allow for a huge market to develop in some of the areas where piracy has been a real problem."
Bushnell thinks that piracy of movies and music, however, is probably unstoppable because "if you can watch it and you can hear it, you can copy it."
"Games are a different thing, because games are so integrated with the code. The TPM will, in fact, absolutely stop piracy of gameplay.
"As soon as the installed base of the TPM hardware chip gets large enough, we will start to see revenues coming from Asia and India at a time when before it didn't make sense."
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May 23rd, 2008, 19:51 Posted By: Shrygue
via Computer and Video Games
Blizzard has responded to yesterday's report that the StarCraft 2 system specifications had been leaked, stating that the current requirements are not yet confirmed.
"We have not made an official announcement on the system requirements for StarCraft II at this stage," Blizzard said to CVG.
"As they are still being finalised. The magazine in question was printing its own speculation." naughty, naughty...
The magazine its referring to is the Swedish gaming magazine Micromania, who originally printed the requirements.
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May 23rd, 2008, 19:42 Posted By: Shrygue
via Computer and Video Games
If you look properly you'll find that PC game sales are even, if not bigger, than all of the next-gen consoles, says Valve's Doug Lombardi, who "laughs" at 'PC is dying' stories.
"We sort of laugh at it," the marketing man told Shack News.
"Because we've been wildly successful--we're very fortunate, you know. Our games have all done really, really well, Steam has taken off and become this whole other business for us, Valve has never been in better shape--and yet everybody is talking about how in the PC world, the sky is falling."
Valve released its first in-house console game last year with The Orange Box, which received rave reviews and no-doubt made the Seattle developers lots and lots of moolah.
"We've been doing this for 10 years now--actually 12 years since the company started, 10 years since the first game came out--and we've never been in better shape, financially or otherwise. The company is over 160 people now--it was 20 people when we shipped Half-Life. We've got multiple projects going--we were always a one-project-at-a-time group."
Alright, so Valve's making some money from PC games then, but what about everybody else? "NPD, god love 'em," continues Lombardi, "they release a US retail sales report, and people take that and say that's the world picture. And it's just not true."
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May 23rd, 2008, 19:39 Posted By: Shrygue
via Joystiq
Sure, Mac gaming is becoming less of an oxymoron these days, but if you want to game with a keyboard, Windows is still the way to go. Fortunately, Codeweavers' has concocted a solution for those who want the PC gaming experience on Mac (and Linux!) without using Boot Camp or partitioning drives. Introducing CrossOver Games.
We're not going to get into the technical side of it because, quite frankly, we don't understand it all. The Unofficial Apple Weblog (TUAW) has an extensive hands-on and gallery walkthrough (see below) of the $40 program, and found the software satisfying overall, especially for use with Steam. (You can view a compatibility list here.) There's also a 30-day free trial available.
Screenshots
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May 23rd, 2008, 18:14 Posted By: JKKDARK
New version of the Atari 2600 emulator for Linux, Windows and Macintosh.
Changelog:
- Introduced more accurate timing for NTSC vs. PAL modes, where the framerate is based on the number of scanlines per frame. This should eliminate 'clicking' sounds when emulating ROMs that don't follow the exact NTSC or PAL scanline specs.
- Added ability to see the current number of scanlines and corresponding framerate to the TIA emulation. This can be set with the '-stats' commandline argument, or dynamically turned on and off with the 'Alt-l' key combo.
- Modified '-framerate' commandline argument, where a non-zero value overrides the automatic framerate calculation (based on number of scanlines). Setting 'framerate' to zero re-enables auto-frame calculation. Also, re-enabled changing the framerate from within the UI.
- Added '-timing' commandline argument, which sets the type of waiting between processing frames. Setting it to 'sleep' emulates the previous behaviour in Stella; setting it to 'busy' emulates z26, and can in some cases eliminate screen tearing (at the expense of using all available CPU time).
- Fixed issue with debugger disassembly and mirrored $40 TIA write addresses. They were actually defined at $30, and generating incorrect labels.
- Fixed issue in AtariVox and SaveKey controllers where accessing the EEPROM sometimes failed after the first write.
- Changed AtariVox and SaveKey EEPROM emulation to default to $FF for a blank EEPROM.
- Fixed regression in cart auto-detection logic; some F6 ROMs were being misdetected as E7.
- Fixed issue with M6532/RIOT timer initialization; it was causing some ROMs to hang (most notably Summer Games). Related to this, reworked the built-in random number generator to generate 'more random' numbers.
- Fixed bug in CommandMenu where console buttons (Select, Reset, etc) weren't doing anything.
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May 23rd, 2008, 18:12 Posted By: JKKDARK
The multi-system emulator for ported to AmigaOS
AmiArcadia OS4.0 native version and French translation released
Amigan Software are proud to announce the porting of AmiArcadia to AmigaOS 4.0, and the availability of a French translation of AmiArcadia. Many thanks to Alexandre Balaban for this. Versions of AmiArcadia/WinArcadia are now available for AmigaOS 3.x, AmigaOS 4.0, MorphOS and Windows.
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May 23rd, 2008, 15:30 Posted By: wraggster
News from the official site:
And kidnapped his father to boot. So please help Woodruff with getting revenge, rescuing his father, freeing the oppressed Boozooks and finding out about the Schnibble of Azimuth.
Still the same old procedure: Get your copy of The Bizarre Adventures of Woodruff and the Schnibble and a daily build of ScummVM. Report all bugs to our bug tracker and submit screenshots you've made along the way to our patch tracker, following the bug submission guidelines and screenshot guidelines.
http://www.scummvm.org/?shownews=20080522.xml
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May 23rd, 2008, 02:56 Posted By: JKKDARK
New version of the Atari 5200, Atari 400, 800, 400XL, 800XL and 130XE emulator for Windows and Linux.
Changelog:
- Fixed the handling of the initial keystroke.
- Added a curses (text-based) front-end.
- GTIA artifacts now support various GTIA models.
- GTIA supports now user-defined color maps.
- The GUI can now be used entirely by the keyboard or the
joystick, use the cursor keys to move the pointer from
gadget to gadget and press RETURN to click on an object.
- Added a RelMouseStick input device that reacts on the
relative mouse movements rather than its abstract position.
- Fixed the POKEY audio muting, it is now able to detect
situations in which a lower mixing frequency is audible
even though the channel itself is not.
- Fixed initial timing/speed setting, could have caused
audio-drop outs or slow play-back.
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May 23rd, 2008, 02:40 Posted By: JKKDARK
New version of the PC-Engine emulator for Windows 2000, XP and Vista.
Changelog:
- When using Ootake with "Non-Scanlined" screen-setting, at the display of frame-rate with "Info->Show FPS" menu, the bug that had not been occasionally displayed by the environment was corrected.
- When switching to the FullScreen mode, the refresh rate of display switches to "60Hz" by the automatic operation. (*In Windows98/Me, it is not possible to switch by the automatic operation.)
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May 23rd, 2008, 00:10 Posted By: JKKDARK
New release of the arcade emulator for PC.
Changelog:
* Added a module to control the Taito IC chips in a more efficient way
* Added a module to do all the common Taito functions and tidied the drivers
* Rewrote the PC080SN and PC090OJ emulation adding support for row scroll, double width and other features
* Added tile banking support to the TC0100SCN emulation
* Added support for configurable bit-depths to the TC0100SCN emulation
* Added palette offset support to the TC0480SCP emulation
* Added driver for Darius
* Added Dead Connection, Dino Rex, Growl, Koshien, Liquid Kids, Mahjong Quest, Mega Blast, Metal Black, Ninja Kids, Solitary Fighter and various quiz games to the Taito F2 driver
* Rewrote the Operation Wolf, Rainbow Islands and Rastan drivers to support the new Taito IC module
* Added Jumping and the original versions of Operation Wolf to the Taito PC080SN & PC090OJ based driver
* Rewrote the Taito X driver to support the new Taito IC module
* Added Balloon Brothers, Gigandes and Last Striker to the Taito X driver
* Added iq_132s Dr. Tomy driver
* Added iq_132s Exed Exes driver
* Added proper screen clearing to the Hyper Pacman driver
* Fixed a small bug in the ClrMAME dat generation with missing quotes
* Matched all sets to MAME 0.125u2
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May 23rd, 2008, 00:08 Posted By: JKKDARK
New version of the front end for Dosbox (DOSBox emulates an Intel x86 PC, complete with sound, graphics, mouse, joystick, modem, etc., necessary for running many old MS-DOS games that simply cannot be run on modern PCs).
Changelog:
* When using the option to minimize D-Fend Reloaded while DOSBox is running and DOSBox is changing the resolution, D-Fend Reloaded will no longer rely on the Windows window placement and restore its correct position itself.
* Some smaller speed improvements when working with large profile lists.
* [Fix] Access violation when opening a screenshot from a profile containing more than one screenshot.
* [Fix] Error message when trying to run a D-Fend Reloaded desktop game link while "Minimize when DOSBox starts" is activated.
* [Fix] When selecting the default template in the template editor the "Delete" menu item was not disabled (like the toolbar icon and the item in the context menu).
* [Fix] DOSBox did not start if the given DOSBox language file did not exist.
* [Fix] Closed some memory leaks in screenshot viewer, setup dialog and program info dialog.
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May 22nd, 2008, 22:18 Posted By: Shrygue
via Eurogamer
A new demo for the PC version of the Penny Arcade game is now available for download.
Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, as it's formally known, is an episodic RPG adventure game. It's been developed by Hothead Games together with Mike Krahulik and Jerry Tycho Holkins - better known to Penny Arcade fans as Gabe and Tycho. Monkey Island creator Ron Gilbert also stepped in to lend a hand.
The PC demo is now available via the game's official digital distribution site.
Alternatively, you might like to try downloading Episode One in its entirety from Xbox Live Arcade. It'll cost you though - 1600 Microsoft Points (GBP 13.60 / EUR 19.20) to be precise.
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May 22nd, 2008, 21:53 Posted By: Shrygue
via Computer and Video Games
When you got your special edition copy of Grand Theft Auto IV, did you ever think 'Hey, that would make an awesome case for a PC?' No? Well, Mark Harris did. So there.
During a quiet spot at work, Harris took a miniITX system and saw the potential in its size. "Normally I don't see the point in buying limited / special editions of computer games," he told us, "as they come with items that you will find yourself throwing away after a while.
"Not pre-ordering my GTA IV early enough meant I had to order the special edition. I'm glad that I did."
As you can see from the screenshots, Mark took the GTA safety deposit box and converted it into a fully functioning computer.
This isn't the miniITX system has packed into a novelty box. In April, Alex Wiley packed it into a case modelled on the Digg logo. To see it, and more of the GTA safety deposit box, check out the Mini-ITX website. Some things have to be seen to be believed.
Photographs
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May 22nd, 2008, 21:51 Posted By: Shrygue
via Computer and Video Games
Specifications for Starcraft 2 have leaked out of Blizzard HQ and are unusually high... for Blizzard, at least.
Blizzard has been previously renowned for releasing games that will run on even the most antiquated computers, with the success of World of Warcraft partially credited to its meagre demands on player systems.
The requirements are ripped straight out of a preview from Spanish games rag Micromania, according to a poster on a Starcraft 2 fan site.
Blizzard has yet to confirm the specs, so far only confirming that the game will require Pixel Shader 2.0. Here's the list:
Minimum Requirements:
GFX: GeForce 7/8 Series or Radeon 1000/2000 with 25Mb RAM
CPU: Pentium 4
RAM: 1Gb
Internet: ADSL 1 MBit
Recommend Requirements:
GFX: GeForce 8000 or Radeon 2000 series with 512Mb RAM
CPU: Core 2 Duo or Athlon X2
RAM: 2Gb
Internet: ADSL 3 Mbit
Optimal Requirements:
GFX: Geforce 9000er or Radeon 3000er Series
CPU: Core 2 Duo 3 Ghz or Athlon X2
RAM: 2Gb with DualChannel mode.
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